Animal Call (Conjuration/Summoning)
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 Enmity (Enchantment/Charm)
This spell simply causes the victim to be offensive to animals for the
period of one day. Horses will shy or buck, dogs will bark, bulls will
charge, birds will aim at them, etc. Note that animals with a close
association to the victim won't do anything to hurt the victim, they'll
just treat him like you would treat a friend who, for some reason,
smelled horrible.
Animal Healing I (Alteration) Reversible
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.
Baltasar's Impediment (Abjuration, Necromancy)
This spell enables the caster to prevent a female from becoming
pregnant. Essentially, it impedes a fertilized ovum from implanting in
the uterus. The casting of Baltasar's impediment is not necessarily an
evil act, but the DM should pay particular attention to the alignment of
the caster as well as the social and political (especially religious)
atmosphere. For example, a lawful good priest casting this spell on a
teenager without the permission of her parents, church, etc. should be
prepared for the wrath of his deity. A priest who worships a fertility
god cannot cast this spell.
A neutral evil priest, nephew of the king, might repeatedly cast this
spell on the queen in a secret attempt to usurp the thrown. A neutral
good priest might cast this spell on all the maidens of the keep before
its fall to the orc siege - although he cannot spare them from the
horrors to come, at least he can prevent the bastardization that might
result.
The material components are a drop of blood from the target's last
menstrual period (or an ounce of her blood, from anywhere, that has
been mixed with dust and dried in a silver chalice) and the priest's holy
symbol. The priest invokes the name of his deity, touching his holy
symbol to the blood. The woman must then consume it, usually mixing it
with wine or some other fluid. The spell remains in effect until the first
day of the woman's next menstrual period, or until a successful dispel
magic is cast upon her.
Battle Cry (Enchantment/Charm)
At the culmination of this spell, the priest utters a deafening cry or
shriek drawing the attentions of all hostile creatures within the area
of effect. 1d6 HD of these creatures per level of the priest are
stunned for 1d3 rounds; this affects creatures with the lowest Hit Dice
first. All affected creatures will thereafter attempt to physically
attack the priest, foregoing any other actions. The desire to hunt down
the priest will remain for 6 rounds or until the priest is slain.
At the same time, all friendly creatures within the range of the spell
receive the benefit of a bless spell (+1 to attack rolls and saving
throws). Friendly creatures also receive a +1 to their morale checks as
long as the priest remains alive. Undead or creatures with Intelligence
less than 5 are not affected by this spell.
Beauty Aura (Enchantment/Charm)
Beauty aura creates a glow of beauty that attracts 1d4 males in a
10-foot radius. The glow will make the targets see only the aura unless
struck during battle. The male creatures must have an Intelligence of 5
or more for the spell to work on them.
Bird Call (Conjuration/Summoning)
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.
Bleeding Touch (Necromancy)
This spell causes a bleeding wound to appear on the victim. Priests must
roll to hit, and if they miss, they lose the spell. The victim must save
versus death magic or suffer 1d6 points of damage for every two levels
of the caster. The material component of this spell is a needle.
Bloodskin (Conjuration)
This spell will conjure up blood to appear on the priest's body. This
creates an aura of fear, causing all creatures with 2 HD or less will to
flee in terror. The material component is a drop of the caster's own
blood.
Breathable Air (Alteration) Reversible
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.
Charm Male (Enchantment/Charm)
This spell affects any single male it is cast upon. Males include humans,
demihumans, or humanoids. Any charm-resistant creatures are still
affected because seducer magic affects the sexual part of the brain,
which is not well protected in males, even elves.
The target receives a saving throw versus spell to avoid the effects,
with any adjustments due to Wisdom. See the Player's Handbook for a
further description under charm person.
Clean (Alteration)
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)
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)
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.
Comprehend Languages (Alteration) Reversible
Except as noted above, this spell is the same as the 1st-level wizard
spell comprehend languages.
Conjured Weapon (Conjuration)
When this spell is cast, it brings into existence a weapon of the priest's
choice that he can use to fight with. The weapon is a normal weapon with
the holy symbol of the god engraved upon it. The weapon has a dim glow
upon it which can be faintly seen. The priest, if he is to use the weapon,
must be proficient in its use. The weapon can be given to another
character to use.
If a striking spell is used in conjugation with the conjured weapon spell,
there is an additional +1 to the to-hit and damage roll, because of the
cumulative effects of the magic of the spells. The conjured weapon then
counts as a weapon, +2 for purposes of special defense.
