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Post by Dungeon Master on Jun 26, 2007 20:36:13 GMT -5
The Net Prayerbook Version 6 Designed and edited exclusively for Talidaar Arbagon and the Druid’s of Chislev
The Net Prayerbook is my gift to you. I have been holding on to it for some time now, since the gods have been gone, there has been no reason to pass this along to you. But since one should say Never, I pass this to you in the thought that someday, should the gods return, you would have access, if not immediate access to these spells, (ie. not all at once.)
Your loving and vengeful DM Jamie Scamihorn
First-Level Spells
Animal Call (Conjuration/Summoning)
Sphere: Animal, Summoning Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: 120-yard + 10-yard per level radius Saving Throw: None Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
This spell allows the priest to call all animals within the spell effect. The animals will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the animals will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the animals will peacefully disperse to whence they came.
Animal Healing I (Alteration) Reversible
Sphere: Animal, Healing Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: One animal Saving Throw: None Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell simulates the casting of a cure light wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 1d8 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm I, requires a touch in combat and deals 1d8 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is used without such reasons, the priest should be prepared to suffer the consequences. The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.
Animal Tracks (Alteration, Enchantment)
Sphere: Animal Range: 0 Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 2 rounds Area of Effect: The caster Saving Throw: None Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
This spell causes the priest to leave tracks and scents as the animal specified during casting. The tracks have traces of magic for 3 turns, after which they are indistinguishable from normal tracks. Only non-mythical creatures can be impersonated. A holly berry and some fur from the animal to be impersonated are needed to cast this spell.
Bird Call (Conjuration/Summoning)
Sphere: Animal, Summoning Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: 120-yard + 10-yard per level radius Saving Throw: None Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
This spell allows the priest to call all birds within the spell effect. The birds will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the birds will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the birds will peacefully disperse to whence they came.
Breathable Air (Alteration) Reversible
Sphere: Elemental (Air) Range: 6 yards Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: 10-yard radius sphere Saving Throw: Negates Author: Rob McNeur <rob@ccc.govt.nz>
This spell causes the affected area to have breathable air for the duration of the spell, as long as the surrounding pressure will allow it (eg., in shallow water the pressure will not remove the spell, in deep water the water pressure will reduce the area of effect considerably). This is handy for emergency breathing supplies within a poison gas area, stinking cloud, etc., and also gives a better saving throw versus these effects (save at +4). The reverse (unbreathable air) will cause the air to become totally unbreathable, causing choking (1d6 per round while within the area of effect) and making it difficult to cast spells (save versus spell to be able to do so). This is similar to stinking cloud.
Clean (Alteration)
Sphere: All Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Steve Bartell <stevebar@wordperfect.com>
Upon casting this spell, the priest effectively cleans one person, animal, or object per level of experience. If cast upon a person or mount, it cleans the being plus any personal belongings it has on it. Alternatively, it can be cast on a 10-foot cube area. This spell affects dirt, grease, paint, sweat, etc., but can be controlled so it doesn't remove something that is permanent, such as oil in boots or paint on a shield. This spell is useful for a party that is on the road for weeks without a chance to bathe. It can also be used to negate the effects of some spells. These spells would include colour spray, grease, etc. The material component of this spell is a piece of soap.
Coalstone (Alteration)
Sphere: Elemental (Fire) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 turns Area of Effect: Gem touched Saving Throw: None Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
When this spell is cast, the priest enchants a gem, turning it into a coalstone. The coalstone glows and gives off heat. It is hot enough to start a fire, ignite flammable substances and shed light in a 5-foot radius. Holding the coalstone will inflict 1 point of damage per round unless the wielder possesses some form of protection. The coalstone will burn for 1 day per gold piece value of the gem used for a maximum of 1 year per level of the priest, after which the coalstone crumbles into a fine powder. Another function of the coalstone is that the priest may opt to cause it to explode. This will cause 1 point of concussion damage for every 100 days left on the duration and ignite any flammable objects within a 5-foot radius. The material component for the spell is a sprig of holly.
Common Prayer (Conjuration/Summoning)
Sphere: All Range: 0 Components: V, S Duration: 1 day Casting Time: 1 round Area of Effect: 10-yard radius Saving Throw: None Author: Barbara Haddad <melchar@shakala.com>
The priest leads a prayer to his deity, that he may influence the day to come. All who participate (by repeating the prayer) inside the area of effect gain the influence. It is expressed by a +5%/+1 (or -5%/-1) alteration on a single die roll during the day to come. If not used before the priest's recycle time, the benefit dissipates. Several common prayers may be participated in by the same individual. The benefits stack, but their effects are not cumulative.
Control Hair (Invocation)
Sphere: All Range: Special Components: V Duration: 1d6 rounds + 1 round per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Lord Skigg <camplte@wkuvx1.bitnet>
Control hair can direct the hair on the person's head to grow one foot around, style itself, or act as a hand. The hair can perform simple tasks like untying ropes, or opening locks at a 20%. The hair cannot hold weapons larger than a knife and doesn't give an extra attack. If used to fight with, it has a THAC0 of 20. The caster can discontinue the spell at any time.
Create Earth (Alteration) Reversible
Sphere: Elemental (Earth), Summoning Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Unknown
By this spell, the priest creates up to 3 pounds per level of stone or 1 cubic foot per level of sand, dirt, or dust. The stone can be solid or loose gravel. The reverse, destroy earth, will destroy a like amount of earth or stone. Magical creatures are allowed a saving throw versus death magic or take 1 point of damage per level of the priest. The material component is the priest's holy symbol.
Detect Pregnancy (Divination)
Sphere: Divination Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
This spell enables the priest to detect pregnancy in any creature. The priest will also know the day of conception, stage of pregnancy, estimated day of birth, and gender of child.
Dispel Fatigue (Abjuration)
Sphere: Healing Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Unknown
This spell removes fatigue from the affected creature and protects it from tiring further for the spell duration. However, once the spell expires, the recipient must rest for the amount of time spent in strenuous activity (i.e., running, melee combat) while under the spell. No damage sustained is restored, including broken or sprained limbs, i.e., you still can't run on a sprained ankle. The spell is also ineffective against magically or psionically caused fatigue (such as ray of enfeeblement), or against subdual damage. The material component of this spell is a miniature stone wheel.
Elemental Burst (Invocation/Evocation)
Sphere: Elemental (All) Range: 5 feet per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One 2-foot per level radius sphere Saving Throw: ½ Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell was once a spell from the Oriental Adventures book, but it was adapted for the priest. It causes one of the four elements (not five like in the oriental version) to send off slivers of its element either causing damage or another effect depending on the element: earth sends off sharp slivers causing 1d8 hit points of damage; fire sends of sparks that cause 1d4 damage and cause non-magical items in the area to save versus normal fire, if their owner or carrier does not save; air and water send forth concussive waves of force that cause the affected characters to save versus paralysation or be hindered for one round per three levels of the caster (hindered equals losing initiative for physical actions during those rounds). It does not significantly affect the object from which it gains the slivers of element it shoots off.
Faithfulness (Abjuration)
Sphere: Guardian, Protection Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Unknown
This spell acts as a phylactery of faithfulness in that it will alert the priest to any action or item which will adversely affect his alignment and standing with his deity, if a prior moment is taken to contemplate the action. Furthermore, if the priest is forced by some form of possession or domination to act contrary to his alignment, the spell bestows a 10% chance per level of breaking free of the mind control, as well as a saving throw to not carry out the offending act. The material component of this spell is a drop of holy water.
Gnat Swarm (Conjuration/Summoning)
Sphere: Animal, Summoning Range: Sight Components: S, M Duration: 1d4+1 rounds Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Unknown
The priest can summon a swarm of gnats to bother and harass the victim for the duration of the spell. For example: a man is stalking Bob-the-wonder-druid through the forest. The fellow gets closer than Bob would like, and, unless he acts fast, is liable to get spotted (a situation he'd like to avoid). The man has a 30% chance to spot Bob normally, but with the swarming gnats, his attention is elsewhere, so his chances are cut to 15%. The material component for this spell is a dead gnat.
Grow (Alteration)
Sphere: Plant Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 rounds Area of Effect: Plant touched Saving Throw: None Author: Unknown
The priest can cause a single plant to show a week's worth of growth in one day. This spell can be cast at most once per day per plant. The material component for this spell is some fertiliser or humus, and some water, to be given to the plant (the components are not consumed by the spell, but they are by the plant). If the priest wishes to continually cast this spell, then he should be prepared to furnish additional fertiliser and water to sustain the plant.
Heat [1] (Alteration) Reversible
Sphere: Sun, Weather Range: 6 yards Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: 10-yard radius sphere Saving Throw: Negates Author: Rob McNeur <rob@ccc.govt.nz>
This spell causes the affected area to become warm, maintaining a constant temperature of 40°C (96°F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (chill), causing the area to lower in temperature to 0°C (32°F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect.
Lesser Healing Rays (Necromancy)
Sphere: Healing, Sun Range: 30 yards Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: François Menneteau <mennetea@acri.fr>
This spell cause a beam of healing sunlight to caress the target, healing 1d6 points of damage. The spell cannot be reversed. Also, the sun must be shining, so the spell cannot be used at night, under a cloudy cover, or underground.
Make-up (Invocation)
Sphere: All Range: 0 Components: V, S Duration: 1d4 hours + 1 hour per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Lord Skigg <camplte@wkuvx1.bitnet>
This spell's sole purpose is to put on make-up, perfume, etc., by magical means.
Prevent Nausea (Abjuration) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: 6 turns per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
This spell will prevent the creature affected from getting nausea for the duration of the spell. The reverse of this spell, nausea, will cause nausea to the victim.
Prevent Spoilage (Abjuration, Alteration)
Sphere: Plant, Protection, Wards Range: 10 feet per level Components: V, S, M Duration: 1 year per level Casting Time: 1 round Area of Effect: One pound of material per level Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell prevents the spoilage of material (mostly food) due to time. In this aspect it is similar to the preserve spell of the wizard. It has an additional bonus: it changes the aspect of the material so that pests like rats and other vermin will not consume or even gnaw on the material - not even if they are very hungry. Thus, it prevents the spoilage of food due to vermin. It does not prevent spoilage if it is dropped into filth or other ugly stuff: it still has to be stored in the appropriate containers. It also prevents magical food from spoiling. The material components are the holy symbol of the priest and a small glass containing jelly which has been sealed after cooking. This glass vanishes in the casting.
Protection from Dirt (Abjuration)
Sphere: Elemental (Earth), Protection Range: 0 Components: V, S, M Duration: 1d4 turns + 1 turn per level over third Casting Time: 2 Area of Effect: 10-foot radius Saving Throw: None Author: Lord Skigg <camplte@wkuvx1.bitnet>
This spell can hold up to 1d6 tons of dirt out of a 10-foot radius. The seductress and anyone in the area of effect will be protected from stones and dirt. The seductress can turn off the spell at will. This spell will protect from soil-based attacks, but not arrows, although the arrow will be clean if it enters into the sphere. This spell can also be used for land slides, cave-ins, dust storms, etc. The material component is a stained leather bag of dirt.
