Adaptation (Abjuration)
This spell exactly duplicates the effects of a necklace of adaptation for the specified duration. The material component is a vial of holy or unholy water ingested by the spell recipient.
Air Pocket (Alteration)
This spell creates an area of pure, clean air in the location the caster desires. The air pocket appears in a 20-foot cube and remains stationary in the location it was cast. It cannot be made to move with the caster. The cube is self contained, and will keep out surrounding air or water. This makes it a useful spell to cast underwater, in wildspace, or around poisonous gas. The cube will only keep out liquids, gases, and outside air. Humanoids, creatures, and objects can pass through freely. The air in the cube will remain fresh for the duration of the spell.
Alter Animal Intelligence (Enchantment/Charm)
By means of this spell it is possible to alter the mental faculties of a non-fantastic animal with an Intelligence of 5 or less. Upon completion of the spell the caster must make a system shock roll. Success indicates that the recipient creature's Intelligence is increased to 1d4+5 HP. Sentience, if not previously possessed, is granted, as is a basic understanding of one language known by the caster. Failing the system shock roll kills the animal and causes the caster to lose 1 point of Intelligence for 1 year.
This spell does not usually grant the recipient the power of speech, since few animals' vocal chords are capable of producing humanoid sounds. DM discretion should be used here; if the animal is one that would seem to have the ability to use human speech (eg., a Myna Bird), then the DM can rule that the animal is also capable of conversation. Casting time is 2d6+4 weeks, which includes constant companionship and training. Successful use of the animal training non-weapon proficiency will half the casting time. Only one animal at a time can be affected by the druid or priest.
The animal must be regularly touched during the training period. This could initially be quite dangerous as the spell does not magically affect loyalty or friendship. One may assume, however, that, depending upon the treatment of the animal, the awakened intelligence will lead to a bond between caster and animal.
Only a limited wish or wish will reverse the spell's effects. Awakened intelligence is not be passed on to offspring. The material components are a dried fish and a piece of brain coral.
Analyze Element (Divination)
Using this spell, the elemental priest can analyze some non-magical amount of his own element and learn its components.
The substance to be affected must be in a single body (one flask of liquid or one solid mixture). The material component of the spell is a gold coin. This spell was designed for the Dark Sun campaign world. Any monetary units are for Dark Sun, increase where appropriate.
Animal Haste (Alteration) Reversible
This spell is similar to the 3rd-level wizard spell haste with the following changes:
Animal Healing IV (Alteration) Reversible
This spell simulates the casting of a heal 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 all hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm IV, requires a touch in combat and causes a loss of all hit points with the exception of 1d4 HP. 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.
Area Effect Withdraw (Abjuration)
This spell is similar to the 2nd-level withdraw. It affects one creature per caster level in the sphere of effect. The restrictions are also the same: the creature is not able to move from the space it was when the spell was cast, it cannot cast any non-personal spells (except cure light wounds), it cannot cast any spells on others. If any of the previous are tried, the creature immediately returns to the normal time frame when it starts the prohibited action. For all those affected by this spell they will have additional time to think about a problem, to rest, to cast personal spells, etc. The time that passes is real for all purposes. In the one-round duration of the spell one round per level of the caster passes for those affected by the spell. Thus, if it were cast by a 10th-level caster, all those affected would have 10 minutes = 1 turn to prepare weapons, cast personal spells, etc. within one minute. The caster can choose which creatures are to be affected by this spell. If this effect is not desired, the creature may save versus spell to resist this spell.
The material components are the holy symbol of the priest plus the sand from an hourglass which has lain still for one year in water.
Awake (Alteration, Invocation)
When this spell is cast, the priest invokes the blessings of his deity and claps his hands sharply once. The sound of the clap allows all creatures within the area of effect who hears it to awaken. Sleeping (naturally or magically induced) creatures will wake up. Those under the influence of mind affecting drugs or other substances will become coherent for 1 round per level of the priest. Creatures whose minds are under some sort of foreign influence (charmed, hypnotised, dominated, enthralled, etc., but not possessed) get a second saving throw. In any case, all creatures within the effect will experience a temporary clarity of thought. Note that this may make the subject more vulnerable to any mind based eavesdropping such as ESP or empathy. The material component for this spell is a 1000 gp gem hanging on a chain which must be wound around the priest's hand while he claps.
Beppie's Happy Hour (Enchantment/Charm)
Casting this spell can have quite unpredictable effects, i.e., no one can predict what will happen after the spell's duration has expired. When cast, all creatures within 100 feet of the priest are immediately overcome by an enormous feeling of joy and an irresistible desire to party. No saving throw is applicable.
For exactly one hour, everyone within the area of effect will party: they will drink, sing, dance, and otherwise rejoice. Also, all within the area of effect will experience nothing like hatred, fear, or other "negative" feelings. All others will be considered friends, for the time being.
Anyone entering the area of effect must make a saving throw versus spell to avoid being affected. This roll is repeated every round. Those leaving the area of effect will remain under the spell's effect, but upon noticing that they are leaving the fun place, they will probably try to return to the party, since they're really "in the mood".
Note that the area of effect moves with the priest, that the priest himself is always affected by the spell, and that those affected by the spell will probably have run out of alcohol at the end of the spell's duration. Some liquid containing alcohol is the material component for this spell, by the way.
Breath Silt (Alteration)
The recipient of a breath silt spell is able to breathe silt freely for the duration of the spell (this ability does not interfere with the ability to breathe normal air). The priest can divide the base duration between multiple characters. Thus, a 10th-level priest can confer this ability to 2 characters for 5 hours each, to 5 characters for 2 hours each, etc., to a minimum of half an hour per character. As this spell allows the recipient to breathe silt and air, it will not only protect against choking in a silt storm but also against total submersion in the Sea of Silt. This spell will not protect against submersion in sand, water, or any other material; nor will it protect against noxious vapours, such as poisonous clouds or smoke.
Broken Heart (Enchantment) Reversible
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. The following spell is a special one created by Nilrem on a day similar to our Valentine's Day which he (unsuccessfully) cast on a woman he desired. This is one of the more unusual spells created by Nilrem. When casted, several magical missiles are evoked and travel at a medium pace to the intended target. The missiles seeks out the target, turning corners, dodging bystanders, and other such complicated manoeuvres. If the target is struck by at least one of the missiles, or fails a saving throw versus petrification, the spell takes effect. The missiles do not harm the affected creature, only deliver the magic. The actual effect of the spell is to effectively "break the heart" of the creature causing extreme misery and coldness to others around it. An additional effect, the one Nilrem originally intended, is to end any feelings of love the creature has towards anyone else and to even lose partial memory of such partners.
The results of the use of this spell can be quite strange and not always follow the above description exactly. Nilrem's naïve intention was to sever his target's relations with her fiançe and then move in on her himself. What he didn't realise was that, as an additional effect of the spell, the woman had developed a callousness towards all imposing men and so she rejected him. The only way the effects of this spell can be removed is with the spell's reverse, mended heart, which Nilrem attempted to cast on his love, but when he did so she regained her senses (and her memory) she scorned him for what he did and went out in search of her former lover. The material component of this spell is a jewel or piece of gold shaped like a heart which is snapped in two upon the casting of the spell.
The material components of the reverse are the original, resulting pieces which must be placed together upon casting and fuse together if the spell is successful.
Chime of Opening (Enchantment/Charm)
This spell causes the release of any single, mechanical, non-magical bond or lock. Any traps on the lock may go off when this spell is cast. The material component is a brass tubular chime, which must be rung and will disappear at the casting.
Cloak of Shifting Shadows (Alteration, Illusion)
Shifting shadows is a spell that mimics the abilities of s displacer beast or a cloak of displacement, using shadows to hinder weapons and spells. First attacks, including magic missiles, against someone cloaked will miss, although multiple missiles will hit (the first one always misses). After the first strike, the cloak gives a -3 to-hit and damage against the shielded person. Spells are saved against at +3. The cloaked person cannot be clearly seen (except with true seeing), nor can his features be made out. The spell does not cloak voices, so if the cloaked person speaks, you might be able to tell who it is. The material component of this spell is a cloak.
