Fifth-Level Spells

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Air Messenger (Conjuration/Summoning)
Sphere: Elemental (Air)
Range: 1 mile
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Special
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The air priest uses this spell to summon a small flying animal that can serve him as a messenger. The animal must have at least animal Intelligence and be within range (a hawk, an eagle, etc.). The DM decides if one exists. If the animal has more than 5 HD or possess more than 12 Intelligence, it gets a saving throw to negate the summons. The spell confers the animal a very limited ability to send thoughts, as per the telepathic devotion. The caster can name a specific person, whom the animal will try to locate and deliver a small message, up to one word per level of the caster.

The specification need not to be very specific. "The mul Farggon in the merchant district of Tyr" or "the human Kalarrog in Ledopolis" will suffice, if there is only one mul Farggon or only one human Kalarrog in these places. Description can be made more detailed, at the DM's option (common sense should be used, 40 or 50 words is usually the maximum). To deliver the message, the animal must get closer than 10 feet from the target, at which point the ability to send thoughts is activated. The animal is then free to go as it wishes. Note that the target must be conscious and able to understand the sent thoughts, or the spell does not expire.

It is possible for the animal to be slain by natural predators or other hazards, as specified by the DM. Base chance is 10%, modified by the place and time of the casting, the recipient's place and other such factors. It is possible for the chance of failure to get as high as 80% or even more. Note that the caster does not learn if the messenger succeeded.

Casting of this spell for any reason other than to deliver a message is an evil act (if one summons the animal for food, for example). This spell was designed for the Dark Sun campaign world.


Animal Merge (Enchantment/Charm)
Sphere: Animal, Charm
Range: 30 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 3 rounds
Area of Effect: One natural creature
Saving Throw: Special
Author: Unknown

By use of this spell, the druid is able to merge his body 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 druid has levels. The animal is allowed a saving throw versus spell (at +4 if the druid does not know the animal, normal otherwise), and if successful, the spell has no effect. However, if the druid first assumes the form of the type of animal he wants to merge with (by using his shape changing ability), no saving throw is allowed.

Once the druid and the animal have merged, the druid can cause the animal's body 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 druid suffers half a hit point of damage. In addition, should the animal die while under the control of the druid, a system shock roll must be made. If the roll is failed, the druid dies as well. When the spell ends, the druid is expelled from the body of the animal, and re-enters the form he had before entering the animal. This spell functions for druids only. If any other priest wishes to merge into an animal, he must use the 6th-level spell monster merge.


Avian Command (Enchantment/Charm)
Sphere: Animal, Charm
Range: 90-yard radius
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One avian
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>

This spell allows the priest to command any avian within range as long as the avian can hear him and he does not exploit it. Only normal avians can be affected, including variants in size. Thus eagles, sparrows, doves, etc., can be commanded but pegasi and phoenixes cannot. The command must be given in a short sentence of at most 25 words. The avian 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 feather.


Body Mending (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 4 hours
Area of Effect: Creature touched
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This allows the priest to mend broken or severed limbs of up to 1 day (per level of the caster) old. The caster must have the severed limb in his possession. The recipient must be currently alive, however he may have died previously. If the wound was cauterized, the spell will not work. Should the spell work, the limb will be returned, but no hit points are regained.

The material components for this spell is are piece of cloth and a splint.


Breed True (Alteration)
Sphere: Animal, Plant
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 month
Area of Effect: One creature or plant
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell causes any changes in the creature by speed plant growth or speed animal growth to become a normal feature in the animal's or plant's species. This animal or plant is then considered a normal animal or plant for most purposes of other spells - with the exception of further uses of the said spells.

The material component is greater mistletoe cut freshly from a tree, which is cut by a platinum sickle never before used by anyone. The mistletoe has to be caught in a bowl made from the living leaves of an oak. All material components vanish at the casting of this spell. The priest offers part of his life to stabilise the effect of the size increase or decrease; thus he loses a Constitution point in addition to the platinum sickle, the greater mistletoe and the bowl.


Brittle Stone (Alteration)
Sphere: Elemental (Earth)
Range: 5 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: 2 cubic foot per level
Saving Throw: Negates
Author: John M. Martz <john_martz@unc.edu>

With this spell, the caster causes any type of stone (sandstone, granite, etc.) to become extremely brittle and easily broken; so much so, that the stone may be crumbled by hand like pottery. When cast against normal stone, no saving throw is allowed, and the caster affects up to 2 cubic foot of stone for every level of experience. The priest may shape the spell to any dimensions, as long as no dimension is less than 1 foot and the area does not exceed the allowable amount. For example, at eighth level, Krystan can affect up to 16 cubic feet of stone; she might create a shallow hole in a door 4x4x1, or create a narrow tunnel 1x1x16. Stone doors and walls thinner than the area of effect may easily be kicked through - treat as thin wood for structural saving throws. When used to tunnel through underground rock, the DM must determine the likelihood of cave in.

When this spell is cast against inanimate stone that was magically created, such as that created by a wall of stone spell, treat as if a dispel magic spell was cast on the stone. If the dispelling fails, the stone remains intact. If the dispelling succeeds, the brittle stone spell functions normally (note: this spell does not dispel the stone, simply make it brittle).

If cast against a creature made entirely of stone, such as a stone or obsidian golem (but not rock golems, which are immune to transmutation spells), the creature is allowed a saving throw versus spell in addition to any innate magic resistance. If it fails both, it suffers a +4 penalty to its Armour Class for the number of rounds equal to the caster's level. If cast in this manner, brittle stone can only affect one creature, regardless of the spell's area of effect or the creature's size. The material components are two fist-sized stones from the bed of a stream or river. The caster holds a stone in each hand and claps them together while casting the spell.


Carving of Protection (Abjuration)
Sphere: Elemental (Earth)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5 rounds
Area of Effect: Item touched
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The caster uses a knife or dagger or other suitable tool to carve a special protective symbol on one useful item made of metal or stone (a weapon, a coin, a suit of armour, etc.). The item cannot be smaller than a coin.

The item becomes magical and possess the ability to protect the one who holds and uses it. It will confer a +3 bonus to his saving throws for a number of times equal to half the caster's level. The person can choose when to use this ability, but this must be announced before the die roll. The material component is the item, which disappears after the spell has expired. It must have some value to the character at the time of the casting; an ordinary piece of rock or wood, for example, cannot be used, but an obsidian dagger can.

Due to the link between the person and the item, no-one else can use it. This spell was designed for the Dark Sun campaign world.


Conjure Paranimental (Conjuration/Summoning)
Sphere: Animal, Elemental (All)
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to conjure animental. This spell conjures the equivalent para-elemental animal, in short a paranimental. The paranimentals survive in an even more hostile habitat. Thus, they receive 75% greater Hit Dice each than their normal animal counterparts. Thus, a paranimental lion with normally 4+4 HD would now have 7+7 HD. These Hit Dice are used when determining how many Hit Dice of paranimentals are conjured. Leftover Hit Dice which are not sufficient to summon another paranimental are dropped.

The paranimental follows the priest's desires willingly. The priest only has to instruct them and then can leave them to their task. They will fulfill it to the best of their abilities but they are still not able to master their fear of the opposing para-element.

The material components are the priest's holy symbol, a part of the para-element from which he wants to summon the paranimental, and a part of the animal type that he wishes to conjure.


Conjure Water Elemental [2] (Conjuration/Summoning)
Sphere: Elemental (Water)
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is akin to the other conjure elemental spells. It normally calls forth a willing 16 HD water elemental, but in some cases it calls forth a different water elemental creature. They are: 75% for a 16 HD elemental, 15% for 2d4 mud men, 8% for a marid, and 2% for a 21-24 HD water elemental (water elemental duke).

The material components are at least 15 gallons of water and the holy symbol of the priest.


Continuous Variable Heat (Alteration) Reversible
Sphere: Sun, Weather
Range: 6 yards
Components: V, S, M
Duration: Until dispelled
Casting Time: 8
Area of Effect: 20-yard radius sphere
Saving Throw: Negates
Author: Rob McNeur <rob@ccc.govt.nz>

This spell and its reverse, continuous variable chill, cause the affected area to become either warm or cool, the actual temperature defined by the caster, variable within a range of 200 degrees C (352 degrees F) down to -20 degrees C (0 degrees F). This spell was intended primarily as a heat source, not as an attack, although if used against cold-based creatures, they will take 1d6 damage per round per 50 degrees C greater than 20 degrees C they remain in the area of the spell (20 degrees C: no damage, 70 degrees C: 1d6, 80 degrees C: 2d6, etc.). If the reverse is used against heat-based creatures, they take 1d6 per 20 degrees C below 20 degrees C (20 degrees C: no damage, 0 degrees C: 1d6, -20 degrees C: 2d6). Continuous variable heat and its reverse are very handy for making cooking stoves, heaters, or refrigerators. The material components required are sulphur and wood for continuous variable heat, and a clear crystal and ice for continuous variable chill.


