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- Avatar (Invocation)
- Level: 7
- Source: Great Net Prayerbook, V3
- Sphere: Charm
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: Caster
- Saving Throw: None
-
- The use of this spell brings forth very potent energies to the casters
- disposal. The spell actually causes part of the caster's deity to
- inhabit the caster. The caster will then become an Avatar of the god
- with one of the god's aspects.
-
- The Avatar will have the powers of a demi-power and will have the
- casters choice of one of the classes the deity has experience in (one
- of the Deity's aspects). In addition to these powers, the caster will
- still retain his own powers and abilities. If the class chosen is the
- same as one of the classes that the caster has, then he will have the
- higher of the two levels.
-
- The caster will retain the power until the situation no longer requires
- it (plus a couple of rounds for mopping up), or the Avatar is killed.
- If the Avatar is killed, then the deity loses the abilities of the
- class for 1/10 of the time that the god would normally be "dead" as if
- slain on his home plane.
-
- In order to receive this spell at all, the caster must exemplary in his
- faith. The spell, if used, would require special sacrificing
- afterwards. Exactly when and how much depends on the god.
-
- If the spell is used to confront another Avatar or Deity, then rather
- than having a confrontation, the Deity may decide to do something else
- instead, such as any form of indirect help. If the deities involved are
- traditional enemies...
-
- If the privilege of having this spell is misused in any way, then the
- offending caster will be severely punished, maybe losing the
- opportunity to cast this spell forever, or in a more serious
- transgression, losing all clerical abilities as well forever.
-
- The Deity is not enslaved by this spell and thus does not have to
- answer the spell's partial summons. If the need is there, then more
- than likely, the spell will be answered.
-
- ------------------------------------------------------------------------
- Awaken Forest (Enchantment/Charm, Divination)
- Level: 7
- Source: Great Net Prayerbook, V3
- Sphere: Plant
- Range: 0
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 2 hours
- Area of Effect: 10-mile + 1 mile per level radius area
- Saving Throw: None
-
- With this ceremony, the cleric call upon and wakens the spirit of the
- forest. The effects are that the cleric becomes one with the trees in
- the area of effect. Whatever happens in that area, the cleric
- instantaneously knows. He has the power to cause 1 tree per level
- within that area to animate as if it were a treant. Any real treants
- in the area become aware of him and are receptive to any suggestions
- made by the cleric. A Changestaff (cf. Changestaff spell) is needed to
- if any trees are animated. Each tree animated reduced the Changestaff
- by one hit die.
-
- ------------------------------------------------------------------------
- Death Warrior (Invocation)
- Level: 7
- Source: Great Net Prayerbook, V3
- Sphere: Combat
- Range: 0
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- It is only a god of War, Death or a deity that is perverse who will
- allow his followers to use a spell such as this.
-
- The spell is cast when the caster has been struck his death blow. The
- spell cannot be cast if the caster is knocked below his level in
- negative hit points in any one round. The spell can be cast even if the
- caster had already cast a spell in the combat round. It is very
- difficult for the caster not to get the spell off.
-
- The effects of the spell occur immediately. The caster has all his or
- her spells memorised, and his level and hit points are doubled for the
- duration of the spell. The caster will not have any more spells than
- his normal level would allow. The caster will fight insanely and attack
- all foe in sight until the spell ends, the caster dies again, the
- caster casts another death warrior spell, or the spell duration ends.
-
- When the spell finally ends, the caster immediately dies, and the body
- vanishes, not to be found. The Deity personally collects the soul of
- the caster.
-
- The caster will use the spell if he thinks that there is a battle that
- he will not survive in and will thus try to use this spell for a last
- revenge.
-
- The caster cannot be brought back to life, but if a group of
- adventurers went and petitioned the Deity of the caster, then the Deity
- may decide to free the casters soul in exchange for a service (a
- suitably long quest will do...).
-
- The spell, when cast, causes the caster's holy symbol to destroy itself
- in a dramatic manner (blows up in a flash of light and sound, melts,
- etc.) but causes no other effect. If the spell is to be cast a second
- time, then the caster will require a second symbol.
-
- ------------------------------------------------------------------------
- Henley's Digit of Disruption (Invocation)
- Level: 7
- Source: Great Net Prayerbook, V3
- Sphere: Combat
- Range: 1/2" per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 7
- Area of Effect: One undead
- Saving Throw: Special
-
- This spell is a powerful weapon against undead creatures. When it is
- cast, a thin ray about 1 cm in diameter springs forth from the cleric's
- pointing finger and strikes the selected target. Any undead creature
- so struck must save versus magic or take 6d8 of damage and roll on
- percentile dice as if hit with a Mace of Disruption. If the save is
- made, the affected creature takes 4d8 of damage, with the remaining 2d8
- striking the cleric in a backlash of energy.