Cloud of Misery (Conjuration/Summoning)
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. The cloud of misery is a small, dark grey cloud of moisture that floats about 10-15 feet above the affected creature. The effect of the spell is to constantly precipitate on its respective creature. It can be dismissed only by dispel magic. Other creatures that enter the cloud's area of effect are unaffected. The type of precipitation that falls on the creature at any given time is normally based on alignment and mood. The DM determines what the effect is but obvious effects are rain falling on miserable creature, lightning on an angry or evil one, snow on a cold-hearted creature, etc. While under the effects of the cloud, the creature receives a -3 penalty to Charisma until the cloud is dismissed. The cloud cannot be attacked, but it can be blown away by strong winds for 1d4 rounds, after which it returns. If the affected creature attempts to fly above the cloud, the cloud rises until once again over it. The cloud follows the creature to any other plane where the associated weather conditions could exist and reappears in such planes if the creature travels to a plane in which the cloud cannot exist and then returns to one in which it can. The material component of this spell is either a small piece of dry ice, or a larger piece of normal ice and a crystal or jewelled bead of at least 200 gp in value.
Comprehend Written Messages (Divination)
With this spell, the caster is able to understand any written message, in any language of the present or the past. The writing must be non-magical, so the caster cannot read magical runes for example. The message can contain any number of different languages or dialects at the same time; the caster can discern between them and understand them without difficulty.
The caster can read the equivalent of one page per round, so most texts can be read fairly easily. The caster fully understands the message, even if it contains concepts totally alien to his way of thinking (in that case, the closest thing will be formed in his mind). He is able to remember it, even after the expiration of the spell. This spell was designed for the Dark Sun campaign world. The spell was created by the thri-kreen earth druid Kll'Rkh.
Conjure Animental (Conjuration/Summoning)
This spell conjures the so called animentals, which are animals from the elemental planes, to the caster. These animentals may not have more than the caster's level in Hit Dice each with a minimum of one Hit Die per creature each. Animentals with less Hit Dice (1-1 HD, 1/2 HD, or less Hit Dice) are not viable on the prime material, not even with this spell. This means that the caster will get a minimum of one creature (if he desires with a maximum of one Hit Die per level) up to a maximum of one creature per level (with a minimum of one Hit Die).
To determine how many Hit Dice a creature might have, add 50% of the normal animal's Hit Dice to the animental's Hit Dice, as their normal habitat is a lot more violent than the prime material plane. These animentals are even less intelligent than their greater cousins, the normal elementals. Although they follow the priest's desires willingly, they will follow their own instincts in fulfilling them. They are very scared of the opposing element and will not enter it under any circumstances, not even if the priest charms them into doing so. The priest can determine which kind of animental he can summon (see below), but he can only conjure one type of animental. He cannot use any leftover Hit Dice to summon smaller versions. The conjured animentals have to be of the normal Hit Dice variety of their type. The only animentals he can summon are those that have equivalents in the natural animal world. These conjured animentals tend to look like their real world cousins with the exception of being made up of their respective element.
The animentals are affected by spells which affect animals as well as spells that affect elementals of the appropriate type. The material components are the priest's holy symbol, a bit of the element from which he desires to conjure the animental, and a tiny piece of the animal type he wishes to conjure.
Cure Serious Wounds [2] (Necromancy) Reversible
This spell is a more potent version of cure medium wounds. The spell cures (or causes) 4d8+5 HP per application. Otherwise, this spell is the same in all respects as a cure light wounds. This spell replaces the cure serious wounds from the Player's Handbook.
Cure with Fire (Necromancy) Reversible
By laying his hand upon a creature, the priest heals 3d8 points of wound or other injury damage to the creature's body. This healing cannot affect non-corporeal, non-living or extraplanar creatures. Because of the heat the spell causes inside its body, the creature for this day needs 1.5 times the normal amount of water (or the following day, if the spell is cast at night). Also, very flammable objects (lamp oil, for example) worn or just carried may catch fire. The reverse of the spell, harm with fire, operates similarly but causes damage. The material component is the caster's holy symbol.
Destroy (Alteration)
This spell when cast will instantly destroy one object. The caster merely needs to cast the spell, and touch the object to be destroyed with his holy symbol. If the object is being held by another creature, the caster can touch the creature, and the intended object will be destroyed. The spell can be carried through any number of touching objects. For example: a rope is attached to a grappling hook. The caster can touch the rope to destroy the hook, without destroying the rope. This spell will not destroy magical items, or any living or undead creatures. if the object is being carried by a creature, the object saves as the creature. No damage will be done if the saving throw is made. Should the object destroyed be dangerous, such as a flask of acid, the contents will spill on the owner doing half damage. A flask of oil however, will not ignite, as most things will simply turn to dust (however, the creature may end up covered in oil).
Detect Curse (Divination)
When cast, detect curse enables the priest to detect the existence of a curse on the creature or object, such as a cursed sword. The spell will detect the first cursed creature or object that lies along the casting priest's line of sight (and within range) with a base chance of 50%. An extra 1% is added to the base chance for each level of experience of the casting priest. Note that stone of more than 1 foot thickness or metal of any thickness will block the spell. The material components of the spell are the priest's holy or unholy symbol and a crushed sapphire of at least 1000 gp value.
Double Specialisation (Alteration, Invocation)
This spell is similar to the 2nd-level priest spell specialisation except for two differences. The first is that it gives the priest double specialisation in the god's preferred weapon, if he has one, or the priest's weapon of choice if not. The second difference is that this spell can be used to give specialisation to another person in any chosen weapon. The material components and somatic gestures are the same as for specialisation.
Dream (Enchantment/Charm)
This spell allows the seductress to enter a person's dream and give subtle hints or induce nightmares for one hour. The seductress must have touched the person within three days and have an item that was in the target's possession. This object will be consumed in the spell.
Earth Favour (Abjuration, Enchantment)
The priest casts this spell on a variable number of small rock stones, one per three experience levels. The stones are then filled with protective energy that will last for 1d12+12 hours. The stones must be ordinary rock of no special value (gems, for example, are excluded) and weigh about one pound.
If the caster or any person who receives spells from the earth sphere carries such a stone on himself, he will get bonuses to all of his saving throws for a day. For every five experience levels of the priest, the stone will give +1 to the saving throws of whoever carries it. For example, a 7th-level priest's enchanted stone gives a +2 bonus to the saving throws, while a stone from a 11th-level priest gives a +3. There is no limit to the number of the saving throws affected. The bonuses are cumulative with other means of protection but not with the spell itself; one can benefit from only one stone at a time. At the end of the spell's duration, the stones crumble to dust. This spell was designed for the Dark Sun campaign world. It was created by the thri-kreen earth druid Kll'Rkh.
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown
Sphere: Elemental (Air)
Range: 0
Components: V, S
Duration: 1 hour per level
Casting Time: 4
Area of Effect: 20-foot cube
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
Sphere: Animal
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Creature touched
Saving Throw: None
Author: Nathan Amed <named@viking.navair.navy.mil>, Andrew Lohmann <lohmann@social.chass.ncsu.edu>, and TSR
Sphere: Elemental (All)
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
If the caster is of twelfth level or higher he can also examine magical items or materials (or magical fire in case of the fire priest). In all cases, the caster can later try to construct the material examined, if he has the proper ingredients.
Sphere: Animal
Range: 10 feet per level
Components: V, S, M
Duration: 3 rounds + 3 rounds per level
Casting Time: 4
Area of Effect: One animal per level in a 60-foot square area
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
The reverse of this spell, slow animal, is similar to the reverse of haste, with the same provisions as above. The material component is the holy symbol of the priest.