Quick Step (Alteration)
Sphere: Charm Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Unknown
This spell allows one creature to be able to run at full speed without getting tired over stone, dirt, or grass. At the end of the duration, the creature must stop for 1 turn for each hour it was running. During this time it can do nothing except drink liquids and eat small, light portions of food. At the end of this resting period, the creature will start to regain enough energy to be able to carry on normal activities (eat, walk, etc.). When the creature has stopped for a time equal to the time it ran, it will be able to carry on all activities without penalty (fight, run, etc.). This spell will work on horses, pack animals, etc. The material component for this spell is a small piece of leather.
Repair (Alteration) Reversible
Sphere: Elemental (Earth), Protection Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Object touched Saving Throw: None Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
This spell is similar to the 1st-level wizard spell mending. It will repair any one object, which has a maximum volume of 1 cubic foot per level of the spell caster. For plate armour and any other object which has listed hit points (eg., a rope of climbing), the spell restores 1 HP per level of the priest. Just like mending, the spell will not, in and of itself, repair magical items which have lost their enchantments. However, the spell will repair magical items which have some damage but are still magical. For example, the spell will restore hit points to damaged magical plate armour, and can repair damage to a rope of climbing which has not been completely severed. However, if the rope of climbing had been completely severed, (cf. Dungeon Master's Guide) the spell could only repair the rope and would not restore the lost magical properties. The material components are a small piece of metal which is consumed when the spell is cast, and the priests holy symbol. The reverse of the spell, break, does 1 points of damage per level of the priest to any one item if the item has hit points, or forces the item to save with a base roll of 10 if the item does not have hit points. Magical items, or items with a total volume of over 1 cubic foot per level of the spell caster are not affected by break. Failure indicates that the item has broken into 1d8+2 pieces. In both cases, the priest must touch the item, requiring a successful attack roll against an unwilling recipient.
Request Animal (Enchantment/Charm)
Sphere: Animal, Charm Range: 10 feet Components: V, S, M Duration: Instantaneous Casting Time: Special Area of Effect: One animal Saving Throw: Special Author: Unknown
By casting this spell, a priest can ask a particular animal for a favour. The priest must have some sort of enticement for the animal to actually perform the favour, because the animal can opt not to carry out the priest's wishes. The casting time of this spell is 1 plus the time necessary to make the request, which may take no longer than one turn. This spell does not empower the priest to actually speak the animal's language. For example: if a priest spotted an owl, the priest could request the owl, if it saw any other humanoids around, to fly back and alert the priest. An appropriate offering might be some choice part of a rabbit, a mouse, or some other form of owl snack food. If the owl was actually required to fly patrol all night (and forego hunting, a favourite owl activity) then probably the owl would turn him down no matter what the priest offered.
Rock-Jump (Conjuration)
Sphere: Creation, Elemental (Earth) Range: 100 yards Components: S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Unknown
With this spell, the priest can cause a rock to find its way into the shoe of the victim. If the victim has no shoes, the spell causes a thorn or something to stick into the foot of the victim. The material component for this spell is a small stone or thorn, that is to be thrown in the direction of the victim. It is consumed in the victim's shoe or foot.
Seedling (Alteration) Reversible
Sphere: Elemental (Air, Earth), Plant Range: 0 Components: V, S Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: Special Author: Paul D. Walker <pdwalker@hk.super.net>
This spell causes one tree seed or seedling per level of the priest to be specially blessed by the priest's god. When the spell is cast upon a seed or seedling and planted in the ground, it will immediately start to grow at an astonishing rate. It will grow to a total height of 2 feet + 1 foot per level of the priest in the period of one turn. A tree thus "blessed" by this spell will grow to be a large, healthy tree, highly resistant to both parasites and disease, and will have a much longer lifespan than ordinary trees of its type. The reverse of this spell, tree shrink, causes one tree to be reduced in height by the above amount. If this is cast upon an enchanted or intelligent tree, it gets a saving throw versus spell. If the tree saves, there is no effect. If the tree fails, then the tree is reduced in Hit Dice by the level of the priest. The spell can be cast in two ways. The first way takes 1 round per seed or seedling to cast and be planted. The other way takes 1 round per seed or seedling to cast, initially. The spell is then finished at a later time by completing the final gestures (again, this costs 1 round per seed or seedling) and then planting the seeds or seedlings. There is no limit to the time in between the original casting and completion in this variation. Anybody can perform the final gestures needed to complete this spell. The seeds or seedlings are most commonly used for gifts or reforestation projects as needed. The trees around a priest grove tend to be of this type.
Sharpleaf (Alteration, Invocation)
Sphere: Plant, Combat Range: 20 yards Components: S Duration: 1 turn per level Casting Time: 5 Area of Effect: Three leaves per 4 levels Saving Throw: None Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
Using this spell, the priest causes oak leaves to become rigid and extremely sharp. These sharpleaves can now be wielded or thrown as daggers. If the leaves are crumbled before the spell is cast, then the resulting pieces are similar to caltrops, doing 1d2 HP each. One leaf can cover a 5-foot long square, with 1d4 points of damage hitting the first creature to enter.
Stop Bleeding (Alteration)
Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: Person touched Saving Throw: None Author: Steve Bartell <stevebar@wordperfect.com>
This spell immediately stops the bleeding of a wounded individual. It will not heal any damage, only stop the flow and scent of blood. This is useful when a priest needs to halt bleeding of an individual who cannot be fully healed at that time (note that even a bandaged wound may still attract sharks and other creatures by scent). The spell will cease to attract sharks and other carnivorous fish, but the amount of blood already spilled will still exist. This spell can also be used on land to stop the victim from leaving a trail of blood. It may also be used to halt the adverse effects of a weapon of wounding. The material component of this spell is the priest's holy symbol.
Stunning Flash (Evocation)
Sphere: Sun Range: 10 yards Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: 10-foot radius globe Saving Throw: Negates Author: François Menneteau <mennetea@acri.fr>
Due to a flash of light that appears in their eyes, victims failing their saving throw versus petrification are stunned for 1d6-1 rounds + 1 per four levels of the caster (up to a maximum of 10 rounds). The saving throw is made with a +4 bonus minus one per four level of the caster.
Trip (Alteration)
Sphere: Plant Range: 100 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: One 10-foot per level long square Saving Throw: None Author: Unknown
Actually, this is a low-budget entangle. However, the effectiveness of this spell depends upon the amount of underbrush in the area of effect. In a bramble of thorn-bushes, it is as effective as an entangle spell. On a putting green, it has no effect at all. The material component of this spell is a small twig with thorns on it.
Water to Wine (Alteration)
Sphere: Creation, Elemental (Water) Range: 0 Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>
This spell allows the priest to transform one glass of water per level to wine.
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Post by Dungeon Master on Jun 26, 2007 20:37:05 GMT -5
Second-Level Spells
Animal Healing II (Alteration) Reversible
Sphere: Animal, Healing Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 3 Area of Effect: One animal Saving Throw: None Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell simulates the casting of a cure serious wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 2d8+1 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm II, requires a touch in combat and deals 2d8+1 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is used without such reasons, the priest should be prepared to suffer the consequences. The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.
Animal Sense (Alteration)
Sphere: Animal Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell offers a touched creature a single sense of another creature. This sense must be from any animal. For example, the sense of a bat will give absolute radar power in any circumstances. The creature can understand what it receives by the new sense if it succeeds at an Intelligence check. If it fails, it misinterprets the sensory input. Once a number of 20 Intelligence checks (with a minimum of one check) have succeeded, the creature no longer needs to make any Intelligence checks again for this sense, unless a special situation arises: say you had gained the nose of a bloodhound and followed a trace through a swamp; suddenly you come upon a large patch of aniseed (which is incredible irritating to dog noses), in this case you would have to succeed at an Intelligence check again (normally even with a hefty subtraction). It is possible to have up to one additional sense per 3 Intelligence points of the recipient creature; for each new sense the Intelligence checks of all senses are reduced by 2 (this simulates the strain on the brain of trying to cope with so many new sensory inputs). The material components are the holy symbol of the priest and a tiny bit from the animal from which you desire to gain the sense.
Animate Wood (Alteration)
Sphere: Plant Range: 0 Components: V, S, M Duration: 1 round Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
This spell allows the priest to bend wood to his will, making it supple and flowing, altering the shape of the wood permanently (though the form created must bear some semblance to the original form of the wood). A living tree may be animated at five feet (height) per level. Dead wood may be animated at a rate of two arrow shafts per level. The wood may be made to grasp, entangle, or attack as club. The material component of this spell is a supple twig.
Appetize (Alteration) Reversible
Sphere: Chaos Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: One 1-foot cube per level Saving Throw: None Author: The drow priestess Tas'Vinct Sharessaban <knudsenm@wpsmtp.ohsu.edu>
This spell disguises unappetizing foods (such as raw hearts) as delicious foodstuff. The type of food to be copied is up to the caster but cannot be changed until the spell is either dispelled or the duration has expired. The reverse of this spell, putricise, makes for utterly unpalatable to humanoids. To eat putricised food, the eater must roll versus their Constitution at -5 or begin vomiting for 1d4 rounds. The material component for this spell or its reverse is a pinch of cinnamon.
Assist Labour and Birth (Necromancy)
Sphere: Healing Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: Creature touched Saving Throw: None Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
This spell has multiple functions to assist the mother in labour and birth, one of which must be chosen by the caster: • Epidural. Produces a numbing of the lower back and pelvis to reduce stress on the mother during labour. • Push. Assists the mother in pushing the child out. Will cut the time of labour by 1d4 hours. • Turn Baby. Will position the child correctly during labour for proper birth. The material components of this spell are boiling hot water and towels.
Clay Beast (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning Range: 30 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 2 rounds Area of Effect: Special Saving Throw: None Author: Tim Rightnour <garbled@indirect.com>
This spell enables a priest to conjure up a weak earth elemental - a clay beast of AC 4, 2 HD, MV 100 feet per round, 1 attack for 1d4 points of damage, which can be hit by normal weapons. It is about 5 feet tall and appears as a solid mud man. It moves as directed by the priest, but if it ever becomes separated from the priest by more than 30 yards, it instantly dissipates. Any native to the elemental plane of earth can disperse it at will with a simple touch, even another clay beast. The material component for this spell is a bit of clay.
Cure Drunkenness (Abjuration) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: Special Casting Time: 2 Area of Effect: Creature touched Saving Throw: None Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
This spell will instantly remove all effects of alcohol intoxication from one target's system. This instantly alleviates hangover, lack of sobriety, and all associated effects of being drunk or its immediate after-effects. It will not cure or abate maladies caused by long-term alcohol abuse, such as cirrhosis of the liver, alcoholism, heart disease, etc. The reverse, cause drunkenness, will make its target instantly and severely drunk. The drunkenness caused will last as long as normal drunkenness would last, and may bring on a hangover. The severity of the drunkenness is slight if cast by a 2rd-5th level priest, moderate if cast by a 6th-9th level priest, and great if cast by a 10th level or higher priest (see the Net Alcohol Guide for more information).
Cure Moderate Wounds [1] (Necromancy) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None Author: Paul D. Walker <pdwalker@hk.super.net>
This spell is a more potent form of cure light wounds. When the priest lays his hands upon the creature to be healed, the spell cures 2d8+1 points of damage. The reverse of this spell, cause moderate wounds, does the above amount of damage if the priest succeeds in touching the victim. Otherwise, this spell is the same in all respects as a cure light wounds spell.