Cure Critical Wounds [2] (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell is a more potent version of cure serious wounds. The spell cures (or causes) 5d8+8 HP per application. Otherwise, this spell is the same in all respects as cure light wounds. This spell replaces the cure critical wounds from the Player's Handbook.


Cure Insanity (Abjuration)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown

The casting of this spell cures one mental malady in the subject. Insanity applies to any form of temporary or permanent mental illness, even those brought on by a psionic attack or a spell, such as feeblemind. See the Dungeon Master's Guide for examples of mental maladies. The material component of this spell is a piece of wadding.


Dariod's Vestigial Vine (Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 8
Area of Effect: The caster
Saving Throw: None
Author: Ramsey Dow <woodward@phs.bgsm.wfu.edu>

This spell allows the priest to grow forth from one of his fingers a vine. While any finger from either of the priest's hands is usable, the index finger of the priest's primary hand is generally chosen. The vine, while a magical extension of the priest's body, is treated as a separate physical entity, therefore having an AC 5 and 30 HP (plus an additional 2 HP per level of the casting priest).

The spell ends when either the maximum duration is reached or the vine takes more damage than it has hit points. The vine moves in a snaking fashion and is usable in most ways that an arm is. It uses up one of the priest's actions to use the vestigial vine, so, if a priest had only 1 attack per round and he chose to attack a creature with the vine, he would be incapable of performing another action until the following round.

The vine can attempt to retrieve an object, wield a sickle or similar weapon (although at a to-git penalty of -2 due to the unwieldiness of a man-made weapon in a vine's clutches), or it may be used to whip opponents. Whipping is the primary form of attack of the vine and, assuming a successful to-hit roll (with no adjustments), the target will receive 1d10 points of damage.

The material component for the spell is a small strand of vine and the juice from half a dozen holly berries (squeezed from said berries).


Dispel Charm (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Lord Skigg <camplte@wkuvx1.bitnet>

This spell will dispel any charm of up to sixth level cast upon the target of this spell, and has the advantage that, between the beginning of the spell and the end, other spells can be cast. Components are broken charm bracelets.


Displace Self (Alteration)
Sphere: Time
Range: Special
Components: V, S
Duration: Permanent
Casting Time: 2 turns
Area of Effect: The caster
Saving Throw: None
Author: Steve Miller <smiller@media.utah.edu>

This spell allows the caster to replace his counterpart in adjacent time stream. When the spell is cast, the time spirit forcibly removes his existence from one time stream and places it in the one immediately adjacent to it. The caster's counterpart is eradicated in that reality at the same time, the caster assuming his place.

This spell is generally only used by a time spirit in the most dire of straits, due to the irrevocable violence it does to the caster's counterpart and because the caster is also drained of all spells higher than first level and is left weak (-2 to-hit and damage, and -3 to Constitution checks) for 1d10 days following. Lawful aligned time spirits hardly ever use this spell, since it can be claimed with some justification that it is a form of murder (what other term can be applied to act of snuffing out the life of another human being, even if that human is a version of you?). Note that the use of this spell has a 25% 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.


Divine Attributes of the Avenger (Conjuration/Summoning)
Sphere: Vengeance
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

The priest begins this spell by describing in full the quest he is on. This includes naming the desired conclusion to the quest and imploring his deity to take notice of the urgent nature of the mission. When this description is completed, if the priest is successful in persuading his deity, the priest's body is surrounded by a majestic glow which grows in brilliance until the priest radiates the same illumination as the midday sun. This illumination lasts for 1 round during which the priest's body undergoes a miraculous transformation. After the light fades, the priest emerges with grey hair and a look of awe on his face. The awe fades in 1 round and the priest's mood is serene. Thereafter all of the priest's ability scores are raised to 19, and the appropriate bonuses as described in the Player's Handbook are applied. Note that the priest does not gain any divine abilities with this spell.

Use of this spell draws the attention of the deity, and the spell only succeeds if the deity is pleased with the usage (i.e., the priest is on a quest of overwhelming danger and is seeking vengeance for a terrible wrong, the priest is fighting in the name of his God against a special enemy of the deity, etc.). If the deity is very pleased with the priest, the bonuses may be applied to the priest for the entire length of the quest the priest is on.

When the quest ends, the priest falls to his knees, announces to his deity that the quest is over, and falls comatose for 1d4 turns. The material components of this spell are a vial of holy water (which must be swallowed during the casting) and the priest's holy symbol.


Drown (Conjuring/Summoning)
Sphere: Creation, Elemental (Water)
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Author: John M. Martz <john_martz@unc.edu>

With this spell, the caster causes the target's lungs to fill with water. The water hampers breathing, and the victim will begin to suffocate after his Constitution score in rounds (round up). Thereafter, a successful Constitution check each round with a cumulative -2 penalty will postpone damage for an additional round. After the first failed check, the victim suffers 1d6 damage each round until dead. For example, Talmac has a Constitution of 17; he will begin to suffocate after 6 rounds. On the 7th round, his player rolls a 3 - no problem, Talmac suffers no damage this round. But on the 8th round, the player rolls a 14 (he failed by one, since 17-4=13), and Talmac takes 1d6 damage that round and each subsequent round for the remaining duration of the spell.

A successful dispel magic cast on the victim immediately clears his lungs of water. A water breathing spell cast on the victim will allow him to ignore the presence of the fluid in his lungs for its duration. The material component of this spell is a fist-sized piece of pulp from a saguaro cactus.


Drown to Death (Enchantment/Charm)
Sphere: Elemental (Water)
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Special
Author: Angelos Bartzis <mc87034@central.ntua.gr>

The priest must point his finger at the victim, spit to the ground and say "drown to death". The victim is granted a saving throw versus death magic. If failed, he dies instantly, unless protected or immune to drowning (for example, water breathing creatures). If saved, he only receives 2d8+1 HP damage. The victim must be in an amount of water large enough to drown in.


Earth Vision (Divination)
Sphere: Elemental (Earth)
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Using this spell, the caster can inspect distant lands or areas through a specially prepared rock crystal.

This device is a large obsidian ball, at least a yard in diameter. The craftsmanship need not be absolutely perfect but the ball must be carefully prepared using stone shape; it will take more than two weeks with continuous use of that spell to prepare the necessary ball. This is not consumed in the casting.

After the manufacturing of the ball, the caster must cast earth vision on the crystal, followed by a series of other spells, complete with all the necessary components. These spells must be cast within one day from the time the priest cast earth vision on the stone or everything is wasted.

First level: bless, detect evil, detect magic, detect poison, detect snares & pits, and sanctuary. Second level: detect charm, find traps, know alignment, and withdraw. Third level: continual light, cure blindness, and locate object. Fourth level: detect lie, divination, imbue with spell ability, and tongues. Fifth level: commune with nature and true seeing. After the last of the spells has been cast, the priest must cast earth vision again on the stone, which unites everything together. The ball must be fixed in a specially blessed place and can never be removed or the placed enchantment is destroyed forever.

From that point forward, the caster can cast earth vision on the stone and turn it into a crystal-ball device. He is able to view persons or areas on the same plane, regardless of distance. In addition to the abilities of a crystal ball, the priest can cast all the divination spells from the above list through the device. The device can give a focus for magical transport, such as teleportation (the area is considered "studied carefully" then).

This spell was designed for the Dark Sun campaign world.


Elemental Imbalance (Alteration)
Sphere: Elemental (All)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: John M. Martz <john_martz@unc.edu>

The bodies of most creatures are composed of a mixture of all four elements (air, water, fire, and earth). With this spell, the caster creates a slight imbalance in the natural physical make up of the target by increasing the proportion of one element relative to the other three. For example, a priest of fire increases the amount of elemental fire in the target's body. Increasing the amount of elemental material has two effects.