Sphere: Animal, Healing
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One animal
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Time
Range: 10 feet per level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One creature per level in a 2-foot per level radius
sphere
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 30-yard radius sphere
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 hour
Casting Time: 4
Area of Effect: 100-foot radius
Saving Throw: Special
Author: Boudewijn Wayers <dedos4@win.tue.nl>
Sphere: Elemental (Air), Paraelemental (Silt)
Range: 0
Components: V, S
Duration: 1 hour per level
Casting Time: 7
Area of Effect: Creatures touched
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>
Sphere: Charm
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: The Avangion of Delphi <syrek@delphi.com>
Sphere: Travellers
Range: 1 foot
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One non-magical lock
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Sphere: Weather
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: The Avangion of Delphi <syrek@delphi.com>
Sphere: Cosmos
Range: 5 yards
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Sphere: Animal, Elemental (All)
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Sphere: Elemental (Fire), Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Author: Dennis Kefallinos <denison@theseas.ntua.gr>
Sphere: Elemental (All)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: One object touched, up to 3 cubic inches per level
Saving Throw: Special
Author: Tim Rightnour <garbled@indirect.com>
Sphere: Divination
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature or object
Saving Throw: None
Author: Unknown
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 6
Area of Effect: The priest's weapon
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Sphere: Thought
Range: 1 mile
Components: S, M
Duration: 1 hour
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>
Sphere: Elemental (Earth)
Range: 0
Components: V, S, M
Duration: 1d12+12 hours
Casting Time: 1 round
Area of Effect: One stone touched per three levels
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Element | Properties |
Air | Creates a deafening wall of violently disturbed air that is two feet thick. Treat as a wall of sound (page 78, Complete Bard's Handbook), however the roar of an air wall is so intense that anyone passing through the wall suffers damage as per shout (page 163, Player's Handbook) and suffers a -3 penalty to his saving throw. |
Water | Creates a vertical wall of ice. Treat as an "ice plane" version of a wall of ice (page 164, Player's Handbook). |
Fire | Creates a billowing wall of smoke that is 10 feet thick. Similar to incendiary cloud (page 189, Player's Handbook), on the third round it erupts into flame (3d2) and continues to flame for the fourth (3d4) and fifth rounds (3d2). A saving throw versus spell is allowed to halve damage. On subsequent rounds, it is identical to a lesser fire wall, except that the heat remains intense, and those within the wall suffer 1 point of damage each round. |
Earth | Creates a wall of sand that is 1 foot thick per level of the caster. Treat as a wall of sand (in the Forgotten Realms Adventures). Namely, the sand is thick and viscous, reducing movement through the wall to half speed. All creatures relying on normal sight or infravision are blinded while within the wall, and they suffer a -3 penalty to their Armour Class for the round after leaving the wall. Creatures needing to breath suffer 1 point of damage per round spent within the wall. The wall extinguishes open flames, prevents speech within it, and blocks all sight through it. |
Encase (Evocation)
When cast, this spell completely encases the target in volcanic rock. The casing does not hinder breathing due to its porous nature, and the victim suffers no damage; however, it does block vision and prevent all movement for the duration of the spell, including somatic and verbal spell components.
If the target saves versus spell, he completely avoids the effects of encase, as a hollow stone statue roughly his shape appears next to him, collapses in on itself, and disappears. If the target fails his saving throw, he is immediately encased. Each round thereafter, he may attempt to break free. Breaking free requires the entire round and a successful bend bars/lift gates roll.
The volcanic casing will crumble after suffering 15 points of damage plus 1 point per level of the caster. For damage purposes, treat the casing as having an Armour Class of 5. Any attack that damages the casing has a 50% probability of wounding the victim within; divide the damage equally between the casing and the victim. In addition, the victim aautomatically incurs all damage above the amount required to destroy the casing. For example, Chluckla is encased by a 10th-level priest, creating a casing with 25 HP. His comrades attempt to free him by chipping him free. Blitz strikes the casing and does 6 points of damage and rolls a 2 on 1d4 - the casing takes 3 points of damage and Chluckla takes 3 points of damage. Taraq does 12 points of damage and rolls a 4 - the casing takes all 12 points of damage. Finally, Morgart does 28 points of damage, rolling a 1 - Chluckla takes 14 points of damage, and the casing takes 14 points; however, since the casing had only 10 HP left (25-3-12), the remaining 4 points damage are applied to Chluckla. Thus, Chluckla's friends inflict a total of 21 points of damage (3+14+4) to him while trying to free him.
A successful dispel magic will immediately remove the casing. The material component for this spell is a fist-size piece of volcanic rock.
Etrigan's Cure Serious Wounds with Water (Necromancy)
This spell cures 2d8+1 HP. The recipient must drink 1 gallon of water blessed by the priest. Then he is cured, but his water requirements for the day are quadrupled (cumulative). Thus, a human cured three times in a single day would require 12 gallons of water. Failure to meet the water requirement is treated according to standard dehydration rules.
Eye of Set (Necromancy)
The target of this spell comes under the eye of Set and will become sick and slowly waste away. The target loses 1 point of Strength and Constitution per day and 1 HP per day. This cannot be healed. It stops when a remove curse is cast, which has 10% chance of curing per level of the caster while a heal always cures. After the remove curse or heal, lost hit points can be healed normally and lost Strength and Constitution points recover at a rate of one per day. The material component for this spell is an eye of a creature killed no longer than one hour before the spell is cast.
Falsehood (Enchantment/Charm) Reversible
This spell will cause the recipient to think he is much stronger than he actually is. The recipient will fully believe this to be true, and no words to the contrary will change this. The creature will act accordingly, such as a goblin runt, who will bravely rush in to kill a dragon singlehandedly. The reverse of this spell, weakthoughts, will cause a powerful creature to think he is weak and small, and to act irrationally. Such as a storm giant fearing a newt.
Only a remove curse, cast by a higher level caster can cure this curse before its duration is up. A limited wish, or wish will also cure its effects. The material component for this spell is a bull's eye for falsehood, and a mouse's tail for the reverse.
Sphere: Elemental (Earth)
Range: 10 yards per level
Components: V, S, M
Duration: 1 turn + 2 rounds per level
Casting Time: 4
Area of Effect: One creature of size Large or smaller
Saving Throw: Negates
Author: John M. Martz <john_martz@unc.edu>
Sphere: Elemental (Water), Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Author: Angelos Bartzis <mc87034@central.ntua.gr>
Sphere: Necromantic
Range: 20 yards per level
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Author: Thomas Huijer <v912451@morrien.si.hhs.nl>
Sphere: Charm
Range: 5 feet
Components: V, S, M
Duration: 1 day per level
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Negates
Author: Tim Rightnour <garbled@indirect.com>
Race | Base Chance | Constitution | Modifier |
---|---|---|---|
Dwarf | 22% | 01-03 | -6% |
Elf | 13% | 04-06 | -4% |
Gnome | 20% | 07-09 | -2% |
Half-Elf | 54% | 10-12 | +2% |
Halfling | 50% | 13-15 | +4% |
Human | 77% | 16-18 | +6% |
Note: fertility cannot counter the effects of infertility, but if the target is already under the effect of the former, he or she receives a +1 bonus to save.
This spell and its reverse may also be cast upon animals (eg., on horses). The DM should adjudicate the animal's initial fertility based on type, breed, and quality of animal.
The spell can affect up to one creature for every 3 levels of the caster, unless the priest worships a god of fertility, creation, death, or destruction, in which case the priest can affect one creature per level. Priests who worship fertility or creation gods cannot cast infertility. Priests who worship gods of death or destruction cannot cast fertility.
The material components for fertility are the caster's holy symbol and a seed from any plant (the seed is not damaged). The caster's holy symbol and the ashes from a handful of seeds are required for the reverse (the ashes disappear during the casting).
Fish Command (Charm)
This spell allows the priest to command any fish within range as long as the fish can hear him and he does not exploit it. Only normal fishes can be affected, including variants in size. Thus catfish, sharks, etc. can be commanded but dolphins (mammals) or mermaids cannot. The command must be given in a short sentence of at most 25 words. The fish will automatically understand the language the priest is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a fish's fin.
Flameform (Alteration, Evocation, Illusion)
The spell is a combination of wraithform and wall of fire. It changes the caster into a moving magical flame. It may be dispelled. In flameform, the caster can pass through cracks. He cannot be hit by material weapons (except those of +1 enchantment or more) and he is not affected by magical or normal fire and vapours. Magical cold causes double damage though. Creatures within 10 feet of a flameformed priest take 2d4 points of damage, while creatures touched or passed through take 2d6 + 1 per level of the caster. Undead or creatures especially vulnerable to fire take double damage. No other physical attacks are possible when in flameform, except against creatures that exist in the ethereal plane, where all attacks (both ways) are normal. Spells cannot be cast. Granted powers such as turn undead and gate fire do function. The material components of this spell are a bit of gauze and the caster's holy symbol.