The weapon stays into existence until the end of the spell or until the
priest wishes the spell to end. The verbal component would sound
something like: "Oh Great Warrior Kos, give me a broadsword to smite
down my foes!", and the gestures made are those to signify the priest's
intent.
Control Hair (Invocation)
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
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.
Daryana's Holy Shit (Conjuration)
This spell was granted to Daryana, 3rd-level priestess of the goddess
of magic, after she had repeatedly, loudly, requested it.
Upon uttering the verbal component - already mentioned in the spell's
name - two things can happen. If cast consciously, the spell can be
targeted and takes effect immediately. In this case, some faeces appear
anywhere within the range of the spell.
If this spell was memorised, but the verbal component uttered more or
less unconsciously, the spell's effect is delayed for up to 1 hour while
the place of impact is anywhere within 10 feet around the unfortunate
priest, both at the DM's discretion.
Deadskin (Alteration)
The creature touched by this spell will have his skin withered, and will
become ghastly ugly for the spell duration. Any creature seeing the
effected person will have a strong desire to attack it, and will do so
immediately. This spell has no effect on undead. The material component
of this spell is a bit of rotten flesh.
Detect Enemy (Divination)
By casting this spell, the priest may determine whether there are
creatures within the area of effect that bear hostile intent toward
him. The spell will reveal the direction of the creatures, even if they
are invisible, ethereal, astral, or out of phase. Note that this spell
does not reveal anything about the alignment or motives of the
creatures in concern. The material component of this spell is a
miniature spy-glass of any material.
Detect Life (Divination)
This spell enables the priest to sense the aura of life. Diviners may
also sense at will one attribute per level above third, noting such
attributes as number, degree (size), concentration (power), and location.
Diviners may also focus in on a particular aura and sense at will one
"colour" per level above seventh, noting such features as kingdom
(animal, plant, etc.), state (live, undead, divine, etc.), form (gaseous,
liquid, solid), and extension (prime-material, para-ethereal,
negative-energy, etc.).
Detect Pregnancy (Divination)
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.
Detect Venereal Disease (Divination)
This spell detects the presence of sexually transmitted diseases in a
creature. A successful Intelligence check reveals the nature and
symptoms of, but not the cure for, any detected diseases. The material
component is the caster's holy symbol.
Dieme's Forcing Hand (Alteration)
By this spell, the priest throws a stone hand at the target. The stone
hand will then make a crackling noise and show blue lightning as it flies
towards its target. When it hits, it will do 2 HP per level of impact
damage. Upon casting this spell, the priest throws the hand and says "to
arms". This spell (like magic missile) always hits. The material component
is a carved (or created) stone hand.
Dispel Fatigue (Abjuration)
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.
Divine Sexual Experience (Divination)
Casting of this spell involves taking a clear vessel of water and
releasing a drop of ink into it. The percentage of the water not
darkened by the diffused ink indicates that person's purity score.
Although not absolutely certain, any score under 50% probably
indicates loss of virginity, and with the exception of the rarest of
heroes and deities, the score will be between 25% (casual interaction
with others) and 90% (extreme debauchery). More specific information
may be revealed at the DM's discretion.
Elemental Burst (Invocation/Evocation)
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.
Empathy [1] (Divination)
This spell enables the priest to sense the general needs, drives, and
emotions generated by an individual in sight. The material component is
a lens, which is not consumed in the casting.
Empathy [2] (Divination)
This spell allows the priest to read the emotion of the creatures that
the priest concentrates on. One creature is readable per round, and the
priest must be of higher level than the target's level or Hit Dice. The
priest must be able to see the target's face. The material component is
simply the priest's holy symbol.
Faithfulness (Abjuration)
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.
Flame Tongue (Enchantment/Charm)
This spell temporarily grants the priest the fast talking proficiency:
during the spell's duration, the priest is able to talk and talk and talk,
thus gaining the undivided attention of those listening, provided they
can understand the priest. Note that all hearing the priest will be
affected by this fast talking: party members are affected too.
The second use of this spell is to increase the morale of hirelings,
followers and henchmen: prior to a fight, the priest can encourage them
by talking vividly for one round, thus increasing their morale by two
points plus one for every two levels above first, up to a maximum raise
of 5. Thus, a 5th- or 6th-level priest will increase the morale by 4
points.
The material component for both versions of the spell is a bit of
phosphorus.
Flaming Symbol (Invocation)
This spell will bring into existence a huge flaming image of the holy
symbol of the priest. Any worshipper of the god whose symbol was used,
receives a +2 to damage and hit while it is possible to see the symbol.
