Animal Healing II (Alteration) Reversible
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)
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)
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
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)
This spell has multiple functions to assist the mother in labour and
birth, one of which must be chosen by the caster:
Bleeding Wounds (Necromancy)
This spell causes any existing wounds (as in painful wounds) to start to
bleed badly. Priests must roll to hit, and if they miss, the spell is lost.
If the victim fails a saving throw versus death magic, he will suffer 1
hit point of damage per round, not including any damage he may take in
combat. The DM may choose to have the blood get in his eyes, make it
difficult to keep a hold on a weapon, or possibly make the ground
slippery, if he so chooses. The material component for this spell is a
shard of glass.
Body Warmth (Necromancy) Reversible
A cold blooded or non-living creature (undead) receiving this spell is
becoming warm, his heartbeat can be felt and all forms of detect life
give positive answers.
If the creature is not intelligent, it is entitled to a saving throw
versus spell. Otherwise, the spell can be cast on a willing recipient and
is stopped at his wish. In any case, the spell will not last over a day.
The spell has no effect on warm blooded creatures, nor does it inflict
any damage whatsoever to the receiving creature. It might, at the DM's
decision, disable the creature from doing things related to his cold
blooded organism.
The material components are the priest's holy symbol and a light source.
The light (preferably sunlight) is to be reflected upon the affected
creature, while the priest lays his other hand upon its heart.
The reverse, body chill, has the reverse effect upon warm blooded
creatures (no heartbeat can be found, detect life gives negative answer
etc.).
Bubble Screen (Alteration)
Upon casting this spell, the priest fills the area with bubbles. The
sphere of bubbles is so thick and active that it seriously restricts
vision, giving all within it a -4 to-hit. The action of the bubbles will
also disrupt spellcasting unless the caster makes a Constitution check.
The caster is not immune to the effects of the spell, and will suffer the
same restrictions. Most sea life will avoid the sphere of bubbles when
possible.
The material component of this spell is a small tube, which the caster
blows bubbles through while casting.
Clay Beast (Conjuration/Summoning)
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.
Command II (Enchantment/Charm)
This spell is an improved version of the command spell (q.v.). The
differences are: the range (as noted above), the duration (as noted
above), and that only those creatures with a 15 or higher Intelligence
and those of 6 HD or more get a saving throw.
Cure Drunkenness (Abjuration) Reversible
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
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
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
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 Non-Fire Weapons (Enchantment)
The spell causes non-fire based weapons, that is, all except those
related to or made with fire, to be awkward to hande. For example,
obsidian weapons or fire arrows are not affected, while iron or steel
ones are. This makes creatures using them to be non-proficient in their
use, even if they are actually specialised in them. The creatures
receive the usual non-proficiency penalties pertaining to their class.
Curse [2] (Necromancy)
This spell allows the priest to place one of four curses on the victim:
Dehydration (Alteration)
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).
Detect Invisibility, 15-foot Radius (Divination)
Except as noted above, this spell is the same as the 2nd-level wizard
spell detect invisibility. Note that the spell allows only the priest to
see invisible creatures, and then only those within the specified
radius. The material component of this spell is a pinch of any fine
powder such as talc.
Detect Phase (Divination)
When this spell is cast, the person touched can see and perceive any
creature that is out of or in a different phase than that of the spell
recipient. This means that the person touched will see clearly such
creatures with special defenses such as displacement, blinking,
duo-dimension, astral- or etherealness and those who can shift out of
phase, such as phase spiders. Furthermore, if the person touched has
means to attack such creatures, he will have none of the ill effects
that normally occur when trying to attack (i.e., the person touched
would know the exact location of a displacer beast, or where the phase
spider is, etc.). The information cannot be communicated to anyone else
by words. The recipient's sight is limited to 120 yards.
The material component of this spell, in addition to the priest's holy
symbol, is a lens of calcite crystal which must be viewed through for
the spell to have effect. It does not disappear at the end of the spell.
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>
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>
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>
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>
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>
The material components of this spell are boiling hot water and towels.