Glyph of Shielding (Abjuration, Evocation)
This spell is similar to the 3rd-level priest spell glyph of warding. Unlike the glyph of warding, the glyph of shielding is actually cast on the priest himself. If, in combat, the priest is successfully hit by an attack roll, the glyph of shielding is set off and affects the attacker. This occurs even if the priest took no damage (i.e. was protected by a stoneskin or similar magic). The priest is not affected by the glyph of shielding. See the 3rd-level priest spell glyph of warding for restrictions and typical glyphs. Any priest spell or its reverse may be used as a glyph of shielding, provided the priest is high enough level to cast it. The material components of the spell are determined by the type of glyph (if any are necessary).
Spells which normally require only a successful to-hit roll and allow no saving throw (destruction, cause serious wounds, harm, etc.) are given a special saving throw. The attacker must save versus spell with a negative penalty equal to the priest's level divided by 3 (i.e.: -1 per 3 levels). Success equals half damage or negation depending on the type of glyph. A special case is the destruction glyph, where a successful saving throw stuns the target for one round. The damage from the attack against the priest and the damage from the glyph of shielding are simultaneous.
The material component for this spell is a golden statue of at least 400 gp value, portraying the caster.
Godly Protection (Conjuration/Summoning) Reversible
Upon casting this spell, the caster raises the moral of friendly creatures and any saving throws they make against fear effects by +5. Furthermore, it favourably modifies all of their other 1d20 rolls by 4. This spell however, may only be cast upon creatures not engaging in any other activity during that round. Once a creature has come under the effects of this spell, it may leave the 50-foot cube and still retain its effects until the duration expires.
The reverse of this spell, godly damnation, forces all creatures within the area of effect to save versus death magic or suffer a negative modifier of 4 to all future 1d20 rolls for the duration of the spell. The material component for both versions of this spell is the priest's holy symbol.
Hallucinatory Plain (Illusion/Phantasm) Reversible
This spell is identical to hallucinatory forest (q.v.), save that the priest causes an area to appear as if it is a relatively flat plain or clearing.
The greatest uses for this spell would be to hide a forest to protect or trap others. Other uses would be to hide a chasm, mine, or to extend a cliff...
Heal Elemental (Alteration) Reversible
Due to their unique physical nature, creatures from the elemental planes (air, water, earth, and fire) and the paraelemental planes (rain, silt, magma, and sun) cannot be cured by normal means while on the prime material plane. That is to say, spells from the necromancy school, such as cure light wounds, heal, and regenerate, produce no effect. In order to repair damage to such a creature, the priest must act as a conduit for healing powers specific to the creature's home plane; heal elemental allows the caster to serve as this conduit. Thus, the priest may only heal creatures from his plane of worship. Neither Dark Sun druids nor templars are able to cast this spell, since they do not have a direct link to the elemental planes (a druid's powers are granted via the spirit of his guarded land, and a templar's spells are granted by his sorcerer-king).
Upon the initiation of this spell, the caster must establish physical contact with the elemental creature (he cannot be wearing gloves) and maintain this contact for at least 1 round. For each round that he maintains contact, he heals 1 HP per his level. For example, Baltasar, a 9th-level priest of air, summons a lesser air elemental and sends it into battle. Although the first wave of opponents are defeated, the elemental has taken damage. Since the enemy's reinforcements are several rounds behind, he casts heal elemental and may restore 9 HP to the elemental per round until battle is resumed or until all hit points are restored (it cannot have more hit points than it did when initially conjured).
While it is possible to cast the reverse of this spell, harm elemental, the caster must still touch the target and maintain contact for at least 1 round. Needless to say, the elemental will experience this treatment as an attack and attempt to fight back; however, if the priest can keep his hold, the elemental suffers 1 HP per level each round. Use the wrestling rules in the Player's Handbook to determine what type of hold the caster achieves and if he can maintain it after the initial round; in addition, wrestling moves normally inflict no damage on such creatures (do to their immunity to non-magical attack forms) above the damage from this spell. Since the priest can only affect creatures from his plane of worship, he must be very careful with the use of this spell lest his powers be revoked.
Note that this spell does not convey resistance to the elemental's element; thus, using this spell on a creature from the elemental plane of fire or the paraelemental plane of magma - in the absence of some protective magic - is a hazardous proposition.
Holy Orb (Invocation)
The orb is a spell normally granted to a priest who expects to encounter enemies whose alignment (with respect to good or evil) opposes his own. When cast, the spell streaks from the caster's hand to the desired point of effect, where a sphere forms. The sphere drains the essence of life from the targets in the area of effect. Unintelligent undead are immune to this effect (as they are animated, not "unliving").
The sphere does damage based on the alignment of the caster with respect to the targets. If the alignment is opposed to the caster (good versus evil) the damage is 6d6 HP plus 2 points per caster level, and saving throws are made at -2. If the alignment is only one removed from the caster (good versus neutral or evil versus neutral) the damage is 6d6, with saving throws made normally. If the alignment is the same as the caster's the damage is 6d6 HP minus 2 points per caster level, with the saving throw being made at +2. Note that more experienced casters may thus cast this spell into a melee without harming friendly forces. The material component for this spell is a small glass sphere of the appropriate colour: clear (holy orb - good caster), dusty grey (orb of balance - neutral caster), or black (unholy orb - evil caster).
Impregnate (Alteration, Necromancy)
This spell impregnates a female creature with a healthy, normal foetus. The caster may choose the foetus's sex. The incubation period for the foetus is half of what the normal time would be, but the recipient of the spell will be in considerable pain for the first week and last month of this period (i.e., there is a -2 to all rolls). The material component for this spells is a 15-inch smooth obsidian rod.
Lathander's Mourning Glow (Alteration)
This spell causes all undead of lower level than the priest, within the range, to glow with a pale blue radiance equivalent to faerie fire (unless they make their saving throw). This glow causes no damage to the undead nor does it inhibit them in any way, it simply outlines the presence of the undead to others.
The material components for the spell are the priest's holy symbol and a crystal bead which has had a continual light cast upon it, the latter component is consumed in the casting.
Mass Protection (Abjuration)
All creatures affected by this spell are bestowed with the equivalent of a ring of protection, +1 (+1 on Armour Class and saving throws). There is not cumulative with bonuses given by rings or cloaks of protection. Each creature may be touched only once, i.e., the protection cannot be stacked. The material component is a miniature silver shield.
Meandering Path (Alteration, Illusion)
With this spell, the druid causes a path (which appears to be natural, old, man-made, etc.) to appear. Any who come across this path will believe it to be what it appears. To cast the spell, the druid needs two branches from an oak tree. One is planted at the beginning of the path. The druid then walks the route that he wishes the magical path to follow. At the end of the path the other branch is planted and the spell is cast. Travel upon the path is either easy or hard (depending on the druid's choice of travel). Those who happen on the path must make a saving throw. Average the Hit Dice or levels of the group and roll one saving throw (the DM should do this without the group's knowledge). If they fail, the path appears to be heading in the direction that they wish to travel in. If the saving throw is made, the path appears as it is (i.e., a path in the direction that the druid walked) and the group may still decide to follow it anyway.
While travelling on this path, the group will never surprise anyone or anything and suffers a penalty of on all rolls (saving throws, to-hit and damage rolls, Dexterity checks, etc.). Those trying to leave the path after starting travelling on it find that the path is bordered by heavy thorns that block passage and writhe and grasp all who enter (cf. wall of thorns and entangle). This wall attacks as the druid who cast the spell, doing 1d6+2 points of damage. Each 10-foot section of thorns has 3 attacks. The wall arches over the path to prevent exit by flying, leaping, etc. The spell also counters the ability of pass without trace of other priests.
Fire results in a double-strength wall of fire in the area (but it does not create a passable space, i.e., take fire damage and still be attacked by thorns). The only way to leave the path is to follow it to its end (or teleport out, go ethereal, or plane shift). A dispel magic is possible only on the oak branches at the end of the path (either one).