Cure Moderate Wounds [2] (Necromancy) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
This spell is similar to the 1st-level priest spell cure light wounds, except that 2d4+2 points of damage are healed. The reverse, cause moderate wounds operates in the same manner, inflicting 2d4+2 points of damage to opponents, if a successful attack roll is made.
Cure Vicious Wounds (Necromancy) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
This spell is a slightly more potent version of cure light wounds. At the end of the casting time the priest lays his hands on the creature he wants to cure. His touch restores 2d4+2 HP to the creature. This spell does not work on creatures without corporeal bodies or those of extraplanar origin. The reversed spell, cause vicious wounds, works similarly, although the priest's touch inflicts 2d4+2 points of damage on the affected creature. If the creature is trying to avoid the touch, a successful attack role has to be made by the priest.
Curse [2] (Necromancy)
Sphere: All Range: Special Components: V Duration: Permanent (until dispelled) Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
This spell allows the priest to place one of four curses on the victim: • Ageing. +10 years to age. • Bane. Discomfort, uneasiness, inability to sleep well. • Hex. -1 to to-hit rolls and saving throws. • Ugliness. Reduce Comeliness by 2d6 (down to a minimum of 3). The priest must be able to see the victim to curse him. The priest cannot actually pick one of the above effects: the effect is determined at random.
Dehydration (Alteration)
Sphere: Elemental (Water) Range: 0 Components: V, S Duration: Permanent Casting Time: 8 Area of Effect: Creature touched Saving Throw: Negates Author: Al Singleton (Samuel Higley) <eaay@catcc.bitnet>
This spell will cause a creature successfully touched by the priest to lose nearly all water suspended in its body. An option for the priest is to use his waterskin, into which he may send the displaced water, filling the skin (but not overflowing). The priest must by holding the skin in one hand while touching the target for this to occur. Otherwise, the water is sent to the plane of water. The effects on the target of this spell are that they take an extra 1d4 damage from slashing attacks, 1d6 from bludgeoning attacks, and no extra damage from piercing attacks. They cannot heal normally and must drink some water within 24 hours or die, and a few gallons to recover (I don't know the exact amount that the body holds). In addition if no water is received in 12 hours then there is a failure of the stomach system (alimentary canal, if you want to be technical) and the character must make a Constitution check to eat without vomiting, thus requiring a healing spell; or weeks of light, salty foods to try to heal naturally. Each failure lowers the character's Constitution for the next eating attempt, if the adjusted Constitution goes to zero then that character may not eat until cured. There is also a chance of chronic diarrhoea setting in if not given water within 12 hours (make a Constitution check) whereupon then the character's Constitution is reduced by two for a week after a normal diet has returned. This spell will not affect creatures without non-negligible water contents, this being DM's discretion. Magical water creatures are allowed two saving throws, the first a regular saving throw, then, if failed, an additional saving throw versus death magic. If both fail, the creature is killed (this spell could kill a nereid).
Dispel Scent (Alteration)
Sphere: Guardian Range: 120 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: 15-foot radius sphere Saving Throw: Special Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
When this spell is cast all odours disappear in the area of effect: no new odours will enter or leave the protected sphere. This effect lasts for the full duration of the spell - 2 rounds per level of the priest casting the spell. The area of effect must be centred around an object or a creature and so it will move if its centre turns out to be mobile. Unwilling creatures or objects worn by unwilling creatures receive a saving throw versus spell in order to prevent the spell from taking effect (the objects have the same saving throw as the creature that is carrying them). The material component is a piece of garlic that disappears when the spell is cast. The spell provides excellent protection against odour-based attacks, be they magical like stinking cloud or natural like the smell troglodytes produce. Dispel scent can also be used to avoid being noticed by animals or monsters that rely heavily on their noses.
Endure Air (Abjuration)
Sphere: Elemental (Air), Protection Range: 5 feet per level Components: V, S, M Duration: 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.
Endure Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection Range: 5 feet per level Components: V, S, M Duration: 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).
Endure Electricity (Abjuration)
Sphere: Protection Range: 5 feet per level Components: V, S, M Duration: 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to electricity, instead of water.
Endure Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection Range: 5 feet per level Components: V, S, M Duration: 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp icicles, etc.
Endure Vacuum (Abjuration)
Sphere: Elemental (Air), Protection Range: 5 feet per level Components: V, S, M Duration: 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to vacuum, instead of water. This spell is for those space travellers that somehow seem to find themselves floating around in wildspace a little too often or those that seem to land in those ugly vacuum rooms which have absolutely air-tight doors and then increase their size magically to very big (still having the same amount of air in a room which is now 1000 feet per side which was previously 10 feet per side causes quite a decompression) and for those guys that find themselves rushing up from 3000 feet depth in the ocean to the surface of the ocean - normally any creature which does this goes pop.
Endure Water (Abjuration)
Sphere: Elemental (Water), Protection Range: 5 feet per level Components: V, S, M Duration: 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 1st-level endure cold or heat. It causes the protected creature to take no damage from natural phenomena that are connected to water. If a magical force simulating these phenomena (see below for examples) hits the protected creature, this spell may subtract 10 HP of damage after the saving throws are rolled. After reducing the damage once in this way, the spell ends. Otherwise, the spell ends when the duration runs out. In contrast to endure cold or heat, this spell does not end if another elemental force hits the protected creature; the spell ends only if its duration runs out or if the creature is hit by the appropriate magical force (even if it causes less than 10 HP of damage). The material component is the holy symbol of the priest. Endure water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.
Enhance Weapon with Fire (Enchantment)
Sphere: Elemental (Fire) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Weapon touched Saving Throw: None Author: Dennis Kefallinos <denison@theseas.ntua.gr>
This spell enhances the striking power of a weapon. The weapon now functions a bit like a flame blade. For the duration of the spell, the weapon glows with a fiery aura and causes 1d4 points + 1 point per 2 levels of the caster damage (in addition to its normal damage), due to the searing heat it radiates. Unfortunately, it also causes 1 point of damage per round to its user (as long as he holds it), for the same reason. Undead and creatures especially vulnerable to fire take 2 additional points of damage. If the creature is protected from fire, the damage inflicted is reduced by 4 (for a minimum of 0). The weapon can ignite combustible materials. It is not, however, considered to be a magical weapon. The spell does not function under water. Already enchanted weapons cannot be enhanced this way. The material components of the spell are a bit of coal and the caster's holy symbol.
Flame Blade (Invocation)
Sphere: Combat, Creation, Elemental (Fire) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 3-foot long, sword-like blade Saving Throw: None Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
When a priest casts this spell, he causes a blazing ray of red-hot fire to spring forth from his hand. This blade is actually wielded as if it were a scimitar (but it is not a scimitar), and if the priest 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 fire (it will work especially well versus undead or ice para-elementals. The flame blade will ignite combustible materials. The blade will not affect creatures that can only be hit by magic weapons, except with respect to undead. In addition to mistletoe, the priest must have a leaf of sumac in order to cast this spell.
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Post by Dungeon Master on Jun 26, 2007 20:37:32 GMT -5
Frost Blade (Invocation)
Sphere: Combat, Creation, Paraelemental (Ice) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 3-foot long, sword-like blade Saving Throw: None Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
When a priest casts this spell, he causes 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 if the priest 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 frost (it will work especially well versus red dragons or fire elementals). The blade will not affect creatures that can only be hit by magic weapons. In addition to mistletoe, the priest must have a leaf of sumac in order to cast this spell.
Guardian Watch (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning Range: 30 yards Components: V, S, M Duration: 8 hours Casting Time: 1 round Area of Effect: 20-yard radius sphere Saving Throw: None Author: Unknown
This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1 pound, the elemental will cause the ground to shiver and wake people up (detection of creatures is by movement and vibrations across the ground). The elemental can also form a hand and try to trip intruders (the guardian is semi-intelligent and can remember simple commands from the priest, like who the party members are). The guardian is hard to detect and will almost always trip from surprise. Opponents get a saving throw versus death magic to avoid tripping - a successful saving throw means they just felt something trying to grab their leg. The material components of this spell are the priest's holy symbol and a live worm.
Heliot's Healing Sleep (Necromancy)
Sphere: Healing Range: 0 Components: V, S, M Duration: 4 hours + 2 hours per level Casting Time: Special Area of Effect: One person Saving Throw: None Author: Heliot
This spell causes the healing benefits of sleep to be threefold (i.e., 3 HP are healed 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 affected must be able to sleep, and must be asleep during the spell's effect. The casting time of this spell is 6 turns minus the priest's level, with a minimum of one turn. The material component is the priest's holy symbol.
Lower Alcohol Addiction (Abjuration)
Sphere: Healing Range: 0 Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: Creature touched Saving Throw: None Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>
This spell allows the priest to lower a person's alcohol addiction by 2 per class level in the drinking and amount levels. For example, a 5th level priest casts this spell on a addicted person (level 8 drinking, level 4 amount). The priest gets 10 to work with (5´2) and decides to lower the drinking level by 8 and the amount level by 2. Thus the addicted person now has a drinking level of 0 and an amount level by 2. A pretty good start for a speedy recovery (see the Net Alcohol Guide for more information).
Make Flammable (Enchantment)
Sphere: Elemental (Fire) Range: 30 yards Components: V, S, M Duration: 3 rounds per level Casting Time: 5 Area of Effect: One to 4 creatures or objects in a 10-foot per level cube Saving Throw: Negates Author: Dennis Kefallinos <denison@theseas.ntua.gr>
This spell makes 1 to 4 creatures or objects flammable. For the duration of the spell, they are as flammable as wood. If they catch fire they burn entirely and turn to ash in the time it takes wood of their size to burn. This fire is normal fire and may be extinguished by the usual means. It does not matter what materials the objects or creatures are made of. They can be inflamed by natural or magical fire or extreme heat, but the spell itself does not inflame them. Once they have caught fire they get damage from heat, but also turn to ash within the time specified. After that, the duration of the spell does not matter. Each creature or object gets a saving throw: if only one is the subject of the spell it has a penalty of -2 to its roll; if two are subject, each receives a penalty of -1; if three are subject, each receives a bonus of +1; if four are subject, each receives a bonus of +2. The material components are a chip of wood and the caster's holy symbol.
Mend Bone (Alteration, Necromancy) Reversible
Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: Bone touched Saving Throw: Negates Author: Bill Hincks <whin3560@uriacc.uri.edu>
With this spell the caster may mend a broken bone. The bone must still be made of living tissue and recently broken. An hour must be spent chanting over the person, while smooth strokes are made on the skin over the broken bone. Water (or a similar substance depending on the view of the priest) must be rubbed over the wound every ten minutes. Over the course of the hour, the bone will draw together and mend. It will be as good as new when the spell is complete. If interrupted while casting, the bone will be mended only partly, depending on when the caster was interrupted. The mending heals 10% of the bone for every 10 minutes of casting, and 50% of the mending occurs in the last 10 minutes. The reverse of this spell, break bone, is an excruciating process, where the bone is weakened and drawn apart until it is split into two separate pieces. The process still occurs over the course of an hour and a saving throw versus spell occurs in the last 10 minutes. If successful, the bone is only weakened by 50%; if failed, the bone is separated completely. It is a common torture technique among Dark Sun templars. Note: in order to insure that the bone is set properly the caster must make a successful healing proficiency check, when the spell is completed. If someone other than the caster tries to use the healing proficiency and guide the caster he must make the check at an additional -5 to his roll. An improperly set bone must be broken and set again in order to attain its former strength.