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Special
Author: Nir Hener <s2909800@techst02.technion.ac.il>
Sphere: Elemental (Water), Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 30-foot sphere
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
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>
Sphere: Charm
Range: 30 yards + 10 yards per level
Components: V
Duration: 2 rounds
Casting Time: 2
Area of Effect: One creature within hearing range
Saving Throw: None
Author: Unknown
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>
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>
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>
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.arts.kuleuven.ac.be>
Sphere: Elemental (Fire)
Range: 30 yards
Components: V, S
Duration: 3 rounds per level
Casting Time: 3
Area of Effect: 60-foot cube
Saving Throw: None
Author: Dennis Kefallinos <denison@theseas.ntua.gr>
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>
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.
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>
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: 15-foot radius sphere
Saving Throw: None
Author: Unknown
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Person touched
Saving Throw: None
Author: Scott Neilly
Size | Effect |
Large | Creature falls down |
Medium | Creature pushed back 1d4+4 feet, Dexterity check to stay on feet |
Small | Creature thrown back the number of feet equal to the damage they took. They also take another 1d6 points of damage when they land |
Dispel (Abjuration)
By use of this spell, the priest can attempt to negate the effects of
any other single spell providing that at least some part of that spell's
area of effect is within thirty feet of the priest. The base chance for
success is 50% modified upward or downward by 5% per level the priest
is above or below the caster of the spell being negated. This spell can
also be used to negate the magical effects of potions (either before or
after ingestion), with the level of potion maker being generally treated
as 12th. The material component of this spell is a piece of gum.
Dispel Scent (Alteration)
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.
Efembe's Spitting Image (Conjuration/Summoning)
Upon casting this spell, the priest spits on his fingertips and smears
some spittle on the target's forehead. This bestows a curse on the
victim: every time he looks into a mirror or another reflecting surface
during the spell's duration, his mirror image will spit into his face. Note
that a remove curse will dispel this spell.
Endure Acid (Abjuration)
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 acid, instead of water. Acid is obviously enough a serious
problem. Why no priest ever before developed a spell against it is a
mystery to me.
Endure Air (Abjuration)
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)
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)
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)
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)
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)
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)
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.
Find Person (Divination)
With this spell, a time spirit can locate the counterparts in other time
streams, or future and past versions of companions, world leaders, and
other individuals he either knows through detailed accounts or
personally. The caster immediately knows if the being he is trying to
find is dead, alive, or if it even existed in this reality. The character
is also aware of the subject's general location. The use of this spell
has a 5% chance of attracting the attention of time guardians.
This spell was written for the "time spirit" class. Contact the author
for more information on this class.
Flame Blade (Invocation)
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.
Flaming Child (Conjuration/Summoning)
This spell conjures up a small fire elemental: AC 5, 2+1 HD, MV 130 feet
per round, one attack for 1d6, and it can be hit by normal weapons. It
appears to be a 4 foot high child caught on fire. It will move as directed
by the priest, but if it is ever separated from the priest by more than
30 yards it will instantly dissipate. Any being from the elemental plane
of fire, including another flaming child, can destroy it with a touch. The
flaming child will ignite all flammable things it touches.
The material component for this spell is a bit of dung.
Frost Blade (Invocation)
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)
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)
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.
Improved Detect Good (Divination)
This spell enables the priest to sense the aura of goodness. Diviners of
fourth level and above may also sense both the degree and location of
such auras. Diviners of seventh level and above may concentrate the
spell on a single individual, sensing the name of that individual's god (if
good) and noting the level of devotion that person holds toward the god
and the state of favour the individual has achieved.
Inaudibility (Alteration)
This spell causes the priest's movements to become completely silent
for the duration of the spell. All sounds made by his equipment from the
neck down are muted into inaudibility. Intentional shouting or spell
casting can be heard, but will negate the inaudibility. Attacking
completely negates the spell's effect (cf. invisibility). The material
component is a piece of sea sponge.
Infected Wounds (Necromancy)
This spell will cause any wounds to become infected, be they scratches
or large wounds. To hit their intended victims, priests must roll to hit,
and if they miss, the spell is lost. The victim must make a saving throw
versus death magic, and if he fails, his wounds will not heal naturally.