Moonlight (Alteration)
Moonlight produces, in the area of effect, ambient light equal to that of a full moon regardless of cloud or tree cover, although objects below tree cover or ceilings will cast normal shadows. Underground, the area of effect is in square feet, outdoors, in square yards. The material component is a 50 gp moonstone.
Neutralise Gas (Alteration) Reversible
This spell will detoxify any poisonous gas. Any such gas within the area of effect will be turned into a fine watery mist and be completely harmless. Even green dragon breath will be rendered harmless by this spell.
If the spell is cast upon an object or creature, the sphere will move with the target. A target creature would get a saving throw versus spell to avoid this effect if it is unwilling. If the target saves, the globe will centre in the nearby area. Use the thrown missiles table in the Player's Handbook to determine where the spell actually centres. This may mean that the target is still in the area of effect until it moves.
The reverse of this spell, poison gas, will create a cloud of poisonous gas which will slay outright any creatures in the area of effect that are under 2+1 HD. All other creatures must make a saving throw versus poison at -2 every round that they stay in the cloud or die in 1d3 rounds. If the creatures make their saving throw for that round, the only take 3d6 points of damage instead. If the target creature had the spell cast upon itself, and then had cast a slow poison, it only takes 1 point of damage per round.
Regardless of what version of the spell is cast, the priest's holy symbol and a sprig of belladonna are required to cast the spell. The belladonna disappears after the spell is cast.
Offensive Summoning (Conjuration/Summoning)
Offensive summoning is a very specific type of summoning. The only eligible targets are those which have done the priest an unredressed wrong. The priest concentrates upon the target, the injury, or the target's name, and speaks the desired range. The target is then brought to anywhere within 40 yards of the priest (priest's option). The first round after the offensive summoning is complete, the target appears and will be quite surprised.
If the target has more Hit Dice or levels than the casting priest, he is given a saving throw versus spell. If the saving throw is made, the priest and anyone touching the priest is transported to the location of the target.
In order for this spell to work, the priest and target must be on the same plane. No creature of demigod or greater status is ever summoned in this fashion.
Pacify (Enchantment/Charm)
By means of this spell, the priest dispels feelings of anger and fear from the target creatures. Note that this does not produce any feelings of goodwill in the subjects: a creature engaged in premeditated homicide would be unaffected. The duration is permanent until the affected creatures are again given cause to be angry or afraid. Note: magic resistance does not affect this spell.
Sphere: Animal, Charm
Range: 90-yard radius
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One fish
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>
Sphere: Elemental (Fire)
Range: 0
Components: S, M
Duration: 5 rounds + 1 round per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: Dennis Kefallinos <denison@theseas.ntua.gr>
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 6 hours per level or until discharged
Casting Time: Special
Area of Effect: The caster
Saving Throw: Special
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Sphere: Protection
Range: 60 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One 50-foot cube
Saving Throw: None
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>
Sphere: Charm
Range: 80 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: 40-yard long square per level
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>
Sphere: Elemental (All), Paraelemental (All)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round minimum
Area of Effect: Elemental creature touched
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>
Sphere: Combat
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One 15-foot radius sphere
Saving Throw: Special
Author: Todd O. Howard <toh@clark.net>
Sphere: Creation, Necromantic
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5 turns
Area of Effect: Creature touched
Saving Throw: None
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>
Sphere: Elemental (Fire), Sun
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: 10-foot radius per level
Saving Throw: Negates
Author: Lathander
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: 5 creatures touched per level
Saving Throw: None
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>
Sphere: Plant
Range: 1 mile + 1/2 mile per level
Components: V, S, M
Duration: 1 day per level
Casting Time: Special
Area of Effect: 10 feet at both sides of path travelled
Saving Throw: Special
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
Sphere: Sun
Range: 120 yards
Components: V, S, M
Duration: 1 hour per level
Casting Time: 8
Area of Effect: Ten thousand contiguous square feet or yards (see
below)
Saving Throw: None
Author: Unknown
Sphere: Elemental (Air), Protection
Range: 60 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: 1-foot per level radius sphere or one creature
Saving Throw: Special
Author: Scott Neilly
Sphere: Summoning, Vengeance
Range: 40 yards
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
Author: Dan Alexander Thompson <dant@cs.utexas.edu>
Sphere: Charm
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: All creatures in a 30-yard radius sphere
Saving Throw: None
Author: Unknown
D100 | Effect |
01-10 | He commits suicide |
11-55 | He goes insane permanently |
56-90 | He becomes mindless and wanders aimlessly forever |
91-00 | He becomes catatonic for 8 days and forgets everything that has ever happened to him. |
Possess Animal (Enchantment/Charm)
By use of this spell, the priest is able to project his spirit into that of an animal, forcing the creature to behave according to his will. The creature must be a normal creature and have fewer Hit Dice than the priest. The animal is allowed a saving throw versus spell and, if successful, the spell has no effect. Once the animal is possessed, the priest can cause it to do anything within its ability, regardless of the consequences to the animal. However, for every hit point of damage suffered by the animal, the priest suffers half a hit point of damage. In addition, should the animal die while under the control of the priest, a system shock roll must be made. If the roll is failed, the priest also dies. While controlling the animal, the priest's body enters a catatonic state. If the body is disturbed or moved, the spell is disrupted. The material component for this spell is a holly leaf and some hair from the animal.
Protection (Abjuration)
All creatures affected by this spell are bestowed with the equivalent of a ring of protection, +1 (see the Dungeon Master's Guide for more information). This is not cumulative with bonuses given by rings or cloaks of protection. Each creature may be touched only once, i.e., the protection is not cumulative. The material component for this spell is a miniature golden shield, worth at least 50 gp.
Protection from Acid [1] (Abjuration)
This spell is similar to the 4th-level protection from water [2] (q.v.). It is completely alike, save that it offers protection from 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.
Protection from Air (Abjuration)
This spell is similar to the 4th-level protection from water [2] (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.
Protection from Dust (Abjuration)
This spell is similar to the 4th-level protection from water [2] (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).
Protection from Elementals, 10-foot Radius (Abjuration)
This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from elementals. The material component for this spell is some substance of elementary sort (eg., a handful of sand, some water, or even just blowing into the air). For every element supplied while casting, the appropriate elementals will be scared away.
Protection from Gas (Abjuration)
This spell is in all respects similar to protection from lightning (q.v.), except that it protects the creature touched against attacks using gas. However, the duration of the spell is limited to 1 round per 3 levels of the priest casting the spell if protection from gas is used to counter the effects of a cloudkill.
Protection from Ice (Abjuration)
This spell is similar to the 4th-level protection from water [2] (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp icicles, etc.
Protection from Intoxication (Abjuration)
This spell will make the caster immune to the negative effects of alcohol. While protected, alcoholic drinks will not intoxicate the priest in the slightest way, and no side effects of alcohol will be incurred from drinking. Note that this is really unfair to use in a drinking contest! Poisons or other substances in the drink will still affect the priest normally, however. Taste is not affected.
The material components consumed at casting time are 6 chicken eggs. The other material component is a pink flamingo feather.
Protection from Vacuum (Abjuration)
This spell is similar to the 4th-level protection from water [2] (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to vacuum, instead of water. This spell is for those space travellers that somehow seem to find themselves floating around in wildspace a little too often or those that seem to land in those ugly vacuum rooms which have absolutely air-tight doors and then increase their size magically to very big (still having the same amount of air in a room which is now 1000 feet per side which was previously 10 feet per side causes quite a decompression) and for those guys that find themselves rushing up from 3000 feet depth in the ocean to the surface of the ocean - normally any creature which does this goes pop.
Protection from Water [2] (Abjuration)
This spell is similar to the 3rd-level protection from fire and the 4th-level protection from electricity. The effect of this spell depends on the target of the spell. If the spell is targeted on the caster, it protects the caster from 12 HP per level of damage after the saving throws are rolled. If the spell is cast on another person, the spell causes a reduction of the damage to one fourth and grants an additional +4 to the appropriate saving throws. Elementals of the appropriate type may inflict other damage but their damage is still reduced by 2 points per die of damage. In this case, the damage will not be further reduced by this spell. This spell is cumulative with any endure, resist, or protection spells. The material component is the holy symbol of the priest.