The worshipper needs only to be able to see the symbol, he does not
necessarily have to look at it. Any priest or worshipper of an opposing
cult receives a -1 to-hit and damage while it is possible to see the
symbol. The material component is a holy symbol, which is lost in the
casting.
Git (Abjuration, Enchantment/Charm)
By use of this spell, the priest may frighten away two Hit Dice of
animals per level of experience.
Gnat Swarm (Conjuration/Summoning)
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)
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
This spell causes the affected area to become warm, maintaining a
constant temperature of 40 degrees C (96 degrees 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 degrees C (32 degrees F). Used
against heat-based creatures, they will take 1d4 damage per round
during the time they remain in the area of effect.
Higley's Invisible Dog (Conjuration/Summoning, Necromancy)
This spell summons the spirit of a dead dog to act as the priest wishes
for the duration of the spell. The dog has one Hit Die for every odd
level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4,
etc.). A non-combative dog is useful mostly for warning and will vanish
after one warning or 1d6 hours + 1 hour per level, whichever comes
first. A combative dog fights as a dog with Hit Dice as generated by the
summoning and lasts until killed or 1d6 rounds + 1 round per level. Both
have an Armour Class in inverse proportion to caster level up to level
10 (level 1: AC 10, level 2: AC 9, etc.). Past level 10 the dogs have AC 0.
The material components of this spell are the priest's holy symbol, dog
fur (for a non-combative dog) or a dog tooth (for a combative dog).
Holy Mace (Alteration)
This spell will turn the priest's own mace into a +4 holy weapon. If the
mace is given to anyone, it will turn to dust. If the priest keeps the
mace, it will return to normal at the end of the duration. The mace must
be sprinkled with holy water for the spell to take effect.
Iron Fist (Alteration)
This spell will turn the priest's hands into solid iron, which may strike
for 2d3 points of damage in unarmed combat. At the end of the duration
the priest's hands return to normal. Any creature looking at the
priest's hands for 1 round can detect the change on a successful
Intelligence check. The creature only gets one chance to do this. The
material component for this spell is a pair of gauntlets.
Itch (Enchantment/Charm)
Causes the victim to have an irresistible urge to scratch, if it fails
its saving throw. This can be cast on any sort of creature that is able
to scratch, and dogs save at -4. This spell works with embarrassing
effectiveness on armoured folks. The actual location of the itch is
semi-random (i.e., the DM rolls a dice, pretends it matters, then does
whatever he likes). Most of the time, though, it's on the back, the foot,
or, on the odd occasion, less appropriate places.
Lactation (Evocation)
Lactation, unsurprisingly, causes the subject to begin producing breast
milk. This milk is of the highest nutritive value. A saving throw results
in a single discharge of colostrum.
Lesser Healing Rays (Necromancy)
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)
This spell's sole purpose is to put on make-up, perfume, etc., by magical
means.
Open Time Portal (Alteration, Wild Magic) Reversible
When this spell is cast, a shimmering doorway appears. Beyond it, the
characters can see a blinding white light. The caster, and any other
character, can step through and find themselves in another time stream.
This is a one-way trip. The opening is only accessible in the time stream
it was created.
The caster can choose to link the portal to the time stream adjacent to
the one in which he finds himself, or can choose to access a stream as
far removed up to his number of levels. Additionally, the caster can
choose to enter the time stream at any point in the past or future
within a number of decades equal to his level.
The portal remains open until the duration is up, or the reverse of the
spell, close time portal, is cast at a level equal to or higher to the time
spirit that opened the portal.
This spell was written for the "time spirit" class. Contact the author
for more information on this class.
Painful Wounds (Necromancy)
This spell causes any existing wounds (caused by a bleeding touch or any
blow of 4 or more hit points of damage, or when the victim is at half its
maximum hit points or less) to become excruciatingly painful. To hit the
victim, the priest must roll to-hit, and if he misses, the spell is lost.
The victim must make a saving throw versus paralysation or be unable
to do anything but roll on the ground screaming in pain. The material
component is a pinch of salt.
Preserve (Abjuration, Alteration)
By means of this spell, the priest may preserve one pound or gallon per
level of any non-living, non-magical, non-animate material in its
present state for an indefinite duration. Any subsequent use of the
material immediately dispels the dweomer. The material component is one
fluid dram liquid dust.
Prevent Nausea (Abjuration) Reversible
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)
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)
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)
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
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)
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)
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
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.
Sense Direction (Divination)
By use of this spell, the priest is able to divine exactly what direction
his home grove is in relation to his current position. Only direction is
known, not distance. The material component for this spell is an oak leaf
(from the home grove) suspended by a spider silk thread.