Healing and herbalism will also fail to heal these wounds. The use of
magical healing will heal the infection, at the cost of a cure light
wounds - no damage will be healed, but infected wounds will be negated.
The material component for this spell is a pinch of mud or dirt from a
pig's mud hole.
King's Awe and Fear (Charm)
Using this spell, a templar can cause an intelligent creature to hold a
sorcerer king in awe as well as fear him.
The victim is allowed a saving throw versus spell at -2, with modifiers
for Wisdom applying. If failed, the victim knows he faces a servant of
that sorcerer king and is likely to do his bidding. If unaffected, the
subject still knows the identity of the caster (as a servant of that
sorcerer king) and may act as he sees fit.
The spell can be used to impress individuals or during investigations. A
templar can only affect targets regarding his own sorcerer king. The
spell can only be cast by templars.
This spell was designed for the Dark Sun campaign world.
Kll'Rkh's Assisting Hands (Invocation)
By means of this spell, the caster creates a number of insubstantial
"hands" that he can use to assist him in various processes. The number
of hands equals one per three levels (or fraction) of experience of the
caster.
The hands cannot be used to attack or defend but can otherwise be used
for any normal purpose, as if they were physical appendages of the
caster. They possess a Strength equal to the caster's. Examples of use
include housekeeping jobs, climbing (bonus +10% per hand), holding other
characters or items, etc.
Whatever weight the hands carry, it is in addition to any allowed for the
caster. In any case, the DM must judge whether the attempted actions
are within reason (each hand can only do things a normal hand can).
This spell was designed for the Dark Sun campaign world. The spell was
created by the thri-kreen earth druid Kll'Rkh.
Lower Alcohol Addiction (Abjuration)
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 (5x2) 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)
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.
Sphere: Protection
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
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.arts.kuleuven.ac.be>
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 week per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Boudewijn Wayers <dedos4@win.tue.nl>
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>
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>
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>
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>
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>
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>
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>
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>
Sphere: Divination, Time
Range: One world in one time stream
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One person
Saving Throw: None
Author: Steve Miller <smiller@media.utah.edu>
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>
Sphere: Elemental (Fire), 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>
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>
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
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
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: Protection
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: Unknown
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Sphere: Cosmos
Range: 10 feet
Components: V, S
Duration: 12 hours
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Sphere: Cosmos
Range: 0
Components: V, S
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: 5-foot radius
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
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>
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>
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). |
Miscount (Alteration)
The priest who casts this spell then deliberately miscounts any number
of similar objects (of a maximum weight of 5 pounds per level of the
priest total). The magic of the spell causes the number of objects to
actually become this new number. The priest may change the number to
anything from double the original quantity to one fifth. The number of
objects remains the same until one turn per level has passed or until
any other creature tries to count them. The material component of this
spell is a detached bead from an abacus.
Mystic Bolt (Invocation)
This spell sends a mystical bolt of energy through the target's mind,
doing 1d6 points of fatigue damage plus an additional hit point per level
of priest. The spell may only be cast on sentient creatures, and
creatures of fifteen of higher Intelligence are allowed a saving throw
versus spell to avoid the effects entirely. The material component for
this spell is a glass bottle.
Nausea (Abjuration, Enchantment/Charm) Reversible
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.
Nilrem's Overflowing Kidneys (Alteration)
The Magic of Nilrem is a series of humorous spells made in AD&D
2nd-edition format. They aren't intended for game use, but if a DM has a
real sense of humour, pertinent game information is included.
When a wizard casts Nilrem's overflowing kidneys, the affected creature
begins to get the urge to relieve itself. This urge builds considerably
until becoming overwhelming by the fifth round when the creature has no
choice but to relieve itself. The effect of this spell is twofold since
the creature, while under the spell's influence, is unable to make
completely effective manoeuvres. The creature receives a -2 penalty
to Dexterity, -1 for each round until relieved and is unable to cast
spells because of the considerable strain necessary to keep itself from
answering nature's call. The material component of this spell is a
container (goblet, chalice, etc.) of at least 100 gp in value filled with
water that must be splashed on the creature during casting.