Protection from 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.
Protection on Surface (Abjuration)
This spell protects races like locathah, merfolk, etc. from the adverse effects of being on the surface. This spell will prevent taking damage from drying out and will allow the recipient to survive just like a normal human. The spell will also enable air breathing for its duration (if needed). The recipient of protection on surface can only receive its benefits once and then need to wait the length of the spell's duration before they can have it cast upon them again (an example: a locathah has protection on surface cast on it by an 8th-level priest, allowing the duration to be eight days; when the spell's effects wear off in eight days, the locathah will have to wait another eight days before it can have this spell cast upon it again).
The material component of this spell is the priest's holy symbol.
Rednog's Plant Transfer (Alteration)
This spell causes one person per five levels of the priest to gain the powers of a single plant the priest has a small part of. Thus, a character could get the effects of oak bark (increase his Armour Class by 4 points, gain a +2 on all saving throws except versus fire), or underwater algae (thus conferring upon the character the ability to breath water), etc. This effect has to be adjudicated by the DM. Some plants are, for example, extremely poisonous. Thus, characters could become highly deadly to creatures that tried to bite or even eat them. The transfer is almost always coupled with a negative side effect (like green skin, an incredible stink, or something like that). This side effect is never something positive unless the characters can find a way to make green skin be a positive asset. If the victim is unwilling, it receives a saving throw versus spell against the spell; if it succeeds they repel the complete effect - not only the negative side effect. The character can act normally unless he uses his special ability to attack - this attack takes up all other actions of that round as it can be assumed that the character is not familiar with the ability. The spell cannot be used to give the same characters more than one ability from a plant at once - not even if the spell is cast again during the duration of the first spell.
The material components are the holy symbol of the priest and a part of the plant that is to transfer one of its features to the characters.
Remove Scars (Necromancy) Reversible
On casting this spell, the priest is empowered to remove scars or other similar marks (burn marks, birth marks, etc.). This will enable the recipient of the spell to restore lost Charisma caused by such marks. Note that this spell will not affect Charisma lowered by other means (magical, for example). Charisma can be restored by up to one point per 2 levels of the priest, rounded up (4 points at seventh and eighth level, 5 points at ninth and tenth level, etc.). Charisma cannot be restored above its former value by means of this spell.
Multiple applications will only succeed if the recipient makes a saving throw against spell for each application after the first. If the saving throw is unsuccessful, then no more points can be restored by the use of this spell. Any additional future Charisma loss can, however, be restored. The reverse of the spell, bestow scars, is not permanent, but will reduce Charisma by 1d4+1 points for a duration of 1 turn per level of the priest. If the victim is touched, a successful saving throw versus spell is necessary in order to negate the effects of the spell. The material component for both versions of this spell is the priest's holy symbol.
Reptile Command (Enchantment/Charm)
This spell allows the priest to command any reptile within range as long as the reptile can hear him and he does not exploit it. Only normal reptiles can be affected, including variants in size. Thus lizards, giant lizards, etc., can be commanded, but dragons can not. The command must be given in a short sentence of at most 25 words. The reptile will automatically understand the language the priest is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a reptile's tail.
Revive Plant (Necromancy)
This spell allows the priest who casts it (normally a druid) to restore the life force of any plant or monster of vegetable nature that he touches. The spell works on any one tree or on any area of small plants or shrubs of size at most 2 square yards per level. The plant or area of vegetation may have been dead for 10 years per level of the druid. The spell regenerates all missing parts, so it may be used to restore a living tree from a decades old tree stump, or a flower patch from a bunch of dried flowers. Plants which normally grow in soil may be revived only in soil.
The material component for this spell is a bit of dung.
Rune Stone (Alteration)
The priest must first carve his holy symbol into each stone he wishes to enchant. This takes 1 turn per stone, and requires a Dexterity check. The stones must be semi-precious in nature at least, or worth 5 gp or more. The spell is then cast upon the stones whereupon each one becomes a grenade doing 6d4 points of damage to all within 5 feet when thrown. The stones can be put in slings, or simply thrown. Anyone can throw these stones.
Sanctum Sigil (Abjuration, Invocation)
This spell creates a magical symbol similar to that produced by a glyph of warding. It is inscribed in the air, does not move, and provides protection from either law, chaos, good, or evil, in the following manner: should any creature of the specified alignment enter the area of effect, the priest will be mentally alerted to its presence, even awakened from sleep, provided that the priest is himself within the area of effect. Note that the warning message to the priest gives neither its alignment nor its location, and only the priest receives said message. The material component is burning incense.
Sand Storm (Evocation)
This spell can have one of two effects. First, it can be used as a pounding shower of sand, which rains down for one round in a 60 foot diameter circle inflicting 1d12 HP of buffeting damage plus 1d12 HP of choking damage to all creatures within the area of effect. Certain creatures would be immune to such effects, it is up to the DM's discretion (i.e. golems) Also, undead do not need to breathe. The second use of the spell can be used as a blinding rain of sand in a 60 foot diameter circle which lasts for one round per level of the caster slowing movement to 50% and reducing visibility to zero within the area of effect. The sheet can also extinguish open flames such as torches, candles, camp fires, etc...
The material component for the spell is a handful of fine sand.
Sex Change (Alteration, Invocation)
Except as noted above, this spell is identical to the 5th-level wizard spell of the same name from the Great Net Spellbook (q.v.).
Shocklet (Conjuration/Summoning)
This spell summons a 4 HD lighting elemental. The elemental has a movement of 12, and can attack once per round for 3d4 points of electrical damage. The elemental can cast one 4d6 lighting bolt per turn. If the elemental moves more than 50 yards form the caster at any time, it will be destroyed. Any native to the elemental planes of air or lighting can dissipate it with a touch. The material component of this spell is a small silver pendant, shaped like a bolt of lightning.
Slippery like Water (Alteration)
The recipient of the spell and a maximum of 25 pounds of his equipment turn into a liquid form, which is still recognizable. The recipient becomes very slippery (no wrestling, overbearing, or other such attacks allowed), he gains an effective AC 0 (not cumulative with anything else) and a 24 MV. He is unable to support anything solid (weapons, equipment, items fall to the ground) and no spellcasting is allowed. If the recipient enters any other large liquid in this form he is almost indistinguishable (spotted only by a successful Wisdom check), but he still must breathe normally.
Upon returning to his original form, he must pass a system shock or fall into a coma for 1d4 turns.
Another spell researched by my water priest, Etrigan of Vanadi (a Tyrian).
Slow Death (Necromancy)
This will cause a creature to slowly wither away and die over a period of 13 days. After this he cannot be brought back to life short of a wish, or divine intervention. If the spell is detected and identified by a priest of at least ninth level, it can be removed. This can only be done before the eighth day, and can only be accomplished by a priest of fifteenth level, casting a remove curse.
Song of Courage (Enchantment/Charm)
By use of this spell, the priest sings a song of glory, thus bestowing great courage and resolve upon his allies within the area of effect. Whilst his song is heard, his companions are immune to fear magic and do not need to make morale checks. The priest must place his fullest concentration on the singing for the duration of the spell.
Spiritual Flail (Invocation)
This spell is similar to the 2nd-level spiritual hammer and the 3rd-level spiritual staff. The caster creates a shimmering field of force, shaped vaguely like a flail. The field does damage equal to a footman's flail (2-7 S or M, 2-8 L). Further, it gains magical to-hit and damage bonuses in exactly the same manner as spiritual hammer and spiritual staff (i.e. +1 per 3 levels).
The spiritual flail strikes as a fighter of equal level to the priest casting the spell, with weapons specialization in footman's flail. Thus, the flail is +1 to-hit and +2 to damage due to specialization, and attacks per round are as follows: levels 1-6: 3/2, levels 7-12: 2/1, level 13+: 5/2.
The material component of the spell is a normal footman's flail anointed with either a dose of a potion of superheroism or the blood of a 7th-level fighter, which disappears when the spell is cast. For further information, see the 2nd-level spiritual hammer, and the 3rd-level spiritual staff.