Minor Elemental Wall (Alteration, Evocation)
Sphere: Elemental (All) Range: 10 yards per level Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: John M. Martz <john_martz@unc.edu>
This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (templars may cast this spell in any form). It covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. For example, a 5th-level caster, who can create a wall up to 100 square feet in area, might create a wall that is 5 feet high and 20 feet long or a wall that is 20 feet high and 50 feel long. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition.
Element Properties Air Creates an invisible wall of violently disturbed air that is two feet thick. Treat as per wind wall (page 154, Player's Handbook). Water Creates a wall of billowing fog that is up to 10 feet thick per level of the caster. Treat as per wall of fog (page 139, Player's Handbook). Fire Creates a two foot thick wall of hot air that causes targets viewed through it to shimmer and waver. Treat as blur for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook). Earth Creates a wall of swirling dust that is 10 feet thick. The dust obscures vision. Treat as a blur spell for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook).
The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.
Nausea (Abjuration, Enchantment/Charm) Reversible
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 Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>
This spell causes the recipient to fall to its knees and choke, gag and vomit for 1 round per level of the priest. No actions are allowed other than crawling. The material component for this spell is a bucket. The reverse of this spell, fresh air, removes nausea or protects a character from such things as stinking clouds and seasickness for one turn per level of the priest. The material component for the reverse is some fresh food. The reverse of this spell belongs to the abjuration school, while nausea itself belongs to the enchantment/charm school.
Repair Virginity (Necromancy)
Sphere: Healing Range: 0 Components: S, M Duration: Instantaneous Casting Time: 2 turns Area of Effect: Creature touched Saving Throw: Special Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
This spell returns the subject to a state of physical virginity. If the subject makes the saving throw, then all sexual skills, knowledge, and techniques are retained; if the saving throw is failed, all knowledge and skills are lost except those known before having lost virginity. A female will grow an intact hymen, and any physical or medical damage caused by sex or childbirth will be eradicated. The subject will legitimately be considered a virgin for all religious purposes. The material component for this spell is a white piece of silk.
Sethron's Fearful Baying (Enchantment/Charm)
Sphere: Animal Range: 0 Components: V, S Duration: 2 rounds per level Casting Time: 2 Area of Effect: 60-foot cube Saving Throw: Negates Author: Brian J. Toleno <brian@opus.chem.psu.edu>
The priest initiates the spell by lifting his head, putting his hands in the air and howling. This howling causes all those in a 60-foot cube to be affected. Those affected must make a saving throw versus spell or flee in terror for the duration of the spell (those who have seen or heard this before save at +2). This spell will also draw any hounds and wolves in a 1-mile radius to the priest. The hounds and wolves will be friendly to the priest but communication is not guaranteed. Those who are deaf are immune to this spell.
Speed Fermentation (Alteration)
Sphere: Plant Range: 3 feet + 1 foot per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 2´2 feet ´2 feet per level Saving Throw: None Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>
By the use of this spell, a priest may speed the fermentation process of any naturally fermentable vegetable matter (grapes, potatoes, wheat, etc.). Within one hour, all contents of the container will be completely fermented as if the full year (or whatever the necessary time period is) has passed. The priest must be careful to make sure that all other preparations have been made to hold the newly fermented liquid. There must be vats, bottles and anything else that is necessary for the preservation of the alcohol. The priest must already be knowledgeable about the processes involved with fermentation, know the time necessary to ferment the grapes (or whatever), and know the alcohol-making processes before casting this spell (the character must have a proper nonweapon proficiency). The material component is a bit of already fermented material.
Spread Healing (Necromantic) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: 1 hour Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>
When the priest casts any cure wounds spell while this spell is active, he may have the spell absorb part of the healing, which he may then release on another person or people (this requiring 1 round per person). It is possible, therefore, to cure 6 hit points of wounds, spreading it between two people, one damaged by 2 and another by 4. Excess curing may be saved up to the end of the spell's duration. The priest under this spell can sense when a person is fully healed and thus when it would be wise to heal the wounds of others instead. Priests who may cast "cause wounds" spells may reverse this spell to spread wounds. Either version of the spell works only for cure (or cause) wounds spells personally cast by the priest during the spell's duration.
Stone Message (Invocation)
Sphere: Divination, Elemental (Earth) Range: Special Components: V, S, M Duration: 1 minute Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Unknown
The priest casts this spell directly into the prism on his holy symbol (this spell was created for a deity whose symbol is a hand grasping a prism). The priest then names (not by truename) the person he wants to talk to. If this target person is within 10 yards of a holy symbol to the same deity (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 priest, and the priest's prism will show the face of the target person. The priest can then talk into his prism and hold a short conversation with the target person. If the target person is not within 10 yards of a specified holy symbol, the priest 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 priest will know that the person did not answer. Idle chatter is not being appreciated by the deity (noise pollution on his holy waves). Quick conversations are appreciated. There is also a 5% chance that someone or something associated with the deity (one of his priests or minions) will notice and remember the conversation. This does not mean the priest 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.
Summon Swarm (Conjuration/Summoning)
Sphere: Animal, Summoning Range: 30 yards + 10 yards per level above fifth Components: V, S, M Duration: 1 round + 1 round per level above third Casting Time: 2 Area of Effect: 1-yard per level radius sphere Saving Throw: None Author: Unknown
This spell is similar to insect plague, but the insects summoned are of a specific type (with specific effects) depending on the priest'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 the swarm, and infestation of food
For a more detailed description, see the 5th-level priest spell insect plague.
Unentangle (Alteration)
Sphere: Plant Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 3 Area of Effect: One person touched per 2 levels Saving Throw: Special Author: Paul D. Walker <pdwalker@hk.super.net>
Unentangle is used to allow creatures to pass through the area of effect of an entangle spell cast by the same priest. If the spell is used to attempt to pass another priest's entangle spell, the effects are as follows: normal movement can take place if a saving throw versus spell is made, half normal movement if the saving throw fails. This spell also allows normal movement through the densest of forests, briar thickets, wall of thorns, etc. The material component of this spell is a small edged weapon, which is consumed in the spell.
View Guarded Lands (Divination)
Sphere: Guardian, Cosmos Range: Unlimited Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
This spell can only be cast by druids. When they cast it, they receive a mental image of their guarded lands. They instantly gain a rough knowledge of what is happening there: what type of creatures inhabit there, if there are any newcomers and if there has been any damage to the lands (a dead tree or two is nothing serious, while someone cutting down trees to build a house is certain to be noticed). The spell gives no specific information, such as names or images of any involved persons. Some examples of specific information follow; the exact location of the events is always specified. • Three persons, aided by two large animals, cut down trees. • Someone has cast a spell the previous day; he did not defile the land. • A party of adventurers has camped in the lands, but they seem harmless. • There has been a disturbance; animals seem to be anxious. The material component is any amount of elemental material, appropriate to the nature of the lands: A rock, a water pool, a fire or plain air. This is not consumed in the casting. The caster must be on the same plane of existence with his guarded land for the spell to work. This spell was designed for the Dark Sun campaign world. The spell was created by the thri-kreen earth druid Kll'Rkh.
Vylja's Open Clouds (Alteration, Conjuration) Reversible
Sphere: Weather Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: 9-foot radius sphere Saving Throw: None Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
By casting open clouds a priest can create an opening in an otherwise closed cloud-cover, so that he and other creatures in the area of effect can benefit from direct sunlight or, at night, moonlight and starlight. The spell lasts for 1 round per level of the priest casting the spell, and will only work outdoors. The illuminated sphere remains stationary unless the priest who has cast the spell concentrates on its movement - the level of concentration needed to achieve this makes it impossible for him to cast other spells or to engage in melee. The reversed spell, create cloud (Conjuration), conjures forth a small cloud in the sky that blocks all direct light from one major celestial body. The magical cloud can be moved in the same way as the opening created by the normal spell. The material component for both spells is the priest's holy symbol.
Watcher (Conjuration/Summoning)
Sphere: Cosmos Range: 1 mile Components: V, S, M Duration: 1 hour per level Casting Time: 3 rounds Area of Effect: One animal Saving Throw: Special Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Using this spell, the caster can summon a normal animal and force it to watch over a particular area or person, for the duration of the spell. If the desired animal type exists within range, a typical member of the species will be summoned at the end of the casting. The caster can converse with the animal if he has a way to do it, which may modify the saving throw or even negate it all together, if the animal agrees to the task. The animal must roll a saving throw versus spell, with failure indicating it has fall under the caster's command for the duration of the spell. If the saving throw succeeds, the animal remains unaffected and can leave at will. The caster can instruct the animal as he sees fit. The animal is then able to mentally inform the caster that something has happened. Examples: • An eagle informs the caster that three large creatures approach from the east. • A cat informs the caster that a certain creature it was bound to protect is under attack. This spell was designed for the Dark Sun campaign world. The spell was created by the thri-kreen earth druid Kll'Rkh.
Water Whip (Evocation)
Sphere: Combat, Elemental (Water) Range: 0 Components: V, S, M Duration: 5 rounds + 1 round per 2 levels Casting Time: 6 Area of Effect: One 10-foot long whip Saving Throw: None Author: John M. Martz <john_martz@unc.edu>
With this spell, the caster causes a crystal clear blue whip to form in his hand - the weapon is made entirely of water. If the caster successfully hits with the water whip in melee, the target suffers damage equal to 1d2 (or 1 for Large creatures) + 1 point per level of the caster. Thus, an 8th-level priest will do either 9 or 10 points of damage. If the priest hits with a natural 20, he has succeeded in disarming his opponent; the target still takes damage. A creature attacking with only natural weapons (teeth and claws, for example) cannot be disarmed in this manner. Any creature especially susceptible to water damage suffers double damage. Note: double damage does not apply to creatures susceptible to holy water, such as undead (the water that composes the whip is not holy water). Although magical in origin, it is not considered a magical weapon unless cast by high level priests (tenth level or greater). That is, for casters of tenth level or greater, the water whip is considered a weapon, +1; for casters of twentieth level or greater, it is considered a weapon, +2; and so on. In addition to the caster's holy symbol, the spell requires a leaf from any water-dwelling plant as a material component.