-
- ------------------------------------------------------------------------
- Lifeforce (Alteration, Invocation)
- Level: 7
- Source: Great Net Prayerbook, V3
- Sphere: Combat
- Range: 9"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 8
- Area of Effect: Caster and one target creature
- Saving Throw: None
-
- Through the use of this spell, the caster is pitting his lifeforce
- against that of the target creature. This is the pure confrontation of
- two being's will to live. Each rolls 1d20 and adds it to his or its
- current hit points. This can be modified by bless, chant, prayer, ring
- of protection, cloak of protection, luckstone, luck sword, wisdom
- bonus, etc.
-
- If the target creature's total is less than 1/2 the caster's total,
- then the target creature is overwhelmed and dies (in this case, the
- caster suffers fatigue equal to 1/2 the target's roll in hit points).
- If the target creature's total is less than the caster's total but more
- than 1/2 the caster's total, then the target is stunned for 2d4 rounds
- (-5 to AC, initiatives, saves, "to hit" and damage rolls) and the
- caster suffers fatigue equal to the difference in totals. If the
- target's total is more than the caster's, then the caster dies and the
- target suffers damage equal to the difference in totals. Fatigue is
- recovered at a rate of 1 hit point per round. The material component
- for this spell is the cleric's holy or unholy symbol, a pair of ivory
- six-sided dice (worth 200 GP) and a drop of the caster's blood.
-
- ------------------------------------------------------------------------
- Razorwind (Alteration, Invocation)
- Level: 7
- Source: Great Net Prayerbook, V3
- Sphere: Combat, Elemental (Air)
- Range: 5 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 8
- Area of Effect: One creature
- Saving Throw: Special
-
- By means of this spell, the caster brings about a transformation of the
- air about himself, "compressing" large volumes of it into a minute area
- and sending it at a target. Though this wind has no actual "edge," it
- is highly effective when it strikes its target, causing 1d8 points of
- damage per level of the caster. In addition, the victim of the
- Razorwind must make a saving throw vs. Rods or an extremity will be
- severed (as per a blow from a Sword of Sharpness)! This saving throw
- is modified by "+1" for each plus of magical armour the target is
- wearing (only armour: not shields, rings, bracers, etc). In addition
- persons wearing plate mail or better receive an extra "+1" on the
- saving roll.
-
- Because such a large volume of air is needed to create the Razorwind,
- this spell can only be cast outdoors or in a chamber of vast size (DM's
- discretion). If it is cast in a smaller, confined area (e.g., indoors
- or underground passage), it will not function and everyone in the area
- will suffer a momentary loss of air.
-
- The material components for this spell are the holy symbol of the
- caster, a bloodstone, and a small, flat piece of steel.
-
- ------------------------------------------------------------------------
- Treegrowth (Alteration)
- Level: 7
- Source: Great Net Prayerbook, V3
- Sphere: Plant
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 7 rounds
- Area of Effect: One HD per level, one creature, or one building
- Saving Throw: Negates
-
- Causes a plant of desired type to start growing upon the target, which
- can be a person, building.. whatever. This plant shall feed on the life
- force of the target creature, or if cast on something that has none,
- then on whatever other energy it can find and use.
-
- If the target is a building, then the plant shall simply grow
- in/on/around it, possibly causing structural damage, as specified by
- the cleric. It takes seven hours for the plant to grow to full size, so
- this spell shall not work as an Instant Ladder. It can, on the other
- hand, be used to hide an entrance or make a treasure cache quite
- undetectable.
-
- If the target is a creature with life force (or other energy, undeads
- and golems are not immune), the plant shall feed on the life force of
- the target creature, draining one level of energy until the target is
- dropped to -1 hit dice, and dies. The abilities fall as fast as the hit
- dice. So, a ninth level character with strength 18 and intelligence 9
- would lose 2 points of strength, 1 hit die, and 1 point of
- intelligence, among other things, for nine rounds, and then die. The
- corpse of the target creature shall then turn into parts of the plant.
- For this, Raise Dead etc. is not possible, having intelligence zero
- makes Speak with Dead impossible. On the other hand, such a victim can
- Reincarnate, and Talk with Plants is not hindered, as the mind remains
- within the plant.
-
- This is a spell that is very seldom used by druids because of its long
- casting time and obvious evilness. It is used on old druids that feel
- that their life is at an end and wish to live on in the grove, or as a
- partial retribution on those who destroy plant life needlessly or
- violate any dryad, supposing either is within the protection of a
- druid.
-