Planar Vision (Divination)
Using this spell, the priest can perceive creatures in the Border
Ethereal, out of phase beings (eg., phase spiders), dimension doors,
creatures viewing his location through colour pools, and boundaries of
planetravel-proof areas; he can also identify portals to other planes
(but he cannot say what plane is on the other side).
Protection from Charm, 10-foot Radius (Abjuration)
While this spell is in operation, all creatures in the area of effect have
a percentage immunity to all forms of charm (spell, item, or whatever)
equal to 20% plus 5% per level of the priest (up to a maximum of 90%).
Thus, if cast by a 5th-level priest, any creature in the area of effect
targeted by a charm spell would not need to make a saving throw if 45 or
lower was rolled on percentile dice. The material component is a
miniature cloth blindfold.
Protection from Disease (Abjuration)
By means of this spell, the wizard bestows total invulnerability to
disease. The creature can't contract, become a carrier, or pass on any
disease he may already have. This spell doesn't cure disease: it merely
prevents its transfer. When a person is subject to this spell, a glowing
light appears on the subject's palm. This is to assure the person has
this protection on. Therefore, a person can't untruthfully say: "Let's
have sex, I have protection on". The material component of this spell is
a scoop of mould (a generic form of penicillin).
Repair Virginity (Necromancy)
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.
Resist Eye Contact (Abjuration)
This spell gives +4 on all saving throws versus gaze weapons for each
creature touched. Note: this does not apply to beings whose gaze
weapons do not require the victim to meet the attacker's gaze. The
material component is a small disc of translucent material such as mica
or smoked glass.
Resist Intoxication (Abjuration)
This spell is used to protect a priest against becoming intoxicated when
drinking, which is typically unbecoming of the clergy. The alcohol
ingested during the duration is mystically less effective. The priest
has a +1 per two levels bonus to his Constitution check to resist
becoming (more) intoxicated. Note that it is still possible to become
drunk while protected, but it is much more difficult.
The material components that are consumed at casting time are a raw
chicken egg, a red pepper, a Chile pepper, and a pint of spring water.
Resist Paralysis (Abjuration)
For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, hold spells and
dragon induced fear paralysis. This spell does not remove paralysis
already in effect, it just prevents the recipient from being paralysed
in the future. The material component of this spell is a feather, and an
infusion of tea and ginger which is consumed by the priest.
Sethron's Fearful Baying (Enchantment/Charm)
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.
Silver Tongue (Enchantment/Charm)
This spell grants the priestess the ability of fast talking: during the
spell's duration, the priestess is able to talk and talk and talk, thus
gaining the undivided attention of those listening, provided they can
understand the priestess. Note that all hearing the priestess 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 priestess 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 of
5. Thus, a fifth or sixth level priestess will increase the morale by 4
points.
The material component for this spell is a tongue, which need not be
fresh.
Specialisation (Alteration, Invocation)
When specialisation is cast, a small part of his god's power is invested
into the priest. This power allows the priest to fight better in combat.
The benefit the priest receives is specialisation in the god's preferred
weapon, if the god has one. Otherwise, the benefits apply to a weapon of
the priest's choice. This specialisation occurs whether or not the
priest is proficient with the weapon. There are no minuses to hit
because of non-weapon proficiency penalties. The material component of
this spell is a miniature version of the god's preferred weapon.
Note: priests tend to be proficient with their own god's preferred
weapon. This spell is typical a spell given to priests of warrior gods.
Speed Fermentation (Alteration)
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.
Spirit Tracker (Conjuration/Summoning)
The spell operates by creating an ethereal presence capable of tracking
an enemy with complete certainty. This spirit tracker is magically linked
to its creator in such a way that the priest becomes aware of the
direction to an enemy as soon it is located by the tracker. The tracker
can find a creature in the same plane as the priest in 2d12 turns, and
can find an enemy anywhere in 2d12 hours.
The enemy must have in some way, mentally or physically, brought harm
on the priest or someone known to the priest. At fifth level, the priest
learns the exact location as well as the direction to the hunted
creature. At ninth level, the priest can actually see through the eyes
of the spirit tracker.