First, the imbalance directly affects the target's abilities (statistics), strengthening some and weakening others. Specifically, four statistics are always affected:
Element Associated Statistics Opposing Statistics
Air Wisdom, Dexterity Strength, Constitution
Fire Dexterity, Strength Constitution, Wisdom
Earth Strength, Constitution Wisdom, Dexterity
Water Constitution, Wisdom Dexterity, Strength
The caster improves each of the target's statistics associated with his element by 1 point per 3 levels of the caster (to a maximum of +6), and he weakens those statistics associated with the opposing element by 1 point per 3 levels. However, no ability can be reduced to 0 or increased beyond 24.

For example, Samantha, an 11th-level priest of the earth, casts elemental imbalance on Halminok whose original statistics are Strength 17; Dexterity 15; Constitution 15; Intelligence 10; Wisdom 10; and Charisma 11. Both Halminok's Strength and Constitution are increased by 3 points; his Dexterity and Wisdom are decreased by 3 points each. Thus, his statistics for the duration of the spell are Strength 20; Dexterity 12; Constitution 18; Intelligence 10; Wisdom 7; and Charisma 11. He enjoys all benefits (greater damage bonus, more hit points, etc.) and suffers all penalties (loss of Dexterity defensive adjustment, -1 magical defense adjustment, etc.) associated with his new statistics. When the spell ends, his statistics immediately return to normal, and thus his abilities return to normal (hit points gained as a result of increased Constitution are lost only if they exceed his normal limit). The second effect of this spell is to provide modest protection against the element which has been increased. The target receives a +1 to Armour Class versus elementals from the protected plane and all saving throws against elemental-based attacks from this element. However, the target suffers a -1 to Armour Class versus elementals from the opposite plane and all saving throws against attacks from the opposing element. Thus, Halminok would save with a +1 against flesh to stone, but he would suffer a -1 penalty to his Armour Class in a battle against an air elemental. These bonuses are cumulative with non-magical bonuses (Dexterity reaction adjustment, for example) and with other magical protections (magical armour, for example).

This spell is traumatic for the target. At the end of the spell, he must make a system shock roll (using his normal Constitution). If he succeeds, nothing happens. If he fails, he instantly loses 4 HP per 3 levels of the caster (to a maximum of 24 HP) - that is 1 HP for each 3 levels of the caster for each ability modified. This loss is permanent and cannot be cured via natural means, nor do any of the usual curative spells (cure serious wounds, heal, regenerate, etc.) work. The damage can not be removed via remove curse or dispel magic. There are only two known means of restoring hit points lost in this manner: elemental bonding and wish. For the former to have the desired effect, the target must have been cured of all other wounds first (if not, elemental bonding will function normally, curing the existing wounds within three hit points of the post-drain level). In this case, the target is treated as if all damage was suffered from an elemental, and elemental bonding will restore drained hit points as per that spell.

An elemental priest can only increase the amount of elemental material from his plane of worship. A Dark Sun druid may only increase the elements associated with his guarded lands. For example, a druid who has access to the elemental spheres of fire and earth may increase the amount of either element. A templar may cast this spell in any form. The subject may be under the influence of only one elemental imbalance at a time; if he is the target of a second casting of this spell while the first is still in effect, both spells are instantly negated. If cast on an unwilling subject, the priest must succeed in touching the victim (make a successful attack roll). The victim is allowed a saving throw only if he is currently under the influence of an elemental imbalance spell or if he is currently protected against the element (for example, wearing a ring of fire resistance). In either case, the target is considered to be the target of an elemental attack and all normal rules apply (with respect to saving throw bonuses, for example).

This spell has no effect on beings native to the inner planes, nor does it affect undead. The material components are the caster's holy symbol and a small amount of the element to be increased.


Eliminate Air (Vacuum) (Alteration)
Sphere: Elemental (Earth)
Range: 10 feet per level
Components: V, S
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The caster can cause air to vanish. He can create a sphere of absolute vacuum, one foot in diameter per experience level, around a target of his choice. The target then suffers the consequences of vacuum.

Air priests may be offended by the use of this spell, especially if cast with no obvious reason or benefit. This spell was designed for the Dark Sun campaign world.


Eliminate Earth (Disintegrate) (Alteration)
Sphere: Elemental (Air)
Range: 10 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The caster can use this spell to cause matter to vanish. The target must be an inanimate object made of stone or metal or other earthly material (undead not included). The item can weigh as much as 10 pounds per level of the caster. Items heavier than this are not affected at all. The item must save versus disintegration or be totally destroyed, in a quiet "puff". Nothing remains. If cast against magically created or enchanted stone, metal, etc., the item saves versus disintegration with a +10 bonus. If cast directly at creatures from the plane of earth, these must save versus death magic at +2 or be slain immediately; if they save, they suffer 6d6 HP. The same holds for creatures such as stone golems.

Earth priests may be offended by the use of this spell, especially if cast with no obvious reason or benefit. This spell was designed for the Dark Sun campaign world.


Eliminate Fire (Extinguish) (Alteration)
Sphere: Elemental (Water)
Range: Special
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell can be used against any normal fire, as large as three 10-foot squares per level of the caster. The caster can extinguish the fire as a whole or diminish it slowly. He can also create a special "path" inside the fire, which is 5 feet per level long and ten feet per level wide, around him. The caster and his comrades, as named during the casting, can walk through the fire without any damage. If thus cast, the spell will last at most for one round per level.

Due to the extreme stretch on the caster's body, he must rest for three rounds (effectively, his Strength becomes 3 for this period). If directly cast against fire creatures, these must save versus death magic or be destroyed.

Fire priests may be offended by the use of this spell, especially if cast with no obvious reason or benefit. This spell was designed for the Dark Sun campaign world.


Eliminate Water (Evaporate) (Alteration)
Sphere: Elemental (Fire)
Range: 10 feet per level
Components: V, S
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The fire priest uses this spell to turn water into steam. The maximum amount of water that can be transformed this way is 75 gallons per level.

Creatures living inside the water must save versus death magic each round or die. They will eventually die if they cannot breathe air or whatever exists in the area. Those who approach or stand within 10 feet of the boiling water suffer 4d6 HP, save versus breath weapon for half damage. Those inside the steam are burned for 8d6 HP (those on a vessel for example).

The water to be affected must be gathered together in a defined mass. The spell has no significant effect against moisture or the like (it just evaporates one or two drops). If cast at creatures from the plane of water, these must save versus death magic at -3 or be vaporized; if they make the saving throw, they take 3d8 HP if they are near a source of water or 6d8 HP if not.

Water priests may be offended by the use of this spell, especially if cast with no obvious reason or benefit. This spell was designed for the Dark Sun campaign world.


Energy Strike (Conjuration/Summoning)
Sphere: Summoning
Range: 2 yards per level
Components: V, S, M
Duration: Instantaneous or 1 round per level
Casting Time: 7
Area of Effect: One creature
Saving Throw: 1/2
Author: Samuli Mattila <zam@vinkku.hut.fi>

In order to cast this spell, the caster must have negative plane protection cast upon him. That spell gives the caster a connection to the positive material plane. By means of energy strike, the caster is able to draw extra energy from the connection and cast it against an opponent. The caster forms a narrow bolt of raw positive energy, which strikes the desired creature. Living creatures must save versus spell or be stunned for 2d6 rounds. Undead* get 1d4+1 points of damage per level of the caster (save versus spell for half). Any inanimate object must save versus disintegration (with +4 bonus) or be blown to pieces. The caster is also able to use the extra energy to Cloak himself in it. This option reduces the duration of negative plane protection to 1 round per level. The caster is surrounded by a visible aura of shimmering energy. This can be sensed by intelligent undead* to be positive energy, and they can opt not to attack the caster. Any energy drain attacks are saved against with a +4 bonus and attacking undead* always gets 1d4+1 points of damage per every two levels of the caster (no saving throw).

The material components of this spell are the holy symbol of the priest and a wand of platinum worth at least 500 gp. This wand is not consumed by the spell, it only directs the energy surge to desired direction.

* This also goes for creatures from the lower planes. The magic resistance of these creatures is reduced by 1% per level of the caster, because positive energy is very hard for them to resist.


Entreaty (Conjuration/Summoning)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: 60-yard radius
Saving Throw: None
Author: Unknown

This spell exactly duplicates the effect of a chant spell (q.v.), except that the priest need not continue chanting. Its effects are cumulative only with a chant spell, and not bless, prayer, or protection (q.v.).