Whirlpool (Conjuration/Summoning)
Sphere: Elemental (Water), Summoning Range: 30 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 2 rounds Area of Effect: Special Saving Throw: None Author: Tim Rightnour <garbled@indirect.com>
This spell conjures up a small whirlpool, 5 feet high, and 3 feet wide at the top. This miniature water elemental has AC 5, 2 HD, MV 190 feet per round, hits twice for 1d4 and can be struck by normal weapons. In water combat this can confuse up to 100 small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant fish. On land, anyone trapped inside the whirlpool must make a saving throw versus spell or suffer 1d2 points of drowning damage. Spending more than 15 consecutive rounds in a whirlpool without the aid of some magical water breathing spell or device, will force a saving throw versus death magic. If the subject fails, he will fall unconscious. If he is not aided within 3 rounds he will die. Should he remain in the pool, but save, he will continue to take damage each additional round, and continue to make saving throws. Spells have a 40% chance of success within the whirlpool. The whirlpool can easily put out non-magical fires of any type. Any native of the elemental plane of water can easily dissolve the whirlpool with a touch, including another whirlpool.
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Post by Dungeon Master on Jun 26, 2007 20:39:36 GMT -5
Third-Level Spells
Air Column (Alteration)
Sphere: Elemental (Air) Range: 60 feet Components: V Duration: 1d4 rounds Casting Time: 1 Area of Effect: 60 feet high, 30-foot radius cylinder Saving Throw: Negates Author: Brian J. Toleno <brian@opus.chem.psu.edu>
With the utterance of a word, the priest can create a column of air that can perform two functions. Firstly, it can be used as a cushion if the priest is falling. If the priest casts this spell while falling, a column of air supports him (and anyone in a 30-foot radius). This column slows his decent as if he had fallen 60 feet less. If the distance fallen is 60 feet or less the creatures caught in the area of effect are set down on the ground (on their feet, paws, etc.) at the end of the duration. The second use lifts people who are on the ground and buffets them with in the column. Creatures caught within the column are unable to cast spells or use missile weapons but they can use melee weapons at -4 and creatures outside the column are at -2 to-hit those trapped inside, due to the random motion of those inside. Also people outside the area of effect are not able to fire missile weapons through or into the column. If they use melee weapons on creatures within the column they must make a Strength check at +2 to hold onto their weapon.
Air Lance (Alteration)
Sphere: Elemental (Air) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: Line or cone (see below) Saving Throw: Special Author: Brian J. Toleno <brian@opus.chem.psu.edu>
This spell creates a force of air directed by two of the priest's arms. The line version of this spell creates a 90-foot "lance of air" which strikes the target if the priest succeeds to hit AC 10 minus Dexterity adjustments for target. The force of the blow causes 3d6 points of damage and causes the target to make a Dexterity check with modifiers as below. This version opens doors as a 20 Strength. The cone version has a width of 5 feet at the base and 60 feet at the end of the cone, and a length of 60 feet. All in the area of the cone take 1d6 points of damage (save versus petrification to avoid) and are knocked over unless they make a Dexterity check with a +1 modifier, also applying the modifiers below.
Target Modifier is smaller than man sized -1 is larger than man sized +2 has Strength under 12 -1 has Strength of 18 +1 has Strength of 19 +2 has Strength of 20 +3 has Strength over 20 +4 has 4 or more legs +3 is under 100 pounds -2 is over 1000 pounds +2
Other modifiers may be applied at the DM's discretion, such as a target on a ledge, off balance, embraced, etc. This spell was originally created by a thri-kreen who would use his bottom two arms to scoop up air and use his top two arms to aim the lance. Similar somatic gestures should be used for two-armed creatures. The material component of this spell is a small fan which is consumed in the casting.
Animal Healing III (Alteration) Reversible
Sphere: Animal, Healing Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: One animal Saving Throw: None Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell simulates the casting of a cure critical wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 3d8+3 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm III, requires a touch in combat and deals 3d8+3 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is used without such reasons, the priest should be prepared to suffer the consequences. The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.
Arrow of Love (Enchantment/Charm)
Sphere: Charm Range: 100 yards Components: V, S Duration: 1d3 hours Casting Time: 2 Area of Effect: One male Saving Throw: None Author: Lord Skigg <camplte@wkuvx1.bitnet>
Once hit by the arrow, the male target will fall madly in love with the caster and will protect her to the death. He will follow her around and might become jealous of other characters. The person doesn't get a saving throw, but the spell will only last up to 1d3 hours.
Aura of Nature (Abjuration, Alteration)
Sphere: Plant Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: 1d12 HD of undead per level Saving Throw: Special Author: Paul D. Walker <pdwalker@hk.super.net>
When this spell is cast, it surrounds the druid with an overwhelming aura of life. This aura is comforting to woodland creatures (+25% on reaction rolls) for it is the sensation of life which puts the animals at ease with the druid. This, however, is not the principal purpose for the spell. Its primary use is to turn undead. Undead creatures find this sensation emanating from the druid's aura very distasteful. When undead encounter this sensation, they are usually repulsed. This occurs if the druid succeeds in turning undead as a priest does. If the die roll to "turn undead" does not succeed, the undead are not repulsed. The druid's level is the level used to determine the effect of the turning. This is only the case if the druid is in natural surroundings (such as forest, underground caverns and caves, or plains etc.). If the druid is in his own consecrated grove, then he 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 druid is in an unnatural surrounding (such as buildings or the astral and ethereal planes of existence) then he turns undead as a priest two levels lower than 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). The material component of this spell is a freshly cut twig of mistletoe.
Continual Heat (Alteration) Reversible
Sphere: Sun, Weather Range: 6 yards Components: V, S, M Duration: Until dispelled Casting Time: 3 Area of Effect: 20-yard radius sphere Saving Throw: Negates Author: Rob McNeur <rob@ccc.govt.nz>
This spell causes the affected area to become warm, maintaining a constant temperature of 40°C (96°F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (continual chill), causing the area to lower in temperature to 0°C (32°F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect. Continual heat is very handy cast on blankets, etc., for those travelling in cold climates or in deserts. Materials required: sulphur for continual heat, clear crystal for continual chill.
Continuous Breathable Air (Alteration) Reversible
Sphere: Elemental (Air) Range: 6 yards Components: V, S, M Duration: Until dispelled Casting Time: 3 Area of Effect: 20-yard radius sphere Saving Throw: Negates Author: Rob McNeur <rob@ccc.govt.nz>
This spell causes the affected area to have breathable air until the spell is negated, as long as the surrounding pressure will allow it (eg., in shallow water the pressure will not remove the spell, in deep water the water pressure will reduce the area of effect considerably). This is handy for emergency breathing supplies within a poison gas area, stinking cloud, etc. It is also in great demand by owners of mines to ensure that the mine continues to be workable. It is also handy cast on the inside of helmets to provide a flow of fresh air out of the helmet, thus giving a positive air pressure, allowing the user to continue to breathe underwater <at fairly deep water pressures) and also helps to counter many of the effects of poison gas or stinking clouds (save at +4). The reverse, continuous unbreathable air, will cause the air to become totally unbreathable, causing choking (1d6 per round while within the area of effect) and making it difficult to cast spells (save versus spell to be able to do so). It also allows for some nasty traps in the bottom of pits, etc. The material components are a vial of oxygen for breathable air, and a vial of poison gas or stinking cloud for unbreathable air.
Cure Medium Wounds (Necromancy) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: Permanent Casting Time: 7 Area of Effect: Creature touched Saving Throw: None Author: Paul D. Walker <pdwalker@hk.super.net>
This spell is a more potent version of cure moderate wounds. The spell cures (or causes) 3d8+3 HP per application. Otherwise, this spell is the same in all respects as a cure light wounds.
Eyes of the Sun (Alteration)
Sphere: Paraelemental (Sun), Sun Range: 0 Components: V, S Duration: 1 round per level Casting Time: 3 Area of Effect: The caster's eyes Saving Throw: Negates Author: John M. Martz <john_martz@unc.edu>
With this spell, the caster causes his eyes to burn as bright as the sun. Anybody within 10 feet of the caster who meets his gaze must save versus breath weapon or become blind. As detailed in the Dungoen Master's Guide, creatures surprised by the caster automatically meet his gaze. Those attempting to avoid the gaze by looking in the caster's general direction without looking into his eyes risk a 20% chance each round of accidentally meeting the caster's gaze but suffer no combat penalties. Those completely averting their gaze or closing their eyes suffer the normal penalties for fighting blind (-4 to attack; +4 to Armour Class; +2 to initiative). Unlike most gaze attacks, looking into the caster's gaze in a reflecting surface (such as a mirror) has the same damaging effects as looking directly into his eyes; should the caster be tricked into meeting his own gaze, he too must roll to save against blindness. Undead, and other creatures sensitive to sunlight, suffer automatic damage as if exposed to sunlight as long as the caster gazes at them, and they are within 10 feet of the caster. While the caster's eyes shine brightly, they produce no heat and cannot be used to light fires (unless using a magnifying glass); they can be used to light a passage in the dark up to 10 feet before the caster. The spell does not interfere with the caster's vision. Since this spell burns the victim's retina, a cure blindness will not restore his sight; rather, stronger magic must be used, such as a restoration or wish.
Fearful Screech (Enchantment/Charm)
Sphere: Animal Range: 0 Components: V, S Duration: 2 rounds per level Casting Time: 2 Area of Effect: 60-foot cube, centred on the priestess Saving Throw: Negates Author: The drow priestess Tas'Vinct Sharessaban <knudsenm@wpsmtp.ohsu.edu>
The priestess initiates the spell by lifting her head, putting her hands in the air and screeching. This screeching causes all those in a 60-foot cube to be affected. Those affected must make a saving throw versus spell or flee in terror for the duration of the spell (those who have seen or heard this before may save at +2). This spell will also draw any bats to the priestess in a 1-mile radius. The bats will be friendly to the priestess but communication is not guaranteed. Those who are deaf are immune to this spell.
Form of the Beast (Alteration)
Sphere: Animal Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Thomas Huijer <v912451@morrien.si.hhs.nl>
The caster and all his possessions shapechange into a giant beast when this spell is cast. The caster can't cast any spells when in beastform, but can end the spell at will. The spell will also end after 24 hours have passed. Each deity has its own beastform, with its own characteristics - according to the deity's symbol, portfolio, and history. As an example, an indication of how the giant beast form of Set could look like is given.
Giant Set Beast (Jackal)
Hit points: the caster's own hit points THAC0: 20-1 per 4½ HP of the caster Armour Class: 6 Move: 20 # attacks: 3 Damage per attack: 1d4/1d4/1d8
The material component for this spell is a body part of a natural enemy of the normal version of the giant beast the caster wishes to shapechange into.
Healing Rays (Necromancy)
Sphere: Healing, Sun Range: 30 yards Components: V, S Duration: Permanent Casting Time: 3 Area of Effect: One creature Saving Throw: None Author: François Menneteau <mennetea@acri.fr>
This spell is a more potent version of lesser healing rays, healing 3d6 points of damage.
Heat [2] (Alteration)
Sphere: Elemental (Fire) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: 5-yard radius globe Saving Throw: None Author: Unknown
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 radius is limited to 1 yard in diameter. It lasts for the duration indicated, or until the priest utters a word to extinguish the heat. The heat will melt 1/12 cubic foot of ice per round. The spell can take effect wherever the priest 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 rolls must be made. Success indicates that the spell takes effect in the area immediately behind the creature, rather than on 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 components for the spell are a tinder box and some wood shavings. Fire resistance (through a potion, a ring, or the protection from fire spell) totally negates the effects of a heat spell, as will immersion in water or snow, or exposure to a cone of cold or ice storm.