Spiritual Triangle (Abjuration, Necromancy)
By means of this spell the priest may inscribe a spiritual triangle (a triangle inscribed in a circle). There is room for only one creature within the triangle. While within this triangle, one cannot be magically influenced or controlled by any sort of charm, suggestion, or hypnosis, nor can one be psychically or spiritually assaulted. However, the beneficiary of the spell will likewise be unable to cast such spells from within the triangle. An Intelligence check must be made to determine if the inscriptions were made correctly. The material component for this spell is some incense, worth at least 400 gp.
Stone Shatter (Alteration)
This spell can be used to crush large pieces of rock into smaller parts that can then be removed easily. It is used to shatter rocks in order to make room for a new road or passage or simply to get more manageable pieces out of a large, immobile rock. The spell affects ten cubic feet of rock per round. Magical constructs, such as a wizard's wall of stone, receive a saving throw versus crushing blow to negate the effects. The material component is a shovel or any other excavating instrument. This spell was designed for the Dark Sun campaign world.
Stone Wall (Alteration)
Using this spell, the caster can create a wall made of stone. The wall must stand on a solid surface and can meld into adjacent stone objects. The spell creates a wall of stone that is half an inch thick, ten feet wide and two feet high per level of the caster. Thus, a 10th-level priest can make a stone wall 5 inches thick, 50 feet wide and 20 feet high. One turn after the casting the magic of the spell fades and the wall of stone becomes a permanent object (that is not subject to dispel magic); this is the reason the spell belongs to the Alteration and not to the Invocation school.
The stone wall is primarily a defensive spell, used to stop pursuers or seal an underground passage. Another use of the spell is to make constructs of stone. The material component of the spell is rock of any type of a roughly equal amount: the spell does not create new material but rather reshapes the material already present. This spell was designed for the Dark Sun campaign world.
Strengthen Bone (Alteration, Necromancy)
This spell allows a bone construct to be strengthened and made denser. The strength of the bone is doubled by the casting of this spell. The spell takes one round to cast, and 2 rounds of chanting while the material component is absorbed into the target of the spell. The material component is a piece of bone that is a near perfect match to the object of the spell. The component is then placed against the object and absorbed into it. The new object will be twice as dense and twice as strong, with regards to weapons, they receive no penalties to-hit and damage, and they will not break on a maximum damage strike. There is a 2% chance per level of the caster that the strengthened bone will act as steel.
Strengthen Elemental (Alteration, Conjuration/Summoning) Reversible
This spell strengthens any and all elementals and paraelementals conjured by the caster; it affects lesser, standard, and greater elementals. This spell may be cast in one of two ways; its reverse may be cast in only one way. Only one type of elemental (earth, for example) or paraelemental (silt, for example) may be affected per casting of this spell.
If cast immediately before conjuring elementals, all 1s rolled in calculating their hit points are rerolled until another number results. For example, the priest casts strengthen elemental and follows it with conjure lesser elemental. After determining that two 4 HD elementals will appear, the DM rolls 6, 5, 2, and 2; then 7, 4, 1, and 3. He rolls again and obtains a 5. The resulting elementals have 15 and 19 HP (6+5+2+2 and 7+4+5+3), respectively. In addition the elementals attack with a +1 to-hit and damage until their service is fulfilled (they are destroyed, dismissed, or the conjure spell expires). The priest must begin the conjuring spell the round immediately after casting this spell. Should he fail to initiate the conjuring during the following round, or should he fail to complete the conjuring (because he takes damage, for example) this spell is wasted.
The second method of casting is to cast this spell on elementals that have already been conjured. If cast in this manner, strengthen elemental only confers a +1 to-hit and damage on the target elemental. For this version of the spell, the caster may choose up to 1 elemental per 3 experience levels; all elementals must be of the same type and be within 20 yards of each other. This version of the spell lasts for 1 turn + 1 round per level and has no effect on elementals currently under the effects of the first version of this spell.
The reverse, weaken elemental, imposes a -1 to-hit and damage on target elementals. As above, the caster may choose up to 1 elemental per 3 experience levels; all elementals must be of the same type and be within 20 yards of each other. This version of the spell lasts for 1 turn + 1 round per level. Elementals are permitted a saving throw to avoid these weakening effects.
The material component for this spell is a small bit of the elemental's element (for example, the caster's breath when strengthening air elementals). The material component for the reverse is a small bit of the element opposed to the target elemental's native plane (water for a fire elemental, rain for a magma paraelemental, etc.).
Summon Shadow (Necromancy, Summoning)
This spell is very different than the existing wizard spell summon shadow. The spell summons one shadow for every four levels of the priest. In addition, in lieu of summoning 3 shadows, a 12th-level priest can summon one ether shadow (see below). The shadows are under the control of the caster, though an ether shadow gains a saving throw versus death magic and, if successful, overcomes the priest's control and becomes free-willed. The material component of this spell is a black opal of 100 or more gold pieces value.
Duplicated from Dungeon Magazine #35, page 56:
Ether Shadow
Ether shadows, also known as greater shadows, are the progenitors of the more common shadows of monster fame. Like shadows, their chilling touch drains Strength at the increased rate of two points per hit. Lost Strength returns after 3d6 turns. A human or demihuman drained to zero Strength or hit points by an ether shadow becomes a shadow of the type described in the Monstrous Manual and Monstrous Compendium. Ether Shadows may travel freely through the ethereal plane to manifest themselves as apparitions on any bordering plane. They have no power to materialize on those planes, so can neither physically affect nor be affected by anything on them. The only thing they can do is insinuate themselves into and control the dreams of any sleeper they discover - a power that lends credence to the notion that dreams are an other-planar experience. While an ether shadow may cause no actual harm to a dreamer, it can use this power to communicate freely, or more likely to plague the dreamer with nightmares of the worst calibre. In order to combat an ether shadow, it's necessary to follow it to the ethereal plane or to the plane on which it was originally created. On either plane, it is always partially materialized and may be affected by magical weapons and by all but a few spells (ether shadows are immune to sleep, charm, and hold spells, and all cold-based attacks). An ether shadow can change its body at will into any shape it desires, though that shape will always be made of the same shadow-stuff. It can also vary the exact shade of its substance and so may appear as the three-dimensional creature it is rather than a patch of darkness like ordinary shadows. Regardless, the ether shadow is always black or some shade of grey. If it chooses to remain its normal, featureless black, it is 90% undetectable in any light less bright than a continual light spell. Ether shadows are created in a dark ritual that divides a creature's essence into three parts, causing it to exist simultaneously on the ethereal plane, the negative material plane, and the prime material plane on which the ritual was performed (other information on Erebus, the ether shadow of the Ghosts of Mistmoor has been deleted).
Sunbow (Conjuration)
The spell creates a shimmering composite short bow in the caster's hands. It is light and easy to pull, so that any character can use it without penalty for non-proficiency. It is equivalent to a +3 weapon, grants a +3 bonus to attack rolls, and inflicts 1d8+3 points of damage (double damage to any creatures with a weaknesses for sunlight). The bow can fire one missile per level of the caster before disappearing. It can be fired up to four times per round.
The material component is a light source, which is extinguished in the casting.
Tentical Focus (Alteration)
This spell focuses the priest's spells through her tentical rod (minor or major) for the duration of the spell. The effect of this spell is that the priest's touch spells are allowed multiple chances to strike the target (note: multiple tentical foci still allow the spell to take effect only once). The damage from the tentical rod is still calculated normally. The material components for this spell are the priest's tentical rod and her holy symbol.