Fear (Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: 60-foot long, 60 degrees wide arc
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell causes all creatures within the area of effect of the spell to either save versus spell or flee in panic. Creatures affected are (65% - 5% per level) likely to drop whatever they are holding. This spell requires as its material component a single nail from the foot of a sheep.


Fire Gaze (Enchantment)
Sphere: Elemental (Fire)
Range: 30 feet
Components: V, S
Duration: 3 rounds per level
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell turns the caster's eyes into small fire globes. All creatures that meet the caster's gaze must save versus spell at -4 penalty or be charmed as per the spell (but those immune to charm person are not immune to this spell as well).

The target creature must be intelligent and have the ability to see. If the saving throw is failed, the caster can try to direct some or all of its actions during the spell. Otherwise the creature becomes immediately hostile. To determine who meets the gaze of the caster, use the rules for gaze attacks.

This spell was designed for the Dark Sun campaign world.


Fury (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Solomayn the Strangled <trknight@tayloru.bitnet>

Casting of this spell fills the priest with the fury of berserker rage. It is favoured by many of the priesthoods of gods of war and battle. When cast, it raises the priest's Strength to 18/00 (thus giving him a +3 to-hit and a +6 to damage), and it hastes the priest as 3rd-level wizard spell (thus the priest functions at double its normal movement and attack rates and gains a -2 initiative bonus). While in this fury, the priest cannot cast any spells, for he is completely enveloped in this berserker rage and in the battle at hand.

There are two drawbacks to this spell. One drawback is that the priest receives no bonus to Armour Class for Dexterity, he even suffers an additional penalty of 1 to his Armour Class. The priest is completely on the offensive, defense is not in his vocabulary. The second and more dangerous drawback is the strain put upon the body of the priest. For every round the priest remains in the fury, he loses 1d4 HP from physical strain (muscles tearing, blood vessels popping, chemical imbalance caused by too much adrenaline).

The duration of this spell is up to a maximum number of rounds equal to the priest's Constitution. If the priest goes down to 0 or less hit points during the fury, he will still remain conscious because of the fury created by this spell. But if the priest maintains the fury to 0 or less hit points, then when the priest dispels the spell or the maximum duration is reached, a system shock roll must be made or the priest dies instantly. If the system shock roll is made, the priest is barely alive and can only be healed magically. The physical strain has put the body beyond its normal healing capacity. If the fury is released before the maximum duration and the priest is still above 0 HP, then the damage can be healed normally. This spell is normally only cast in dire circumstances or by fanatical priests of war and battle. The material component of this spell is the priest's holy symbol.


Glyph of Smiting (Alteration, Evocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1 day or until discharged
Casting Time: Special
Area of Effect: The caster's weapon
Saving Throw: Special
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell is similar to the 3rd-level priest spell glyph of warding and the 4th-level spell glyph of shielding. Unlike glyph of warding and glyph of shielding, glyph of smiting is cast on a melee weapon used by the priest himself. If in combat, the priest is successfully attacks with the weapon with the glyph of smiting on it, the glyph is set off and affects the target. Damage from the glyph replaces any normal weapons damage. This occurs even if the target would normally take no damage from the attack (i.e.: was protected by a stoneskin or similar magic). The priest is not affected by the glyph of smiting, but the weapon must save versus disintegration or be destroyed, regardless of the type of glyph. 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 smiting, 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).

Glyph of smiting may be combined with the spiritual weapon spells (spiritual hammer, spiritual staff, spiritual flail, and spiritual mace) by casting it on the material component of the spell (i.e. the weapon) prior to casting the spell itself. Note that a successful attack which sets off the glyph immediately ends the spiritual weapon spell.


Godrage (Alteration, Enchantment)
Sphere: Combat
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

By casting this spell, the priest calls down the attention of his divinity and invokes the righteous wrath of the deity. As the earthly consequence of this godrage, the priest goes berserk. He will, for the duration of the spell, instinctively attack in melee combat any unbelievers (creatures of a differing alignment) within a 60-yard radius, giving preference to the most extreme alignments first. The spell does not give knowledge of specific alignments, only a feeling of who is the most worthy of being punished. Note that use of this spell may result in the priest attacking his own party members.

While under the effects of the spell, the priest attacks on the fighter table and gains a temporary skill level with his weapons (note: in my world, specialisation is more developed and certain priests can specialise to some degree, those who are not specialised gain the basic level of specialisation for the duration of this spell). Furthermore, the presence of the divinity surrounds the priest in the form of an aura that reduces all damage taken by the priest by 2 HP (1 HP minimum). Godrage is a state not unlike going berserk, but it differs in that while the priest engages solely in physical combat, he is still able to make intelligent decisions on how combat is to be conducted. After the spell ends, the priest must rest 1 round for every 2 rounds under the spell's effect. The components for this spell are a short verbal sermon given to the unbelievers and a consecrated weapon.


Greater Elemental Wall (Alteration, Evocation)
Sphere: Elemental (All)
Range: 10 yards per level
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>

This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (templars may cast this spell in any form). As with the other elemental wall spells, greater elemental wall covers a 20-foot square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition.
Element Properties
Air Creates a wall of poisonous gas that is 20 foot thick. Damage as per cloudkill (page 166, Player's Handbook).
Water Creates a wall of boiling water that is six inches thick. Any creature passing though a greater water wall suffers 3d8 points of damage plus 1 point per level of the caster. While it is possible to fire missiles through the wall, these attacks are at a -4 to-hit and damage. Water created by this spell disappears after the duration expires.
Fire Creates a wall of flames that is only inches thick and causes damage as a wall of fire, as presented in the Player's Handbook (page 225).
Earth Creates a wall of iron that is 1/4 inch thick per level of the caster. Treat as a wall of iron (page 172, Player's Handbook). Note: The duration of a wall of iron is not permanent on Athas (page 93, Dark Sun Resource Book).
The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.


Greater Healing Rays (Necromancy)
Sphere: Healing, Sun
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Francáois Menneteau <mennetea@acri.fr>

This spell is a very potent version of lesser healing rays, healing 5d6 points of damage.


Hidden Champion (Alteration, Enchantment)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 hour
Area of Effect: Sentient creature touched
Saving Throw: Negates
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

Through the use of this spell, the priest establishes a link between his life force and the subject creature's. The effect of this link is that half the damage sustained by one is transferred to the other. This link is evidenced by a golden, pulsing, thread connecting the two through the ethereal plane. When the link is in existence, the two creatures cannot be more than 1 mile per level of the priest apart or the link will snap, ending the spell. Those able to perceive the ethereal plane can see this link. Note that the damage transfer is two way. A duly consecrated altar, holy or unholy water, an appropriate sacrifice (DM's discretion) and the creature to be linked with are the material components for this spell.

Side note: I used this for an evil priest the party was trying to kill. The priest kidnapped the betrothed of the paladin and performed this ceremony upon her. This really messed up the party, since now, they couldn't just rush in and hack up the priest in an orgasm of hack 'n slash. They had to capture the priest and remove him from his sanctuary alive. I run consecrated grounds as being "home field" for priests and very disadvantageous for would-be desecrators. Examples: a -1 penalty on everything per alignment difference, cumulative bless for priests and generally bad luck for the intruders.


Improved Forget (Enchantment/Charm)
Sphere: Charm
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell causes one creature to forget past memories according to the following table, based on the level of priest. Memories may be regained by a remove curse, dispel magic, or wish.

Level Time Forgotten
1 last minute (round)
2 last 3 minutes (3 rounds)
3 last 5 minutes (5 rounds)
4 last 20 minutes (2 turns)
5 or 6 last hour (6 turns)
7 or 8 last day
9 or 10 last week
11 or 12 last month
13+ any 240 hours of past year

The material component for this spell is a piece of gum.


Improved Lion's Claw (Alteration)
Sphere: Animal, Combat
Range: 0
Components: V, S, M
Duration: 1d6 rounds + 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Unknown

This spell functions the same as lion's claw (cf. Dragon magazine, #132), but, in addition, the priest's toenails grow and thicken into claws. If the priest scores two finger claw hits during melee he gains the advantage of raking with its two foot claws that turn, each rake causing 1d8+3 points of damage. As with lion's claw, the priest needs some mistletoe and a lion's claw to cast this spell.


Invisibility to Flying Creatures (Illusion/Phantasm)
Sphere: Elemental (Air)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell renders the creature touched invisible to all creatures that have the ability to fly. This includes all such creatures, regardless of level, Hit Dice or Intelligence.