Higley's Growing Arrow (Enchantment)
Sphere: Plant Range: 0 Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: One arrow per level Saving Throw: Special Author: Al Singleton (Samuel Higley) <eaay@catcc.bitnet>
By means of this blessing the priest causes one arrow to be enchanted as follows. When the arrow hits, it starts growing inside the victim for 3 round causing 1d4+1 points of damage, 2d4+2 points of damage, and finally 3d4+3 points of damage. Save versus death magic to remove the arrow, suffering 1d4-1 damage (may be zero). The priest must touch the arrow immediately before being shot and the arrow is destroyed after begin shot, whether or not it hits. This spell will not affect magic arrows or crossbow bolts but will work with a magic bow. The priest needs his holy symbol for the blessing.
Lava Monster (Conjuration/Summoning)
Sphere: Elemental (Earth, Fire), Summoning Range: 40 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Tim Rightnour <garbled@indirect.com>
This spell will conjure up one 6 foot high lava monster. The monster will have 3+2 HD, MV 60 feet per round. It hits twice for 1d3 (blow) + 1d8 (fire) points of damage. A successful hit can cause paper or cloth to burn, and boil liquids (make saving throws). The lava monster can in a last ditch effort summon up all its power and throw a 10-foot diameter ball of magma up to 50 feet causing 3d8 points of damage. Anything immune to fire will take 1d3 points of damage from the light force of the blow. Any native to the plane of magma, earth, or fire can dispel the monster with a touch, including another lava monster. The monster will instantly harden if it moves more than 40 yards away from the priest. It can be hit by normal weapons. The material component for this spell is a rock and an open fire, the latter of which is not extinguished.
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Post by Dungeon Master on Jun 26, 2007 20:40:19 GMT -5
Lay On Hands (Necromancy) Reversible
Sphere: Healing Range: 0 Components: V, S Duration: Permanent Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
This spell heals damage much like the paladin ability of the same name. When the priest casts lay on hands and touches the recipient, 2 points of damage per experience level of the priest are healed. See the 1st-level cure light wounds for any restrictions on what creatures can be healed. The reverse of the spell, harmful hands, does 2 points of damage per level of the priest to opponents if a successful attack roll is made.
Lesser Elemental Wall (Alteration, Evocation)
Sphere: Elemental (All) Range: 10 yards per level Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: John M. Martz <john_martz@unc.edu>
This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (templars may cast this spell in any form). It covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. As with minor elemental wall, lesser elemental wall covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition.
Element Properties Air Creates a deafening wall of violently disturbed air that is two feet thick. Treat as per wall of sound (see the Complete Bard's Handbook, page 78). Namely, one side chosen by the caster produces such a roar that all communication (including verbal spell components) is disrupted within 30 feet. Those within 10 feet are deafened for 1d4 turns if they fail to save versus spell. The sound is heard on the other side, but is not disruptive. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw versus spell. Deafened creatures suffer -1 penalty to surprise rolls, a +1 penalty to initiative rolls, and they are 20% likely to miscast spells with a verbal component. A silence, 15-foot radius spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all silence spells that come into contact with it. Water Creates a wall of "solid fog" that is up to 10 feet thick per level of the caster. Treat as a solid fog (page 163, Player's Handbook). Fire Creates a billowing wall of black smoke that is 10 feet thick. Due to its noxious gasses, treat it as a stinking cloud (page 145, Player's Handbook), except those exposed to the cloud save with a -3 penalty. All vision within and through the wall is impossible. Earth Creates a wall of swirling dust that is 10 feet thick. This wall has two effects. Treat as a blur for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook). Anybody coming into physical contact with the wall will suffer as per the "itching" version of irritation (page 142, Player's Handbook) - saving throws are at a -3 penalty regardless of the number of creatures entering the area of effect.
The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.
Lust (Enchantment/Charm) Reversible
Sphere: Charm Range: 50 yards Components: V, S Duration: 1d3 rounds + 1 round per level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Negates Author: Lord Skigg <camplte@wkuvx1.bitnet>
This spell will cause a male to kiss and hug the nearest person and not let go. The target will follow his victim until the duration of the spell. The seductress must be careful not to cast this spell near herself. The reverse of this spell, hate, will cause the target to attack the closest person (this may even be the caster) in the area for no reason. If he kills this target, he will attack more victims until the spell has expired.
Mass Spoilage Prevention (Abjuration, Alteration)
Sphere: Plant, Protection, Wards Range: 10 feet per level Components: V, S, M Duration: 2 years per level Casting Time: 1 turn Area of Effect: 3 cubic yards per level Saving Throw: None Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell has the same effect as prevent spoilage, but in a much larger area of effect with an increased duration. In addition to that it also prevents food from being spoiled even if it is dropped into a sewer - if it is washed or rubbed off even slightly, the filth will be removed and the food will be as good as it had been at the day of the spell casting. Obviously, if it is cast on already rotten food, it will not change its quality into good, but it will prevent further decomposition. Both prevent spoilage spells may be applied to easily decaying plant (or even mineral) poisons - if they are treated with this spell they will be untarnished by time. Once this spell runs out, the previously protected material will start to decay at its normal pace again. The material components are the holy symbol of the priest and a piece of a grain storage sack which has somehow survived over one hundred years without magical prevention of its decomposition.
Metamorphose Element (Alteration)
Sphere: Elemental (Air, Earth, Water) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
The caster can transform some material of one element into a different but related material of the same element. The transformation is permanent for air or water and lasts for one turn per level for earth. • The air priest can metamorphose gases and vapours in containers or the air around him into other gases (one 5 foot-cube per level). • Earth priests can transform stone, gems, etc., into other earthly materials. He can, for example, transform granite into obsidian. He cannot affect metal at all. He can also turn stone into dust and vice versa (1 pound per level). To make the change permanent, the earth priest must prepare a special gem, costing at least 50 gp, using the spells bless and stone shape on it. • The water priest is able to turn a liquid of one type into another. Water can be made poisonous, for example, or the reverse could be done (up to one gallon per level). Note that the priest must know both substances before casting the spell. A water priest, for example, cannot turn an unknown liquid into pure water; he must know what the liquid is in order to use this spell. The material component is a small amount of the target material. If water must be turned to poison, some of the desired poison must be at hand. If a gas is to be turned into steam, a container with steam must exist. To use this spell, one must have at least minor access to the related sphere (i.e. a templar can change all elements). This spell was designed for the Dark Sun campaign world.
Ooze Puddle (Conjuration/Summoning)
Sphere: Elemental (Earth, Water), Summoning Range: 40 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Tim Rightnour <garbled@indirect.com>
This spell summons a puddle of ooze about 10 feet in diameter. The ooze hits three times for corrosion damage. This does 1d2 to normal flesh. It also corrodes any metal in 4 rounds. Magical items are immune to this creature. Wood and cloth are destroyed instantly however. The ooze has 3 HD, and moves 20 feet per round. Any elemental from the planes of earth, water or ooze can dispel it with a touch, including another ooze puddle. The material component for this spell is some custard.
Poison Ivy Touch (Alteration)
Sphere: Plant Range: 0 or 10 feet per level Components: V, S, M Duration: Special Casting Time: 3 or 5 Area of Effect: Special Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is actually a two-in-one spell. With this spell the priest can simulate the effect of poison ivy in a very short time. The two versions are very different in application. Version 1. This version is cast at a thicket of plants and gives the plants the abilities of real poison ivy with no change of their appearance. The area that can be affected is a 20-foot square per level. Anyone in this area at the time of casting has to save versus poison or be affected at the fullest effect of the poison ivy. Anyone who succeeds won't notice anything for an on-set time of 2d4 rounds. After that a strong rash will break out, which is very uncomfortable and causes a -1 to-hit and damage, any thief will have all his manual abilities reduced by 15%, and any spell caster will have a 15% chance for loosing their concentration per round after an initiative roll for the rash, for the duration of the rash, which lasts for 2d4 days or until a cure disease is cast on the character. If the characters fail to save, the rash breaks out after one round, and the characters won't be able to fight effectively (parrying is possible) or cast any spells with a longer casting time than a 1 initiative modifier (even for these there is a 15% chance of failing), nor are thieves able to successfully use their abilities for the duration of the rash. This rash lasts as long as the rash above. The plants that are affected by this spell keep their poisonous effect for 1 round per level of the caster. This effect can also affect the caster if he passes through the area of effect. Version 2. This version is cast on the caster. With this spell he gains a very high powered but short lived poison ivy touch. They have to apply this power with a to-hit roll in combat. If they hit, their opponents gain a saving throw versus poison. If they succeed, they feel a light rash develop which is irritating but not damaging (the effects are same as above for a succeeded saving throw) for the duration of one round per level of the caster. If the opponent fails the saving throw, they immediately collapse with an urgent desire to scratch that horrible itch. They cannot fight effectively nor can they cast spells or use thief abilities until the rash is gone (either naturally or by cure disease). During this devastating poison ivy effect, the character loses one hit point per round due to scratched open skin and bleeding open rashes. The rash lasts for 5 rounds per level. Once the caster has affected one opponent with this spell, the spell is gone whether the saving throw succeeded or not. The caster himself is immune to the effect of his own spell in this version, even if he fumbles and hits himself. The material components are a highly concentrated extract of poison ivy and the holy symbol of the priest.
Protection from Frost (Abjuration)
Sphere: Elemental (Air), Paraelemental (Ice), Protection Range: 0 Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Creature touched Saving Throw: None Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
This spell is in all respects similar to protection from fire, except that it protects the creature touched against cold attacks.
Protection from Petrification (Abjuration)
Sphere: Elemental (Earth), Protection Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: One creature touched per level Saving Throw: None Author: Unknown
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.
Remove Scar (Necromancy) Reversible
Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: Negates Author: Scott Neilly
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 material component of this spell is a small dressing. The reverse of this spell, scar, causes hideous scars to form on the targets face and body causing a loss of 1d3 Comeliness points. Multiple applications of this spell cannot drop Comeliness lower than 0. A saving throw versus spell will negate the effect. The material component of the reverse is a small knife.
Resist Air (Abjuration)
Sphere: Elemental (Air), Protection Range: 10 feet per level Components: V, S Duration: 3 turns per level Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.
Resist Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection Range: 10 feet per level Components: V, S Duration: 3 turns per level Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).
Resist Electricity [1] (Abjuration)
Sphere: Protection Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
This spell is similar to the priest spells resist fire and resist cold. The spell adds +3 to all saving throws against electricity or electrical attacks, and further reduces all damage by 50%. Thus, a successful saving throw indicates that quarter damage is taken and failure indicates that half damage is taken. The material component for this spell is a small piece of rubber.
Resist Electricity [2] (Abjuration)
Sphere: Protection Range: 10 feet per level Components: V, S Duration: 3 turns per level Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to electricity, instead of water.
Resist Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection Range: 10 feet per level Components: V, S Duration: 3 turns per level Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp icicles, etc.