During the operation of this spell, the tracked creature continually has
the feeling that he is being watched. If the hunted creature is
sensitive to ethereal vibrations (high level wizards, certain creatures
of the outer planes, etc.) then the spirit tracker itself may (5% chance)
be seen. The 3rd-level wizard spell detect scrying will reveal the
location of the tracker, and a dispel magic cast upon the tracker will
destroy it. If the tracker is dispelled, the casting priest must make a
saving throw versus paralysation or sustain 1d6 points of damage and
will have a tremendous headache for 3d6 hours preventing the use of
another spiritual tracker during that time and placing the priest at -1
to hit.
Spiritual Spear (Invocation)
By casting this spell, the priest calls into existence a force field
resembling a spear. This spear hits for 1d6 points of damage (1d8
versus large creatures). It also hits as a magical weapon with a bonus
of +1 for every 6 levels of the caster, including fractions, with a
maximum of +3 (at twelfth level or higher). The material component for
this spell is a golden needle.
Spread Healing (Necromantic) Reversible
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)
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.
Stop (Enchantment/Charm)
This spell is intended for those times an army is racing toward you in a
charge. Each creature in the cone will have to save versus spell or
come to a sudden full stop as if it ran into a solid wall (no damage is
caused, they just stop). For the rest of the duration, those that did
not save cannot move towards the priest. Those that did make their
saving throw can move towards the priest only at half rate.
To cast this spell, the priest puts his open hand forward and yells
"Stop!" (like a traffic cop).
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>
Sphere: Thought
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
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>
Sphere: Creation
Range: 0
Components: V, S, M
Duration: 5 rounds
Casting Time: 2 rounds
Area of Effect: Creature touched
Saving Throw: None
Author: The Avangion of Delphi <syrek@delphi.com>
Sphere: Astral, Divination
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: Sight
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 10-foot radius sphere
Saving Throw: None
Author: Unknown
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>
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>
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature touched per level
Saving Throw: None
Author: Unknown
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 6d6 hours
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>
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>
Sphere: Charm
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons within hearing range
Saving Throw: Negates
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 5
Area of Effect: The priest's weapon
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Sphere: Plant
Range: 3 feet + 1 foot per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 2x2 feet x2 feet per level
Saving Throw: None
Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>
Sphere: Astral, Divination, Vengeance
Range: Special
Components: V, S
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Dan Alexander Thompson <dant@cs.utexas.edu>
Sphere: Creation
Range: 10 yards per level
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
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>
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
Sphere: Charm, War
Range: 30 yards
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One 1-yard per level long, 2-yard per level wide cone
Saving Throw: Negates
Author: Unknown
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 |
Summon Undead (Conjuration, Necromancy)
The nearest 2d6 undead of Hit Dice equal to or less than the level of
the caster and within 100 foot per level of the priest, must travel to
the caller at normal pace. The summoned undead will not be hostile, nor
are they under the control of the summoner. They may act as they wish.
Once they have arrived at the summoner, the undead may turn around and
go back where they came from, attack anyone in their way, talk to the
summoner, or perform any other action that seems reasonable to them.
Unthinking undead (such as zombies and skeletons) with a purpose
immediately return to their station. Wandering, unthinking undead stay
and wait for orders (for which the caster needs to use some form of
undead control such as a potion, spell, or granted power) unless there
are obvious foes besides the summoner to attack.
The summoner must have bone dust that is scattered to the wind during
the spell casting.
Tan Skin (Invocation)
This spell will cause the target's skin to tan. The touch can increase
one's tan enough to cause 1d6 damage. The touch will either leave a nice
tan skin that covers the body and goes away naturally, or - if damage is
inflicted - the skin will look burned, and boils will form. This affect
goes away naturally as well. This spell can be used on male as well as
female targets.
Tracking (Divination)
With this spell, the casting priest is temporarily endowed with tracking
ability similar to that of a ranger. However, the tracking spell is
better. Using this spell, the priest becomes not only aware of all
physical traces, but psychic traces too. Thus, he could trace a
creature who has travelled using pass without trace. This makes almost
anything trackable, even aerial creatures (at least, those who leave
strong enough psychic impressions). There are some restrictions,
though. The priest must have an item that belonged to the creature
being tracked. Furthermore, tracking with this spell must begin at a
point that the creature has been at within the past half hour. The
material component for the spell is some mistletoe.