Creatures with the ability to fly include all these that can fly, hover or simply levitate by their own power, without help from another creature. This includes insects, birds or even wizards employing the fly spell. Creatures with a "flying" movement rate are always included. It is not necessary for the creature to fly, in order for the spell to affect them. If the creature loses the ability to fly during the spell, he will see the recipient.

Creatures with an Intelligence of 17 or higher receive a saving throw versus spell to disbelieve the spell automatically.

The component is 2 gp of gold dust, sprinkled over the recipient. This spell was designed for the Dark Sun campaign world. Any monetary units are for the Dark Sun, increase where appropriate.


Karma (Alteration)
Sphere: All
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Unknown

With each casting of this spell, the priest raises his effective level by one, to a maximum of two additional levels of effectiveness. The increase applies to all the priest's actions: spell effects, turning undead, saving throws, hit probability, etc. Hit points, number of spells known and level of spells known are not affected by this spell. The material component for this spell is the priest's holy symbol.


Kiss of Death (Necromancy)
Sphere: Necromantic
Range: 0
Components: S, M
Duration: Permanent
Casting Time: 3
Area of Effect: Person touched
Saving Throw: None
Author: Boudewijn Wayers <dedos4@win.tue.nl>

This spell will instantly kill the target. In order for the spell to take effect, the priest must kiss the victim. Note that this spell grants the victim no saving throw, but has an important prerequisite: the victim of the spell must be in love with the priest. This love must be non-magical in nature. Furthermore, the victim may not be under the influence of any spell from the enchantment/charm school.

This spell may only be cast by a good-aligned priest if he himself is also in love with the victim, and commits suicide immediately after the casting.

The material component for this spell are the priest's holy symbol and some ice-water, which is to be smeared upon the priest's lips before the kiss of death is delivered.


Kll'Rkh's Animal Assistant (Enchantment)
Sphere: Cosmos
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 3 hours
Area of Effect: One animal
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell can only be cast by druids. The druid seeks one animal of Intelligence 2-6 that inhabits his guarded lands. He can then befriend the animal and make it to agree to become his assistant.

The druid must converse with the animal and persuade it to help him. He can then assign it specific tasks, always according to its Intelligence. The animal will carry the assignment out, as best as it can. Animals with high enough Intelligence may, at the DM's discretion, offer their permanent services to the druid if the reason is well justified (such as watch over a critical place of the guarded lands). Examples of assignments are:

The druid must burn various herbs and incense for three hours, while he calls upon a member of the wanted species to come to him. At the end of the casting time the animal comes and then the druid converses with it. A saving throw versus spell determines the success (if it fails, the animal obeys the druid).

If the reasons for the summons do not further the druid's ethos, the spirit of the land may look with disfavour upon the druid (for example, summoning the animal only to kill and eat it).

In addition to the herbs and incense required, the druid must also make a sacrifice of a valuable item during the casting. This includes anything of value, be it a ceramic coin or a fruit of health. The item may have a value proportionate to the importance of the assignment, although this is not strictly necessary. This spell was designed for the Dark Sun campaign world.


Lightning Strike [2] (Invocation)
Sphere: Combat, Elemental (Air)
Range: 120 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 1-foot wide, 120-yard long beam
Saving Throw: 1/2
Author: Unknown

This spell is similar in use and effect to the 5th-level priest spell flame strike (q.v.), except that the effect is, of course, lightning. Damage inflicted is 6d8, halved if a saving throw is made.


Locate Element (Divination)
Sphere: Elemental (All)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3 rounds
Area of Effect: 50-yard per level radius
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The caster can use this spell to locate particular emanations of the elements.

In all cases, the area of effect is a circular area with a radius of 50 yards per experience level of the caster. He learns the answer at the end of the casting. The spell cannot be fooled by illusions or other spells of less than sixth level.

The material component is some of the material sought (a gas container, a flask of water, a gem or piece of iron or a burning stick for example). This spell was designed for the Dark Sun campaign world. Any monetary units are for the Dark Sun, increase where appropriate.


Mammal Command (Enchantment/Charm)
Sphere: Animal, Charm
Range: 90-yard radius
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One mammal
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>

This spell allows the priest to command any mammal within range as long as the mammal can hear him and he does not exploit it. Only normal mammals can be affected, including variants in size. Thus polar bears, whales, etc., can be commanded but sphinxes and xorns cannot. The command must be given in a short sentence of at most 25 words. The mammal will automatically understand the language the priest is speaking. Note that for this purpose, humans, demi-humans and humanoids are not considered mammals. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a nail of a mammal.


Meld into Nature (Alteration)
Sphere: Elemental (All)
Range: 30 yards
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Using this spell, the caster can meld into his natural surroundings and thus making himself invisible to other creatures. In order to cast the spell there must be a sufficient amount of the appropriate element available: rock or other similar material for the earth priest, a fair-sized fire, a water pool or air for the air priest. Druids can use the element they have major access to and templars can use any element. The elemental material can be as far as 30 yards away from the caster at the time of the casting.

If the caster melds into earth, fire or water, he makes himself totally invisible for the duration of the spell. He can be detected by magical means such as detect invisibility or true seeing, though. If he melds into air, he does not go invisible but rather transforms into an easily detected aerial form (clearly visible outline, blurs surroundings, lifts small items, etc.).

When inside the elemental material, the caster can see, hear and smell everything in range. He can even cast spells, although verbal communication with other beings is not possible. The caster can make any spells cast to appear coming from any point within a 30-yard radius from him, thus avoiding being detected by careful watchers. The elemental material can be harmed normally, such as chopping rocks to pieces, extinguishing fires or draining water pools. If the caster melds in the air, any attack against the aerial form causes normal damage (remember, it is very easy to detect this form). This spell was designed for the Dark Sun campaign world.


Mental Grunt (Alteration)
Sphere: Thought
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell causes the priest to give a special "oomph!" to any single action he is performing, regardless of its nature. In combat (magical, melee, or missile), it has the affect of either increasing the damage done, duration, area of effect, or something else of any spell or attack. Whatever the situation, however, its effects can only be felt for a short (often instantaneous) duration. It cannot be used to help the priest go several days without sleep, but it might allow the priest to double his maximum pace for a round. Occasionally, the spell backfires, causing some sort of catastrophic fumble. In order to determine the general effect of the spell, the DM secretly rolls 1d20, and consults the following table:

D20 Roll Result In game terms
1 Oops... Catastrophic Fumble
2 Uh oh... Normal Fumble
3 Dud... No effect
4-7 Fizz... +10%
8-10 Eh... +20%
11-13 So-so. +30%
14-15 Not too bad. +40%
16 Yea! +50%
17 Wow! +75%
18 Kick ass! x2
19 Take that! x3
20 Did I do that? DM's option

All effects are rounded down, should this be necessary.


Minor Elemental Shapechange (Alteration)
Sphere: Elemental (All)
Range: 0
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>

This spell enables the caster to assume a special "elemental form" for a limited period of time.

The caster becomes a lesser elemental of his devoted element; druids can become elementals of any sphere to which they have at least minor access; templars can become any elemental. The transformation takes place in one round, during which the caster can be attacked and hit automatically by any weapon.

When in elemental form, the caster has the abilities of that elemental. His hit points, THAC0 and saving throws do not change, however. If a dispel magic is successfully cast upon him or he is caught in a defiler magic area, the caster will return to his natural form and will die if he fails a system shock roll.

When the caster returns normally to his own form, he regains 1d12 HP. This spell was designed for the Dark Sun campaign world.


Oathbreaker (Conjuration/Summoning)
Sphere: Summoning, Vengeance
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

Oathbreaker is a powerful method of obtaining vengeance for a fallen comrade. The deceased person must have been known to the priest, and must have been killed through the treachery of the intended target of the spell. That is, the target must have violated an oath or agreement with the deceased person (king to subject, guest to host, etc.), or conspired to bring about the death of the deceased.

Casting oathbreaker begins with the priest bringing out an object that used to be in the deceased's possession (which is the material component of this spell), naming the deceased, and detailing the treachery which resulted in his death. Thereafter, two huge columns appear in front of the priest. Between the columns appears a great door. The priest then knocks on the door thrice, names the deceased, and pulls open the doors. The deceased person then steps through the door as a special undead creature.