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Post by Dungeon Master on Jun 26, 2007 20:41:12 GMT -5
Resist Vacuum (Abjuration)
Sphere: Elemental (Air), Protection Range: 10 feet per level Components: V, S Duration: 3 turns per level Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to vacuum, instead of water. This spell is for those space travellers that somehow seem to find themselves floating around in wildspace a little too often or those that seem to land in those ugly vacuum rooms which have absolutely air-tight doors and then increase their size magically to very big (still having the same amount of air in a room which is now 1000 feet per side which was previously 10 feet per side causes quite a decompression) and for those guys that find themselves rushing up from 3000 feet depth in the ocean to the surface of the ocean - normally any creature which does this goes pop.
Resist Water (Abjuration)
Sphere: Elemental (Water), Protection Range: 10 feet per level Components: V, S Duration: 3 turns per level Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
This spell is similar to the resist fire and resist cold spells of first and second level. Similar to these, it reduces the damage the protected creature takes by the appropriate effects by half before saving throws are rolled. In addition, it offers a bonus of +2 to the saving throw against water. The material component is the holy symbol of the priest. Resist water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.
Root (Enchantment/Charm)
Sphere: Plant Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Three creatures touched maximum Saving Throw: Special Author: Mark A. Robinson <jarvis@eleazar.darthmouth.edu>
By means of this spell, the druid 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 versus 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 one tenth of a round, giving a -1 penalty to initiative. 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 druid and fail a saving throw versus spell at -2 to be affected). Unlike the druid, the victim has no control over the spell once touched and is anchored until released by the druid, 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 druidical groves and retreats.
See through Darkness (Alteration)
Sphere: Sun Range: 0 Components: V, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None Author: John Boelter <boelter@cwis.unomaha.edu>
This spell allows the recipient to partially see through the various darkness spells. Clear sight is not gained, but outlines and shades of light versus dark are noted. Combat is possible at 2 less on the penalties for normal darkness (-2 for normal creatures, no penalty for those with blind fighting, and ranged attacks are allowed). This spell does not counter the effects of natural darkness (i.e.: nighttime) but can be used against magical darkness effects other than those of spell origin (eg., some creatures can magically generate darkness). The material component is a piece of phosphorus.
Selective Entangle (Alteration, Invocation)
Sphere: Plant Range: 80 yards Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: One creature per 2 levels Saving Throw: ½ Author: Paul D. Walker <pdwalker@hk.super.net>
This spell is very similar to the 1st-level priest spell entangle except that it affects only the creatures targeted by the spell and no-one else, unlike entangle. When the creatures that are affected 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 with entangle. Thus, while 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 creatures fail their saving throw versus spell, they are held fast by the plants. If the saving throw is made, the targeted creatures have their movement reduced to half normal. If the creatures struggle to free themselves from the plants then a new saving throw versus spell can be made every turn (note: this is very tiring). The to-hit bonus can be used as a positive modifier for these additional saving throws. If the creatures make one of these additional saving throws, they are freed, but their movement is still reduced by half. If after another turn the creatures are still in an area with plant life then a saving throw versus spell is required with the effects outlined above occurring. In short, a saving throw 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. The material component for this spell is the priest's holy symbol.
Sleep (Enchantment/Charm)
Sphere: Charm Range: 30 yards Components: V, S, M Duration: 5 rounds per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Lord Skigg <camplte@wkuvx1.bitnet>
Except as noted above, this spell is the same as the wizard spell sleep. Also, it affects only males.
Smoke Cloud (Conjuration/Summoning)
Sphere: Elemental (Air, Fire), Summoning Range: 40 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Tim Rightnour <garbled@indirect.com>
This spell summons a weak 3 HD smoke elemental. It hits twice for 1d4+1 points of damage and has a movement of 190 feet per round. The smoke will choke anyone within 10 feet for 1d3 rounds. Any creature from the para-elemental plane of smoke, fire, or air can dissipate it with a touch. If the cloud moves more than 40 feet away from the caster at any time, it will instantly dissipate. The material component is, not surprisingly, a wisp of smoke.
Snake Arrow (Enchantment/Charm)
Sphere: Animal Range: 2 yards Components: S, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: 3 creatures Saving Throw: None Author: K. Yavuz Ozbay <e73857@vm.cc.metu.edu.tr>
Upon casting this spell, the priest paralyses 1 to 3 snakes causing them to elongate or be reduced to the size of a flight arrow. Any size of snakes can be used but the snake must be non-magical. Then, these snakes can be fired as arrows as they harden like wood while under the spell's effects. They have the same range as flight arrows, unless the snake used is of size L or G. Then, the range is halved, but a +1 damage bonus is applied, due to the mass that is conserved, despite the change in size. If a poisonous snake is used, the victim must make a saving throw versus poison or suffer the ill effects of the poison the snake possesses within (the DM decides). After the impact, the spell wears off, and the snake turns back to its original form without getting injured, even if it had hit a plate armour or a tree or any other kind of barrier, as it is under the protection of the spell. The arrow itself does 1d6 HP of damage, and if the snake was L or G, an additional 1d8 damage is taken as the creature grows in the body. After the spell expires, the snake's attitude is determined by a 1d4 roll: a 1 means the snake continues to attack its victim, a 4 indicates that it starts looking for the priest to take some kind of revenge. Note that this won't take much time if the caster is still in the melee area. Other results mean that it leaves the area silently. The material component of this spell is the caster's holy symbol.
Snow Man (Conjuration/Summoning)
Sphere: Elemental (Air, Water), Summoning Range: 40 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Tim Rightnour <garbled@indirect.com>
This spell conjures up a 5 foot snow man. The snowman has 3 HD, MV 90 feet per round, and one attack for 2d6. It can be hit by normal weapons, and can freeze potions with a touch. It can put out normal fires and torches. It can also cause a small snowstorm in its range (40 yard radius from priest) that lasts for 1d4 rounds, making all creatures in the storm blind. Any being from the planes of ice, air, or water can destroy the snowman with a touch, including another snowman. If the snowman moves more than 40 yards away from the caster it will instantly melt. The material component for this spell is a bit of snow.
Spontaneous Combustion (Alteration, Conjuration)
Sphere: Elemental (Fire) Range: 30 feet Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One square foot per level Saving Throw: None Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
This spell causes one square foot of flammable material per level of priest to burst into flames. Heavy burning clothing such as thick robes will cause 1d12 points of damage per round while light burning clothing will cause only 1d6 points of damage per round. Rolling on a floor to smother the flames will stop a victim from taking any more damage and put out the flame in two rounds.
Stone Seeds (Alteration)
Sphere: Elemental (Earth), Plant Range: 0 Components: V, S, M Duration: 1 month Casting Time: Special Area of Effect: 50-yard long square per level Saving Throw: None Author: Paul D. Walker <pdwalker@hk.super.net>
When stone seeds 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 inch per level of the priest in hard stone or 2 inches 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 priest 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 inch square area to be covered. The priest 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 inch square area to be covered to cast.
Sunblade (Conjuration)
Sphere: Combat, Sun Range: 0 Components: V, M Duration: 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: François Menneteau <mennetea@acri.fr>
A brilliant sword of fiery sunlight appears in the caster's hands when this spell is cast. The sword can be used without penalty for non-proficiency, is equivalent to a +3 weapon, inflicts 1d8+3 points of damage, and grants a +3 bonus to attack rolls. Blinding rays emanate from the flaming blade, subtracting -1 from an enemy's attacks, as long as the opponent remains in melee. The sword does double damage to any creatures with a weaknesses for sunlight. The material component is a light source, which is extinguished in the casting.
Thunder Clap (Invocation/Evocation)
Sphere: Elemental (Water), Weather Range: 0 Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: ½ Author: John M. Martz <john_martz@unc.edu>
This spell is similar to the wizard spell thunder staff, with the exception that the priest needs no material components. Upon completion of the spell, the priest claps his hands together and produces a thundering cone of force 5 feet wide at the apex, 20 feet wide at the base, and 40 feet long. All creatures and objects wholly or partially in the cone incur the effects of thunder staff as printed in the Tome of Magic (pages 32-33). While the priest must have both hands free to cast the spell most effectively, he can cast it with only one hand. This case might occur if the other hand is bound, missing, or holding a shield, for example. If the caster only has one hand free, he may clap it against bare skin on any part of his body (thigh, cheek, etc.). The resulting cone of force is 2½ foot wide at the apex, 10 feet wide at the base, and 20 feet long. All creatures wholly or partially in the cone must roll a successful saving throw versus spell. Those who fail are stunned for 1 round and deafened for 1d3-1 rounds (they cannot be deafened for less then 1 round, however). Those creatures who fail are also hurled 2d4+2 feet by the wave of force, suffering 1 point of damage per two feet thrown (damage will always be 2d4+2, even if the creature encounters an intervening surface). If the saving throw is successful, the victim is not stunned, but is deafened for 1d3-1 rounds and is hurled only half the distance. Giant-sized creatures or larger who succeed at their saving throws are deafened but are not thrown, suffer no damage, and are not stunned. If the saving throw is failed, they are hurled 1d4+1 feet, suffer 1 point of damage per two feet thrown, and are deafened and stunned. Regardless of whether one or two hands are used in the casting, the cone has a Strength of 19 for the purposes of opening doors. It can move objects weighing up to 640 pounds 4d4+4 or 2d4+2 feet, depending on the method of casting. Fragile items must make a saving throw versus crushing blow or be destroyed.
Thunderclap (Invocation)
Sphere: Weather Range: 50 yards Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: Negates Author: Tim Rightnour <garbled@indirect.com>
This spell allows the priest to call upon a clap of thunder that will deafen all creatures outside a 20 foot safety sphere. Anyone within the effect of the spell will be deaf for 3d10 rounds, and stunned for 2d4 rounds.
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Post by Dungeon Master on Jun 26, 2007 20:41:31 GMT -5
Vylja's Aurora Borealis (Charm, Invocation)
Sphere: Charm, Weather Range: 20 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: One 30´30-foot area per level Saving Throw: Negates Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
Casting this spell will only work under the open sky at night. It invokes extremely colourful and beautiful northern lights that slowly swirl through the entire sky. The aurora is visible to all creatures in the area of effect, even to those that are looking outside through a window. All affected creatures have to roll a saving throw versus spell in order to avoid the charming effects of the spell. The following modifiers apply:
• -4 on a moonless night • -4 if there is a real aurora • -2 for a quarter of the moon • -2 at midnight • +2 for three quarters • +2 at dusk or dawn • +4 for a full moon
The normal Wisdom modifiers against charming spells also apply. Those creatures that fail their saving throws are fascinated by the spectacle in the sky and will continue looking at it for the full duration of the spell - possibly resulting in strained necks. A physical attack on a charmed creature cancels the charm immediately for that creature. If a lot of noise is made (by alarm-bells or shouting, for example) a new saving throw is granted at +4 for all the creatures affected by the spell. Those creatures that successfully save versus spell are free to look at the northern lights if they want to, but are in no way charmed. The priest casting aurora borealis is always immune to his own northern lights. He needs his holy symbol to cast the spell.