Turning of Eyes (Abjuration)
A priest can call upon his god to shield him from the eyes of others. His
God then averts the eyes of those around the caster, so that the
caster will not be noticed. Creatures with the lowest Hit Dice or levels
are affected first. So, if a 8th-level priest casts this spell and he
faces three 1st-level fighters, one 2nd-level and one 5th-level, only
the 5th-level doesn't avert his eyes, the others do (they can be
distracted by a sound or something, or just happen to look the other
way). Note that the 5th-level fighter's eyes are not averted by the
spell, but that doesn't mean he automatically sees the caster. It just
means he's not affected by the spell. The spell effect also wears off if
the caster makes a lot of noise (more than talking-level), such as melee
combat. Casting other spells does not end the spell. The material
component of this spell is a hood, to be donned by the caster.
Ulula's Timekeeper (Divination)
The material components for this spell are a blessed slowed hourglass,
a 6-inch piece of string and a 1x1-inch piece of grass, leather or paper
called binding. The character that the spell is being cast upon must,
while the spell is being cast, tie 5 knots into the string and bind the
string to the hourglass with the binding. Upon successful completion the
binding disappears. The string disintegrates at a rate of 1 knot per
day.
The character that the spell has been cast on will know the time, within
an hour, by looking at the hourglass. If the character should lose either
the string or the hourglass, the spell will be broken.
Due to the intense concentration involved it is recommended that the
character is not be submitted to the spell more than twice a month.
Unentangle (Alteration)
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)
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.
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 Drow Alarm (Invocation)
When a priest casts Vylja's drow alarm, he creates a magical dweomer in
the area of effect which is tuned to the radiation given off by some
creatures and objects of the Underdark, especially dark elves. If the
dweomer detects such radiation in the area of effect, it triggers an
alarm (either the booming sound of alarm-bells which can be heard up to
1 mile away, or a loud beep in the caster's head - the caster determines
which at the time of casting). If no such radiation is detected, the spell
expires after one hour per level of the caster.
The area of effect is sphere with a radius of 30 feet, and it is
stationary for the full duration of the spell. The dweomer only reacts
to the radiation that is given off in certain places in the Underdark. As
drow use this radiation to craft their special gear, and as they need it
to power their innate abilities, it is highly unlikely that evil drow will
attack the caster without these advantages. Drow that enter the area
of effect are allowed to roll for their magical resistance and then to
roll a saving throw versus spell to avoid triggering the alarm; their
items, however, are allowed neither and will thus automatically trigger
the alarm. Note further that any item that gives off such radiation,
even when carried by a non-drow will trigger the spell.
The material component needed for this spell is some dust that was
subjected to the Underdark radiation. It is consumed by the spell.
Vylja's Open Clouds (Alteration, Conjuration) Reversible
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)
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:
Water Whip (Evocation)
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.
Sphere: Necromantic
Range: Special
Components: V, S, M
Duration: 1d8 turns + 1 turn per level
Casting Time: 1 turn
Area of Effect: 100-foot per level
Saving Throw: None
Author: S.C. Lawley <u0e00@seq1.cc.keele.ac.uk>
Sphere: Sun
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn per level
Casting Time: 2 rounds
Area of Effect: The caster
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: One creature per 2 levels
Saving Throw: None
Author: Thomas Huijer <v912451@morrien.si.hhs.nl>
Sphere: Time
Range: 0
Components: V, M
Duration: 1 week
Casting Time: 3
Area of Effect: One person
Saving Throw: None
Author: Robert Sandilands <robert@boer.ee.up.ac.za>
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>
Sphere: 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>
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.
Sphere: Protection
Range: 10 yards
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: 30-foot radius sphere
Saving Throw: Special
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>
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.arts.kuleuven.ac.be>
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>
This spell was designed for the Dark Sun campaign world. The spell was
created by the thri-kreen earth druid Kll'Rkh.
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>