The deceased comes back in a near corporeal form which mimics his form in life. The spirit has the same hit points as it did in life, and appear as it did in life. Although the spirit appears unarmoured, is affected only by magical weapons of +2 or better enchantment. The spirit has 50% magical resistance, and is unaffected by sleep, charm, and other forms of mental control. It can attack adversaries as a spectre, and can cast revisitation any time it comes within range of the person responsible for its death. In any case, the spirit's only purpose is to seek out and destroy the person responsible for its death; the spirit will exist only as long as the target remains alive.

If the spirit is slain with magical weapons, or is dispelled (for which it gets a saving throw versus spell as it would have in life) it can never be raised from the dead again, except by a wish.


Ostracise (Charm)
Sphere: Charm
Range: 10 feet
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Negates
Author: Boudewijn Wayers <dedos4@win.tue.nl>

Upon casting this spell, the victim is effectively ostracised from his community: everyone knowing the victim will look upon him with disregard, or even disgust. Even good friends and close relatives will start neglecting and avoiding the character, eventually resulting in total isolation of the victim.

This spell only affects reactions of those that knew the character before the spell was cast: the victim can, for example, move to another town and start a new life there. People meeting him there will react normally, unless the outcast's reputation has somehow reached them, in which case the may act with prejudice.

This spell can be removed by a remove curse spell, provided it is cast by someone at least two levels higher than the caster of ostracise. Also, a limited wish or wish will remove the effects.

To cast this spell, the priest must point at the victim and order him to leave the community, informing him that his presence there is no longer appreciated. The victim must be able to understand the words of the priest. The victim receives a saving throw versus spell, modified for Wisdom, with a -1 penalty to the die roll for every three levels of experience he has less than the priest. If the victim is of higher level, he receives a +1 bonus for every one level of difference.


Plant Growth II (Alteration) Reversible
Sphere: Plant
Range: 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Any plants in a 20-foot per level square
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to animal growth - it does the same thing to plant-like monsters. It doubles their size, Hit Dice, number of attacks, movement rate, damage per attack, etc. Thus, a treant of 20 feet height, 12 HD, one attack, 3d8 hit points damage, and a movement rate of 6 becomes a giant of 40 feet height, 24 HD, two attacks, causes 6d8 hit points damage per attack and has a movement rate of 12. Any hit points damage are first deducted from the new Hit Dice. Thus, if the spell runs out, the plant-like creature could still have its full normal hit points. If this spell is used in conjunction with the ordinary plant growth, then all times of hacking through are doubled, and the plants won't burn unless fireball or a similarly high powered spell is applied. If something is caught in these enormous plants, the creatures would have to be of truly enormous size (a rhinoceros wouldn't be able to break through such a jungle but a great wyrm might, if he makes his saving throw - magic resistance doesn't work). The reverse, plant shrinking II, reduces plant size by half.

The material components of this spell are the priest's holy symbol and a part of the plant type to be affected. This part has to be rubbed with a complete potion of growth.


Protection from Acid [2] (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

This spell is in all respects similar to protection from lightning (q.v.), except that it protects the creature touched against attacks using acid instead of lightning. The distinction between natural and magical attacks is changed somewhat however: "natural" are all acids made by alchemical procedures; "magical" are those acids produced by monsters (black dragons, oozes, etc.) or spells.


Protection from Earth (Divination)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The earth priest can rend a creature immune to all attacks based on earth. The spell protects against creatures from the elemental plane of earth, from or metal weapons or from attacks made using earth (sand, dust, rocks and the like). The recipient of the spell can breathe normally and does not suffocate if buried below ground or in the Sea of Silt. If the priest is 13th-level or more, the recipient can totally ignore the element of earth. He can pass through earth (stone, metal, rocks, dust, silt, etc.) and move with no hindrance at all.

The material component of the spell is a gem, of at least 1 gp value, eaten by the recipient during the casting. It vanishes after the spell expires. This spell was designed for the Dark Sun campaign world. Any monetary units are for the Dark Sun, increase where appropriate.


Protection from Water [1] (Abjuration)
Sphere: Elemental (Water), Protection
Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The water priest can protect against water, rain, acid and all water-based creatures (elementals for example). The creature is also protected against steam and can breathe underwater. The protection includes normal and magical attacks. If the caster is at least thirteenth level, the spell also acts as free action underwater. The material component of the spell is a flask of water poured over the recipient. This spell was designed for the Dark Sun campaign world.


Quench Flame (Invocation)
Sphere: Elemental (Fire, Water)
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Special
Author: Unknown

When this spell is cast, all normal fires in the area of effect (a 10-yard per level long, 10-yard per level wide, 10-yard high block) are permanently extinguished. All magical fires in the area of effect or being cast into that area within one round have a chance of being extinguished equal to the priest's percentage chance to successfully cast dispel magic. Any permanently enchanted fire items (a sword, flame tongue, for example) will have the above chance of being extinguished for one round. The material component is holy or unholy water.


Quest for Nature (Enchantment/Charm)
Sphere: Cosmos
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This is a specialized version of the quest spell, usable by druids. The caster requires the subject creature never to harm the natural environment and protect it as best as it can. Every time the subject creature purposely harms the environment or does nothing to prevent it from harm, he loses 1 point from his saving throws.

The caster is always responsible for the use of such powerful magic. Simply casting special quests to gain an advantage in a casual battle may bring disfavour upon him, including immediate failure of this spell. The spell lasts as long as the caster wills. Like the quest spell, it cannot be dispelled; it can be removed by a priest of the same religion and of equal or higher level than the caster. The material component of the spell is the druid's holy symbol.

This spell was designed for the Dark Sun campaign world.


Raise Energy (Alteration, Invocation)
Sphere: Charm
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 8
Area of Effect: One creature
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

When the priest uses this spell, he invokes a powerful sort of blessing on the spell recipient. The recipient will experience a level increase of 1 level for every 5 levels of the priest and all the abilities that come with the new levels for the duration of the spell.

Use of the spell requires a special sacrifice afterwards at the earliest opportunity.


Rednog's Animal Transfer (Alteration)
Sphere: Animal
Range: 10 feet per level
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 5
Area of Effect: One person per 5 levels
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 4th-level spell Rednog's plant transfer with the exception that an animal feature is gained. This feature can be one thing that is specific for the animal. Thus, a character could gain the bears claw and hug attacks, or a snakes poisonous bite, or a monkeys climbing ability (including long, hairy arms and a grasping tail), etc. Again, this ability has to be adjudicated by the DM. As with the previous spell, if the character uses his special ability to attack, these attacks use up all other actions the character has unless he has trained for almost excessive times in this new form. This spell cannot be used multiple times on the same characters while they still have one ability from one animal. The first spell has to run its course or it has to be dispelled before another ability can be gained.

The material components are a part of the animal of which the characters are to get a feature of plus the priest's holy symbol.


Salt to Flesh (Alteration) Reversible
Sphere: Elemental (Earth), Paraelemental (Silt)
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Author: John M. Martz <john_martz@unc.edu>

The salt to flesh spell turns any salt into flesh. If the salt was originally living, this spell restores life and possessions provided a successful system shock roll is made. Thus, any creature transformed into salt can be restored to flesh regardless of size. When cast upon ordinary salt, the caster can affect a volume of 10 cubic feet per level. In this case, the flesh is inert and lifeless.

The reverse, flesh to salt, turns flesh of any sort into salt. All possessions are converted to salt also. The victim is allowed a saving throw versus polymorph to resist the effects of this spell. If the target is currently suffering from dehydration, he suffers a -1 penalty to his saving throw roll for each day of dehydration (to a maximum of -4). Failure means that the victim is immediately turned into a statue of salt. As with flesh to stone, any statue created by this spell is subject to breakage or weathering; however since salt is more fragile than stone, the resulting statue is more susceptible to these threats. Salt statues are especially susceptible to liquids and blowing sand. Any statue exposed to at least one gallon of liquid or prolonged exposure to blowing sand in excess of 20 miles per hour suffers damage per the following table, and the victim, once restored to flesh, appears as if mutilated by acid. The DM rolls 1d4 and modifies the roll depending upon the type of damage. For water damage, the DM modifies the roll by adding 1 for every gallon of liquid. For wind damage, the DM adds 1 for every 20 miles of wind speed multiplied by the number of hours exposed. For example, a salt stature is exposed to a sand storm with 40mph winds for 3 hours. The DM rolls 3 on 1d4, modifies the roll by +6, and consults the following table for the effects under 9. The victim, if returned to flesh, permanently loses 5 points of Charisma and 9 HP. As can be seen, the effects are cumulative.
Modified D4 Effects
1-4 Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be reduced below 1). This damage can only be healed by regenerate, wish, or similar magic.
5-9 Restored individual permanently loses hit points equal to the modified roll (but cannot be reduced below 1 HP). This damage can only be healed by regenerate, wish, or similar magic.
10-14 One of the victim's limbs is unusable; the DM randomly determines which, using 1d4 (1: left arm; 2: right arm; 3: left leg; 4: right leg). This damage can only be healed by regenerate, wish, or similar magic.
15+ Restored individual is dead. He can be brought back to life with resurrection, wish, or similar magic. Note: raise dead will not work since the body will not be whole.
The material component is a small statue carved from salt.