Vylja's Cloud Message (Alteration, Conjuration)
Sphere: Elemental (Air), Weather Range: 0 Components: V, S Duration: 1 day per level Casting Time: 5 Area of Effect: 1 cloud Saving Throw: None Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
This spell enables the priest to write a message into a cloud so that it becomes visible to all creatures who can see the cloud. The caster summons a small (1 HD) air elemental from the elemental plane of air, points at the cloud he wants to use and then writes the message into the air. The elemental then flies to the cloud and changes its shape until it is an exact copy of the original message magnified many times. The handwriting of the caster will even be recognised by all that are familiar with it. The message will be visible during the day and the night as long as there is at least one major celestial body in the sky that can shine through the holes made in the cloud. The cloud is magically protected for the duration for the spell and it will not lose any vapour during this time, even if the surrounding clouds disappear into rain (the elemental is taking care of this). What's more, the priest can influence the direction the cloud is moving: he can cause it to stay immobile, or he can choose a direction the cloud has to travel to (at about 2 miles per hour). But once this choice has been made it cannot be changed and will remain the same for the full duration of the spell - 1 day per level of the caster. At the end of the duration, the elemental returns to its native plane.
Vylja's Flight Cancellation (Alteration)
Sphere: Elemental (Air) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: One creature Saving Throw: Negates Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
Because it simulates one of her innate abilities, this spell is normally only granted by Ærdrie Fænya, the elven goddess of weather and flying creatures. By casting Vylja's flight cancellation a priest can make it impossible for any one creature to lift itself into the air by physical or magical means. A saving throw versus paralysation is always allowed if the target wants to avoid the spell's effects. If the saving throw is failed, the creature will not be able to get off the ground itself: all its attempts to jump, rise or fly will simply fail for as long as the spell lasts. Neither wings, nor spells, nor innate abilities, nor magical items will work for the target creature. If a flying or levitating creature is affected by this spell, it will instantly plummet to the ground, taking normal falling damage (except for winged creatures, which can glide to the ground for half damage). As soon as the spell expires, the creature can again leave the surface if it is able to do so. Note that spells like fly or levitate are not dispelled by Vylja's flight cancellation - they simply do not work while the flight cancellation is active (although their duration is calculated as normal). A creature affected by this spell can still be lifted off the ground by other creatures. Spells like teleport, feather fall, and dimension door function normally (but jump is negated). The priest needs his holy symbol to cast this spell.
Vylja's Hailstorm (Alteration)
Sphere: Weather Range: 30 yards Components: V, S, M Duration: 1 round Casting Time: 6 Area of Effect: 15-foot cube Saving Throw: ½ Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
In the round following the casting of this spell, a hailstorm breaks loose in the area of effect, if and only if the spell is not cast in a desert or near the crater of an active volcano or the like. As long as there is a minimal amount of moisture in the air, it will be compacted to form hailstones that inflict 2d4 points of damage + 1 point per level of the priest casting the spell. All creatures are allowed saving throws versus spell for half damage. Those wearing plate mail, field plate or full plate suffer no damage at all, although their armour will be dented. If it is snowing or raining at the time of casting the amount of damage inflicted is 3d4 points of damage + 1 per level of the priest; and if it is actually hailing in the area of effect, damage is doubled to 4d4 points + 2 per level of the priest. The priest needs his holy symbol to cast this spell, and either a small spherical piece of ice or a diamond worth at least 100 gp. The material component (not the holy symbol) is to be thrown into the air at the end of the casting time where it disappears.
Vylja's Hands of Healing (Necromancy)
Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: Creatures touched Saving Throw: None Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
When this spell is cast, the priest's hands start to give off a soft white glow. The glow indicates the presence of healing magic, which the caster can use to cure the wounds of other creatures than himself (for creatures that are unaffected by this spell, see cure light wounds). The healing charge rises with the caster's level: each hand can cure 1 point of damage for each experience level of the priest. A hand's healing charge must be used up all at once on a single creature. Moreover, a single creature will not benefit from the charges of both hands (consider the second charge lost in such a case). The benefits of Vylja's hands of healing are cumulative with those of the various cure ... wounds spells. A priest can spend the two healing charges in a single round, provided he can touch the creatures he wants to heal. He can also keep the charges in his hands for up to 1 hour for each experience level he has. In the latter case, he is not allowed to attack other creatures physically or magically if he desires to retain the healing charges. If he does attack, the remaining charges disappear instantly. The material component is the caster's holy symbol.
Vylja's Thunderclap (Evocation)
Sphere: Weather Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 20-foot radius sphere Saving Throw: Negates Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
After the casting of this spell a strong thunderclap occurs in the area of effect. It automatically deafens all creatures in the target area for two rounds. Moreover, all creatures subject to the thunderclap have to roll a successful saving throw versus spell in order to remain standing. Creatures that fail their saving throw are knocked over by the force of the movement of air and may be stunned for up to one round if the surface they hit is hard (stone or metal, for example). Deafened creatures suffer a -1 penalty on surprise, a +1 penalty on initiative, and any spells they cast requiring a verbal component has a 20% chance of going awry. If the creature is stunned, it cannot even defend itself, let alone cast spells. Large creatures get a +3 on their saving throw, small creatures suffer a penalty of -3, and tiny creatures have to save at -6. Huge or gargantuan creatures are immune to the spell's effects. Note that the caster is not in any way protected against the spell's effects. The spell can be used to scare or confuse a group of creatures and to disperse swarms of flying insects. Used defensively, Thunderclap can deafen the party on purpose so as to avoid the adverse effects of Harpy songs and the like. The priest needs a small inflated balloon which he has to destroy at the end of the casting by clapping his hands.
Vylja's Vortex (Alteration)
Sphere: Elemental (Air), Weather Range: 5 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: 10-foot circle Saving Throw: None Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
Upon the completion of this spell a magical platform of dense air is formed at ground level in the area of effect. The platform can be pushed up by a strong but harmless rising current of air: creatures can struggle through it without too much difficulty, but spellcasting is impossible underneath the platform. The caster can cause the platform to move up or down at a maximum rate of 10 yards per round. All creatures standing on the platform will be moved accordingly, unless they either jump off or find some other way of transportation (flying, for example). The caster need not stand on the platform to control its height, but if he wants to raise or lower it he has to concentrate on that task during each round he wants to do so. If he does not concentrate on it, the platform remains stationary. If the caster's concentration is interrupted the platform stops with a jerk (all creatures on it have to make a successful Dexterity check to avoid falling off). The priest's holy symbol is needed as the material component for this spell.
Vylja's Webs to Dust (Alteration)
Sphere: Sun Range: 0 Components: V, S, M Duration: 1 round Casting Time: 6 Area of Effect: One 10-foot cube per level Saving Throw: Special Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
When this spell is cast, the area of effect is bathed in a golden glow that lasts for about ten seconds and then slowly dims away. This golden light is harmless for living creatures (a living web, for example), although Underdark creatures like drow and duergar will be affected for one round as if they were standing within the area of effect of a Light spell. The golden glow will, however, cause all natural spider webs within the area of effect to be turned into grey and harmless dust. This applies to the webs of large or huge spiders and the like as well. All creatures and objects that were supported by the web will fall towards the surface and suffer normal damage for doing so. When used solely to counter a web spell, the web will be destroyed if it fails a saving throw versus magical fire (18 or more saves). If the web is targeted along with normal spider webs, the web will never be disintegrated. However, whether solely targeted or not, a web bathed in the golden glow will lose all its adhesive properties for the full duration of the glow (10 seconds), enabling creatures that were stuck in it to free themselves if they make a successful Dexterity check. The material components are the caster's holy symbol and an item with a light spell cast on it. The item disappears during casting.
Vylja's Wings (Alteration)
Sphere: Creation, Elemental (Air) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Ezra van Everbroeck <ezra@anthraciet.kuleuven.ac.be>
By casting this spell, a priest of Ærdrie Fænya (the elven goddess of weather, skies and flying creatures) makes large white wings grow from his shoulders. Those wings are made of strong feathers and are as large as the priest is tall. They enable him to fly at a speed of 15 in manoeuvrability class B. While flying, the priest can use weapons but he suffers a -1 penalty on his attack dice rolls. He can also cast spells that do not require a somatic component. Because the wings grow from his shoulders, the priest must wear clothing that makes it possible for the wings to come into existence. This implies that the caster cannot be wearing any type of armour when he utters the spell - the wings will fail to reach their normal size and disappear immediately. Normal clothing can be adapted for use with wings by cutting holes (some 6 inches across) in it at shoulder height. The wings can be combined with the protection provided by spells or by items like a bracers of defence or a ring of protection (but not a magical cloak, unless it was especially made for the purpose). The wings themselves are AC 8 (unless magically protected), and due to their size and weight the priest also suffers an Armour Class penalty of 1 when flying and a penalty of 2 when walking or standing on the surface. If the wings disappear, either at the end of the duration or through a successful dispel magic, a flying priest will plummet towards the ground and suffer normal falling damage. In order to cast this spell the priest needs his holy symbol and two feathers of a flying creature that is at least size M.
Wind Burn (Evocation)
Sphere: Elemental (Air, Water) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 75-foot long cone Saving Throw: ½ Author: John M. Martz <john_martz@unc.edu>
Despite the name of this spell, wind burn has nothing to do with fire. Upon casting, the priest causes an exceptionally dry cone of air to originate from his hand. The cone is 5 inches in diameter at its base, 25 feet in diameter at its end, and 75 feet long. All targets of the spell must save versus spell. Those who fail suffer 1d6 points of dehydration damage per level of the caster as well as a temporary loss of 1 point of Constitution (creatures without Constitution scores suffer a -1 penalty to Armour Class). A successful saving throw means half damage and no loss of Constitution. Creatures exceptionally susceptible to dehydration damage (for example, those from the elemental plane of water, plant creatures, or even aquatic creatures) suffer a -4 penalty to their saving throw. Constitution point loss is cumulative; that is to say, if a target of two of these spells fails to save against both it will suffer a -2 to its Constitution (if it survives the damage, of course). A character is dead if his Constitution reaches zero (for creatures without Constitution, use Hit Dice; thus, even if a 3 HD monster had enough hit points to survive failing to save 3 times, it would still die since 3-3=0). Constitution points may only be restored by consumption of a full day's water requirement (use the Dark Sun rehydration rules; or simply 1 gallon per day for a human sized creature). This spell is cannot be cast under water.
Wings of Chislev (Alteration)
Sphere: Animal, Elemental (Air), Travellers Range: 0 Components: V, S, M Duration: 1d6 turns + 1 turn per level Casting Time: 3 Area of Effect: One person Saving Throw: None Author: Ådne Brunborg <brunborg@solan.unit.no>
This spell causes large wings to grow on the back of the priest, allowing him to fly as per the wizard spell fly. The spell is not affected by armour of any sort (the wings will grow through the armour, and the armour will not be destroyed). If the deity is good aligned, the wings are white, angel-like; if he is evil, they will be black, devil-like. Druids grow eagle-like wings, and other neutral deities grant grey feather-wings. Normally, this spell may only be cast on the followers of the same god as the priest. However, in dire need it may be cast on any person. If cast on another person under circumstances that are not "dire", the priest loses access to the spell for two days. The material components are the priest's holy symbol, plus an eagle's feather for druids, a white feather for good, any feather for neutral and a bat wing for evil priests. The components may be reused. Note that God in the title of this spell should be changed to the name of the priest's god.
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