Sharpleaf (Alteration, Invocation)
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.
Speak with the Intoxicated (Alteration)
This spell empowers the priest to comprehend and communicate with any
person that is intoxicated. The priest is able to ask questions and
receive intelligent answers that may still be friendless, cooperative,
or understanding. The true usefulness of the spell is when the
intoxicated person is comatose.
A spell or power of this sort could make the priest a very valuable
party commodity for his ability to interrogate those who require so
much alcohol to loosen their tongues that it also shuts down most of
their brains.
Stop Bleeding (Alteration)
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.
Striking [1] (Alteration, Enchantment)
When striking is cast, it causes the caster's weapon to become
enchanted to do double normal weapon damage when it strikes. For
example, a dagger would do 2d4/2d3 instead of 1d4/1d3, while a
two-handed sword would do 2d10/6d6. Any plusses to the caster's to-hit
and damage rolls are not doubled, only the basic weapon damage is.
Bonuses, if any, are added afterwards.
If this spell is cast upon a weapon created by a conjured weapon spell,
there will be an additional +1 bonus to all to-hit and damage rolls. The
weapon then counts as a + (caster's level/4) weapon for purposes of
special defense (round fractions down).
The material component for this spell is the caster's holy symbol, which
passes the enchantment to the weapon, while the caster invokes the
blessing of the warrior god.
Striking [2] (Invocation)
The use of this spell calls down upon a specially consecrated weapon of
a believer the benediction of his deity. This spell only works for those
of the same faith as the priest and the weapons used must have been
previously dedicated to that deity through a ceremony spell. Once these
conditions have been met, the spell endows the weapon with a glowing,
magical aura that inflicts an additional 1d6 points of damage per blow
struck. This additional damage will affect creatures that are struck
only by magic weapons of +2 or less (while the weapon itself may do no
damage to these creatures). Note: this spell will not affect weapons
which are +2 or better. The material component is the priest's holy
symbol.
Stunning Flash (Evocation)
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.
Summon Midwife (Conjuration/Summoning)
This spell will summon the nearest midwife. The midwife will get the
summons. She is under no obligation to respond to the summons, but very
few midwives will ignore it unless unfortunate circumstances prevail.
Tracker (Divination)
This spell allows the priest to place an enchantment on an object. The
priest will then know, for the duration, the direction and relative
distance to the object. The object can be up to a mile away before the
spell fades away. The spell will last until the spell duration expires or
it is dispelled. If the object is on a unknowing recipient at the time of
casting, then (and only then) does the carrier get a saving throw.
Trance (Divination)
The priest goes into a meditative trance, and, after being in this trance
for one round, can feel the presence of the spirits in the area -
including the spirits of the animals in the area.
For example: if, say, a troll happened to be within 100 yards of the
priest, the priest would certainly know that something large and fell is
in the area, but, unless the priest had come into contact with the spirit
of a troll before, wouldn't know what it was.
Trip (Alteration)
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.
Vylja's Dark Eyes (Alteration)
By casting this spell, the caster can protect the eyes of any one
creature against the blinding effects of normal sunlight and the like. As
a consequence, this spell is only useful for creatures that normally
reside in the Underdark and similar dimly lit places. When their eyes are
shielded by Vylja's dark eyes, creatures like drow and duergar can roam
the surface world during daylight without suffering penalties (see the
Monstrous Compendia for details). If the target creature is unwilling to
receive this protection, it is granted a saving throw versus spell to
avoid the effects.
The spell has one disadvantage: because it makes the eyes of these
creatures less sensitive, their range of infravision is halved for the
duration of the spell. Vylja's dark eyes lasts for one turn per level of
the priest casting the spell, or until dispelled by a dispel magic. If a
light is directly cast at the protected creature and it fails its saving
throw against that spell, the two spells dispel each other. When a
continual light is cast in a similar way, and the creature fails its
saving throw, Vylja's dark eyes is dispelled - in other words: the
creature will immediately suffer maximum penalties for being in a
brightly lit area. If the protected creature successfully saves against
a light or continual light cast at it, it will stand in its area of effect,
but it will suffer no adverse effects. The caster can also end the spell
at will, although the eyes will need three rounds to regain their normal
sensitivity.
The material component for Vylja's dark eyes is an ointment that can be
made by any character with the herbalism proficiency. It needs precious
herbs (20 gp per dose) that must be collected either at dawn or at dusk,
and that must be dried for at least one month before they can be made
into the ointment. This final process takes one full day of careful
mixing (5 doses can be made on a single day). Once the ointment is ready,
it can be kept for one month if put in an airtight and dark container.