Scram (Enchantment/Charm)
Sphere: Charm
Range: 60 feet radius
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: Up to 5 HD of creatures per level
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

By use of this spell, the priest may frighten away five Hit Dice of creatures, animal, or people per level of experience. Those affected will avoid physical contact for at least 1 turn per level of priest.


Selene's Improved Neutralize Poison (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell combines the effects of the 4th-level priest spell neutralize poison and the 2nd-level priest spell slow poison. The spell will first revive, then neutralize the poison in any individual upon which it is cast. It will bring back a supposedly dead individual if cast upon the victim within a number of turns less than or equal to the level of experience of the priest after the poisoning was suffered (cf. slow poison). Neither a system shock nor a resurrection roll is needed for a victim brought back in this manner and it does not count as a death for purposes of Constitution loss.

The reversed spell, Selene's improved poison, requires a successful attack roll in combat, and the victim is also allowed a saving throw versus poison, but at a -1 penalty per 3 levels of the priest. Failure indicates death.

The material component of this spell is the cleric's holy symbol.


Site Warning (Abjuration)
Sphere: Cosmos
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 10-yard per level radius
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell must be cast on a specific, circular area. It affects all of Intelligence 2 or higher with no saving throw. Undead are immune to it. All those who enter receive a clear mental warning not to proceed. It is faint at the edge of the circle but it grows stronger as they approach the centre. The subjects have an overwhelming feeling of danger but they are otherwise unaffected: the spell cannot impede the progression of a strong willed, determined individual. Language is not a barrier for this is purely an emotional, wordless message.

The material component of the spell is a gem of at least 20 gp value. It must be placed in the centre of the area and then blessed by the caster. The gem radiates a pale, green aura which dimly illuminates the surroundings.

At half a foot of the gem the feeling of danger is nearly insufferable and will affect all creatures regardless of Intelligence. To get closer, one must save versus petrification and make a Strength check: both with a -5 penalty. Those who fail in one of these are paralysed with terror for 1d4 rounds and cannot try again to get closer until they gain a level.

Small projectiles (hurled rocks, arrows, etc.) and poles wielded by other creatures cannot touch the gem. The caster can hide or protect the gem with other spells as the spell ends at once if the gem is disturbed in any way. The spell is usually used to prevent entrance to dangerous areas. Only one of higher level than the caster when he cast it can dispel the warning. This spell was designed for the Dark Sun campaign world. Any monetary units are for the Dark Sun, increase where appropriate.


Solar Sight (Divination)
Sphere: Paraelemental (Sun), Sun
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 hour
Area of Effect: Reflective surface touched
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>

This spell causes a reflective surface to serve as a scrying device for up to one hour as long as the sun is above the horizon - the caster must look at the sun in this reflective surface for the duration of the spell. The caster can only see things directly exposed to the rays of the sun. For example, if the caster is scrying a caravan crossing the sandy wastes, he could see the riders and wagons but not inside covered wagons. Now suppose the driver of the first wagon throws its tarp back, directly exposing 5 square feet of the cargo to the sun. Even though the entire inside of the wagon might be lit by diffused light, the caster could only see where the rays of the sun hit; he can not see anything that does not lay within that 5 square feet of direct sunlight. In all respects, the reflective surface behaves as a crystal ball, except the following. This spell can not be used when the caster is not in sunlight, and the chance of locating the subject is 0% when the subject is not exposed to the same sun that the caster is using (such as on another prime material plane). Viewing period and frequency limits apply across all surfaces the caster uses. Thus, given a 75% chance of finding the subject, the caster would have a 30 minute viewing period twice per day. If he used a mirror for two viewing periods and switched to polished steel for a third, he would risk insanity for exceeding his allotted frequency as detailed in the Dungeon Master's Guide.

A priest in good standing with the powers of the elemental plane of fire will suffer no ill effects from this spell, and it will work normally. One who is not on good standing will suffer retinal damage automatically (no saving throw allowed), becoming blind, and the spell will fail. Since this latter effect burns the victims retina, a cure blindness spell will not restore his sight; rather, stronger magic must be used, such as a restoration or wish spell.

The material components of this spell are the priest's holy symbol and any highly reflective surface (mirror, polished metal, clear water); neither are consumed.


Speed Plant Growth (Alteration) Reversible
Sphere: Plant
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One plant
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell causes a single plant (or an area of plants of 200 square feet per level if small, grass-like plants) to grow at an astonishing speed. It can be caused to grow one year per level of the caster in one round only. This growth is like natural growth. It can be interrupted at any time within the growth by the caster. Once the growth reaches its end, the plant stays in that cycle even if completely out of tune with the cycles of nature. Thus, this spell could cause an apple tree to green, carry blossoms, and fruit within one round, even if within the deepest of winter. Once the time of the plant has been changed by the spell it stays in that cycle. Thus, our apple tree would from now on would start to green within the latest of autumn, carry blossoms within the winter and carry fruit in the middle of spring. The reverse, stop plant growth, completely stops the natural growth of a plant, although the plant's natural lifetime is not changed. This spell and its reverse cancel one another.

The material component for this spell is an old oak's bark. This bark must still contain some life from the oak, thus it cannot be very old. In addition the priest needs his holy symbol.


Spiritual Mace (Invocation)
Sphere: Combat
Range: 60 yards
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 8
Area of Effect: Special
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell is similar to the 2nd-level spiritual hammer, the 3rd-level spiritual staff, and the 4th-level spiritual flail spells. The caster creates a shimmering field of force, shaped vaguely like a mace. The field does damage equal to a footman's mace (2-7 S or M, 1-6 L). Further, it gains magical to-hit and damage bonuses in exactly the same manner as spiritual hammer, spiritual staff, and spiritual flail (i.e. +1 per 3 levels).

The spiritual mace strikes as a fighter of equal level to the priest casting the spell, with double weapons specialization in footman's mace. Thus, the mace is +3 to-hit and +3 to damage due to double 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 mace anointed with either a dose of a potion of superheroism or the blood of a 9th-level fighter, which disappears when the spell is cast. For further information, see the 2nd-level spell spiritual hammer, the 3rd-level spell spiritual staff, and the 4th-level spell spiritual flail.


Stonewood (Alteration)
Sphere: Elemental (Earth), Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 turns
Area of Effect: Object touched
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

When a priest casts stonewood and subsequently touches a wooden object, the wood in that object is magically enhanced and given a stonelike strength. The altered wood is in every way the same as untreated wood (texture, colour, weight, flexibility, etc.) except for the stonelike strength and hardness. An object of up to 100 square feet and a thickness of no more than 1 inch per level of the priest of wood can be affected by this spell. To cast this spell, the priest needs mistletoe and a gemstone of at least 500 gp.


Strength of the Spider (Conjuration/Summoning)
Sphere: Vengeance
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>

At the end of this powerful prayer, the priestess's body convulses as if struck by lightning, and glows with divine radiance. Thereafter, the priestess's Strength is raised by 1d4 points plus 1 point for every two levels of the priestess (fractions rounded down), and is given full to-hit and damage bonuses commensurate with the new Strength. The priestess retains the augmented Strength for one round per level. The material component of this spell is a vial of unholy water which must be swallowed during the casting and the priestess's holy symbol.


Summon Flying Steed (Conjuration/Summoning)
Sphere: Elemental (Air)
Range: 1 mile
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5 rounds
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The air priest uses this spell to summon a flying creature to serve him as a mount. The creature must be intelligent (but not above average) and should be in the area when the casting takes place (the DM decides on the chance).