Sphere: Animal, Charm
Range: 100 yards + 10 yards per level
Components: V, S
Duration: 3 turns + 1 turn per level
Casting Time: 3 rounds
Area of Effect: One natural creature
Saving Throw: Negates
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 per creature touched
Area of Effect: One creature touched per level
Saving Throw: None
Author: Unknown
Sphere: Protection
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Elemental (Air), Protection
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Elemental (Air, Earth), Protection
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Elemental (All), Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>
Sphere: Elemental (Air), Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Elemental (Water), Protection
Range: 0
Components: V, S, M
Duration: 12 hours
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>
Sphere: Elemental (Air), Protection
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Elemental (Water), Protection
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One person
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Elemental (Air, Water), Protection
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
Sphere: Plant
Range: 10 feet
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: One person per 5 levels
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Person touched
Saving Throw: Special
Author: Unknown
Sphere: Animal, Charm
Range: 90-yard radius
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One reptile
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>
Sphere: Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>
Sphere: Combat
Range: Special
Components: V, S
Duration: 1 turn per level
Casting Time: 5 turns
Area of Effect: 3 stones per level
Saving Throw: 1/2
Author: Tim Rightnour <garbled@indirect.com>
Sphere: Guardian
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 turn
Area of Effect: 100-yard radius sphere, centred on the sigil
Saving Throw: None
Author: Unknown
Sphere: Elemental (Earth)
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: David Gehring <gehring@cs.uwp.edu>
Sphere: Chaos, Charm, Necromantic
Range: 2 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>
Sphere: Elemental (Air), Summoning
Range: 50 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 8
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
Sphere: Elemental (Water)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
Author: Angelos Bartzis <mc87034@central.ntua.gr>
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Negates
Author: Tim Rightnour <garbled@indirect.com>
Sphere: War
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 2
Area of Effect: 100-foot radius
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Sphere: Combat
Range: 50 yards
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>
Sphere: Wards
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Sphere: Elemental (Earth)
Range: 120 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Sphere: Elemental (Earth)
Range: 5 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Object touched in a 3-foot + 1-foot per level long cube
Saving Throw: None
Author: Bill Hincks <whin3560@uriacc.uri.edu>
Sphere: Elemental (All), Paraelemental (All), Summoning
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: John M. Martz <john_martz@unc.edu>
Sphere: Necromantic, Summoning
Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: One 20-foot cube
Saving Throw: Special
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Climate/Terrain: Any ruins or subterranean chambers
Frequency: Very rare
Organization: Solitary
Activity cycle: Night or darkness
Diet: Living beings
Intelligence: Highly
Treasure: F
Alignment: Chaotic Evil
No. Appearing: 1
Armour Class: 5
Movement: Fly 12 (A)
Hit Dice: 8+8
THAC0: 11
No. of Attacks: 1
Damage/Attack: 1d6+1 + special
Special Attacks: Strength Drain
Special Defenses: +1 or better weapons to hit, spell immunities
Magic Resistance: Nil
Size: M (6 feet tall)
Morale: Special
Exp. Value: 3,000
Sphere: Combat, Sun
Range: 120 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Francáois Menneteau <mennetea@acri.fr>
Sphere: All
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: One rod
Saving Throw: None
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>
Terrain | Modifier |
Soft or muddy ground | +20% |
Thick brush, vines or reeds | +15% |
Occasional signs of passage, dust | +10% |
Normal ground, wood floor | 0% |
Rocky ground or shallow water | -50% |
Every two creatures in the group | +5% |
Every 12 hours since trail was made | -5% |
Every hour of rain, snow or sleet | -25% |
Poor lighting (moon, starlight...) | -30% |
Tracked party attempts to hide trail | -25% |
Experience of the caster | +3% per level |
Value of metal twig | +1% per gold piece of value |
Vamoose (Enchantment/Charm)
By use of this spell, the priest may frighten away four Hit Dice of humanoids per level of experience. The material component for this spell is a bit of sulphur.
Vylja's Airbolt (Alteration)
This spell enables a priest to concentrate the air around him into a powerful gust of wind, 4 yards across. The priest chooses the target of the airbolt, which must be a single creature within range. The airbolt will automatically hit its target as long as the priest can see the creature it is supposed to hit. The airbolt delivers 1d4 points of damage per level of the caster (10d4 is the maximum). The target is allowed a saving throw versus spell for half damage. If the saving throw is failed, the creature will also drop whatever it was carrying in its hands or paws.
The material component needed for this spell is a short (1-foot) crystal blowpipe worth at least 1000 gp. The priest uses this blowpipe to focus the airbolt. Every time the blowpipe is used it has to make a successful saving throw versus crushing blow to avoid bursting. If the blowpipe remains whole, it can be reused later.
Vylja's Ball Lightning (Evocation)
Upon casting this spell one or more flying balls of lightning appear before the priest. Their diameter depends on their electrical charge: 4 inches for each 1d6 worth of damage (a ball with a diameter of one foot will cause 3d6 points of damage), but no single ball lightning can be larger than 40 inches at the time of casting (but see below). The caster can cause 1d6 of damage for each level he has attained.
When the priest has cast ball lightning he points at the target creature or creatures. The balls teleport to their destinations if they are within range, but disappear otherwise. No more than one ball can be sent to a single creature. If a ball lightning reaches its target, it starts to swirl around it extremely rapidly, coming as close as 1 foot but never actually touching the target. If the creature does not move, the ball disappears with a small but harmless implosion at the end of the duration, which is 1 round per level of the priest casting the spell. If, however, the target creature tries to move, he inevitably comes into contact with the ball lightning which then explodes. The creature is allowed a saving throw versus spell for half damage. If the target creature wants to cast a spell with a somatic component it first has to make a successful Dexterity check in order to avoid coming into contact with the ball lightning unintentionally. If another creature than the one targeted tries to pass the swirling ball lightning containing the target, the ball will explode in its face, causing the appropriate amount of damage (1d6 HP), unless a successful saving throw for half damage is made. The target creature is not harmed by such an explosion. When a spell based on electricity is cast at a creature contained in a ball lightning, it is absorbed into the ball. For each 1d6 HP of damage the spell would have inflicted on the contained creature, the ball lightning grows another 4 inches and increases its charge. It does not touch the target however, even if becomes more than 40 inches in diameter. If the creature inside the ball lightning casts an electricity based spell it is also absorbed with similar effects.
The spell cannot be used against flying or rapidly moving targets (moving at MV 12 or more), as the lightning ball fails to take form in such cases. The material component is a rock crystal with a value of at least 200 gp.
The spell can be used to immobilize one or more creatures, or to protect the party from an angry crowd or the breath weapon of a blue dragon.
Vylja's Dark Vision (Alteration)
Except as noted above, this spell is in almost all respects similar to the 1st-level spell Vylja's dark eyes. The one difference is that Vylja's dark vision will never be dispelled by a light spell, and that a continual light will itself also be dispelled when the protected creature fails its saving throw against that spell.
Wave of Pain (Necromancy)
The caster of this spell selects a target, and that target is struck by a wave of pain. It bypasses all armour and can strike from any direction. It causes 1d4 + 1d4 per two levels of the caster damage. If the target fails to save versus spell it is also stunned for the current and next round. No to-hit roll is required. The material components for this spell are a piece of cloth, formerly worn by a lich, and a dragon's tooth.
Winds of Pain (Necromancy, Summoning)
This spell conjures a wind which duplicates the effects of painful wounds - causing intense pain in all wounded beings in the area of effect. If they fail their saving throw versus paralysation, they can do nothing but roll around screaming in pain. The material component of this spell is 50 gp worth of diamond dust, and a pinch of salt.
Younger (Alteration) Reversible
This spell removes 10% of the current age of a touched subject. A successful saving throw negates this.
The reverse of this spell, older, adds four months per level of the caster to the current age of a touched subject. A successful saving throw versus spell halves the time aged.
This spell was written for the "time spirit" class. Contact the author for more information on this class.
Sphere: Charm
Range: 50 feet
Components: V, S, M
Duration: 2 turns per level
Casting Time: 1
Area of Effect: Four Hit Dice of humanoids per level
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>
Sphere: Combat, Elemental (Air)
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: One creature
Saving Throw: 1/2
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>
Sphere: Protection, Weather
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: One creature per level
Saving Throw: 1/2
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>
Sphere: Protection
Range:
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Negates
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>
Sphere: Necromantic
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: Special
Author: Thomas Huijer <v912451@morrien.si.hhs.nl>
Sphere: Necromantic, Summoning
Range: 60 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: One 20-foot cube
Saving Throw: Special
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>
Sphere: Time
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Special
Author: Steve Miller <smiller@media.utah.edu>