During casting such a dose is then put on the eyelids of the protected
creature.
Water to Wine (Alteration)
This spell allows the priest to transform one glass of water per level
to wine.
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>
Sphere: Animal, Charm
Range: 0
Components: S
Duration: 1 day
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown
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>
Sphere: Necromancy, Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Female mammal touched
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>
Sphere: Combat, Vengeance
Range: 0
Components: V, S
Duration: 6 rounds
Casting Time: 2
Area of Effect: 60 yards + 10 yards per level radius
Saving Throw: None
Author: Dan Alexander Thompson <dant@cs.utexas.edu>
Sphere: Charm
Range: 0
Components: V, S
Duration: 1d4 rounds
Casting Time: 1
Area of Effect: 10-foot radius
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>
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>
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
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>
Sphere: Charm
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One male creature
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>
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>
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>
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>
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Creature or object touched
Saving Throw: None
Author: Unknown
Sphere: Combat
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One weapon
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
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>
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
Sphere: Creation
Range: 10 feet
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: 3-inch radius sphere
Saving Throw: None
Author: Boudewijn Wayers <dedos4@win.tue.nl>
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Tim Rightnour <garbled@indirect.com>
Sphere: Divination
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1-yard per level radius
Saving Throw: None
Author: Unknown
Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
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>
Sphere: Divination
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Sphere: Combat
Range: 30 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: 1/2
Author: Dieme
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
Sphere: Divination
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
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: 1/2
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Divination, Thought
Range: Special
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Sphere: Divination, Thought
Range: Special
Components: V, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: 1 HD per level
Saving Throw: Negates
Author: Al Singleton (Samuel Higley) <eaay@catcc.bitnet>
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
Sphere: Charm, Elemental (Fire)
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons listening
Saving Throw: Negates
Author: Unknown
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special (sight)
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
Sphere: Charm
Range: 40 feet radius
Components: V, S
Duration: 3 turns per level
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
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
Sphere: Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Plant touched
Saving Throw: None
Author: Unknown
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>
Sphere: Necromantic, Summoning
Range: 10 feet per level
Components: V, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Al Singleton (Samuel Higley) <eaay@catcc.bitnet>
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 2
Area of Effect: One non-magical mace
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
Sphere: Charm
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Unknown
Sphere: Creation
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 1
Area of Effect: Female touched
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>
Sphere: Healing, Sun
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Francáois Menneteau <mennetea@acri.fr>
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>
Sphere: Chaos, Time
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 3 rounds
Area of Effect: One time stream per level
Saving Throw: None
Author: Steve Miller <smiller@media.utah.edu>
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Special
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Sphere: Wards
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One pound or gallon per level touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
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>
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>
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>
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
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>
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
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
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>
Sphere: Divination
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
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>
Sphere: Divination
Range: 0
Components: V, S
Duration: 1d20 rounds
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Brent The Phantom <brent@cophadm1.coph.usf.edu>
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>
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 4
Area of Effect: The caster's weapon
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Sphere: Combat
Range: 0
Components: V, M
Duration: 5 rounds + 1 round per level
Casting Time: 2
Area of Effect: One weapon per 4 levels
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
Sphere: Sun
Range: 10 yards
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-foot radius globe
Saving Throw: Negates
Author: Francáois Menneteau <mennetea@acri.fr>
Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
Sphere: Divination
Range: 1 foot per level
Components: V, S
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Negates
Author: Unknown
Sphere: Divination
Range: 0
Components: S
Duration: 8 rounds
Casting Time: 1 round
Area of Effect: 100-yard radius
Saving Throw: None
Author: Unknown
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
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>
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>
d8 | Type of Party | Drink Conjured |
---|---|---|
1 | Kid's birthday party | Very sweet cordial |
2 | Barbecue | Dark beer |
3 | Frat party | Very low quality beer |
4 | Pizza party | Soda, assorted flavours |
5 | Society gathering | Fine wine |
6 | Ice-cream sundae party | Root beer, soda water |
7 | Hacking party | Jolt cola |
8 | Celebration party | Champagne |
The DM should feel free to substitute any other party drinks. Each cubic foot of the drink refreshes four human sized creatures or one horse sized creature for a half day. The liquid decays and becomes inedible within 24 hours, although it can be restored for another 12 hours by casting a purify food and drink on it. For each experience level the priest has obtained, one cubic foot of drink will be created by the spell. A 2nd-level priest could create two cubic feet of drink.