The creature will then be bound to serve the priest as best as it can. It will carry other persons, if it is able to do so (a roc, for example, can carry many). The caster has a limited telepathic link with the creature and can order it with simple mental commands. He must, however, ride it all the time; the creature will not move away from him. The spell does not in any way enhance the abilities of the mount or its intelligence. At the end of the duration of the spell, the creature will land for the rider to dismount. If there is no place to land, the creature will fly to the nearest land and leave its rider there. If the priest refuses to dismount, the creature will attack him.

Casting this spell with the intention of killing the animal is an evil act. The material component of the spell is a gold piece and herbs that must be burned at the time of the casting. This spell was designed for the Dark Sun campaign world. Any monetary units are for the Dark Sun, increase where appropriate.


Summon Land Power (Alteration)
Sphere: Cosmos
Range: 0
Components: V, S
Duration: 2 hours per level
Casting Time: 1 hour
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

By means of this spell a druid can improve his Strength, Constitution, Dexterity or Charisma to 22. The druid must have a great need to cast the spell, always related to his role as protector of the natural environment. He must meditate for one hour and communicate with his patron land spirit, explaining in detail the reasons he wants the extraordinary ability. Defeat of a powerful defiler (tenth level or more experienced) is an adequate reason.

At the end of the hour the druid gains the augmented ability if the spirit of the land agrees on the importance of the task. The spirit of the land may grant additional points if the situation is serious enough, at the DM's discretion (the spirit, being a sort of deity, can grant any number of points in any ability or abilities but this is very rare). The effects of this spell cannot be dispelled. Further, the augmented ability cannot be modified, either positive or negative, by any normal means such as draining attacks, use of magical items, etc., since it is the result of divine intervention.

This spell was designed for the Dark Sun campaign world.


Trace Defiler (Divination)
Sphere: Cosmos
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This divination is cast on the ash remains of a particular defiler. When completed, the caster may get an image of the defiler and his general direction and distance. If the caster is 13th-level or higher, he could also learn the name of the defiler (his common name or nickname). The ash must be mixed with water, two flasks per level of the defiler. The caster could very well not know his level. If the water is insufficient, the spell fails and the ash and water disappear. The ash from that particular spot cannot be used again to trace the same defiler, regardless of what remains of it. The base chance of success is 30%. This is modified as follows:
+5% per level of the caster.
-2% per level of the defiler.
+2% per level of the defiling spell.
+30% if the caster has already seen the defiler.
+5% per flask of water over the required quantity.
-20% per day separating this divination and the defiling casting.
This spell was designed for the Dark Sun campaign world.


Undead Regeneration (Necromancy) Reversible
Sphere: Necromantic
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: Undead touched
Saving Throw: None
Author: S.C. Lawley <u0e00@seq1.cc.keele.ac.uk>

By means of this spell the priest can "heal" an undead, restoring to its "unlife" a number of hit points equal to 1d6 plus the caster's level. Gaseous and intangible undead can be "touched" by a caster reaching into the space they occupy. The spell prevents normal undead attacks or effects of contact with undead from affecting the caster.

The reverse of this spell, drain undead, inflicts a like amount of damage. Undead "drain" damage is not gained as healing or extra hit points by the caster. The same protections against undead powers are given to the caster as undead regeneration confers. Only undead are affected by either version of the spell.


Vindicator's Quest (Enchantment/Charm)
Sphere: Charm, Vengeance
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

Vindicator's quest is similar to the 5th-level quest spell, with the following differences: vindicator's quest is cast upon oneself. Following the casting, however, every person that the priest comes in contact with is also subject to the quest. The priest need only explain the quest, argue for its moral correctness, and whoever listens to the story must save versus spell or be drawn into the quest. Creatures of the priest's religion are not allowed a saving throw (provided the priest is clearly recognisable as being of their common faith), and creatures of the priest's alignment save at -4. The spell has no effect on creatures whose alignment differs from that of the priest with respect to good and evil.

All creatures subject to the quest spell are unable to do anything but follow the leader of the quest. Failure to follow the priest will result in a -1 penalty applied to saving throws for each day that the quest is ignored. The priest casting the spell himself can never ignore the quest, and is single-mindedly devoted to its completion. A higher level priest of the priest's religion can remove the quest, as can some artifacts and relics.

Vindicator's quest has the requirement that the nature of the quest be one of vengeance. The priest must be certain of the moral correctness of the quest, and it must be looked on favourably by the priest's deity. The material component of this spell is the priest's holy symbol.


Visions of Pain (Necromancy)
Sphere: Necromantic
Range: 20 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
Author: Thomas Huijer <v912451@morrien.si.hhs.nl>

This spell allows the caster to reach into the victim's mind and find his worst fear. The target of the spell thinks that the vision is real and dies of fright, unless a saving throw versus death magic is made. A second saving throw must be made to determine if the victim thinks the vision is real or not. If he does think it's real, he runs away in terror for 1d6 rounds. If he doesn't, he sees that the vision is fake and he isn't harmed in any way. Note that the victim must be intelligent: unintelligent creatures, such as most undead, are not affected by this spell. The material component for this spell is a lens.


Vylja's Air Strike (Alteration)
Sphere: Combat, Elemental (Air)
Range: 60 yards
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: 7-foot radius by 40-foot high column
Saving Throw: 1/2
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

Upon casting this spell, a vertical column of condensed air crashed down in the area of effect. This enormous blast inflicts 1d4 points of damage for each level the caster has attained (maximum 16d4), but a saving throw versus spell for half damage is allowed. Items worn by creatures that fail their saving throws have to roll separate item saving throws versus crushing blow or be destroyed.


Vylja's Airy Assistant (Conjuration/Summoning)
Sphere: Elemental (Air), Summoning
Range: 3 yards per level
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

When this spell is cast, a creature is summoned from the elemental plane of air to serve the caster. It is humanoid in shape and approximately 10 feet high. The caster is able to order it around for 3 rounds per level he has attained (but see below). After this time, the airy assistant returns to its native plane.

The creature has low Intelligence and cannot speak. However, it can understand the verbal commands of its caster as long as these are kept fairly simple ("Attack them!" or "Guard this door!", for example). The priest can change the airy assistant's task as often as he deems necessary. These are its statistics:

Airy Assistant
10 HD; 45 HP; AC 3.
MV 6, fl. 18 (C); THAC0 11.
Number of Attacks 1; Damage 1d10+7 (19 Strength).
Intelligence: Low (2-4).
Alignment: Lawful Neutral.
Size: L (10 feet high).
Morale: 20.
XP Value: 1500.

Its Strength score also determines its weight allowance and its chance to open doors and bend bars.

An airy assistant is not in fact under the control of the priest who summoned it - it will obey the creature that possesses the holy symbol that was used for summoning it. So if the priest's holy symbol is taken from him by someone, the control over the airy assistance for the rest of the duration passes to that person. If the holy symbol is destroyed, the airy assistant immediately returns to its own plane of existence. An airy assistant can be physically destroyed, and it can also be forced back to its home plane by a successful dispel magic, abjure or banishment. Dismiss air elemental (the reversal of conjure air elemental) also works. A protection from evil or good spell will keep the airy assistant at a distance.

The material component for this spell is the caster's holy symbol.


Vylja's Energy Shield (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

When Vylja's energy shield is cast, the protected creature is surrounded by a glimmering and crackling blue cloak of magic. The energy shield lasts for 5 rounds for each level of the caster, unless it is exhausted earlier.

The energy shield will absorb attacks based on pure magical energy that are directed against the creature it protects. It absorbs one magic missile for each level the caster has attained (a magic missile cast by a 9th-level wizard will take five charges off the energy shield). At the end of each round during which the energy shield has absorbed at least one magic missile, there is a chance of 1% per level of the caster of the magic missile that the energy shield implodes, causing the protected creature to suffer 1d4 points of magical energy damage for each charge it has left.

Vylja's energy shield also protects against spellfire attacks: it absorbs its caster's level Hit Dice of damage before becoming exhausted. The chance of the energy shield imploding rises to 2% per level of the spellfire wielder. This 2% is cumulative with the 1% mentioned above.

When a creature protected by Vylja's energy shield comes into contact with a wall of force, the energy shield automatically implodes. There is however also a 3% chance per level of the caster of the energy shield that the wall of force will also be dispelled.

Because magical attacks based on fire, electricity and cold are partly supported by pure magical energy, a creature protected by an energy shield has a bonus of +2 on its saving throws against such spells. This does not exhaust the energy shield in any way, and such spells cannot cause the energy shield to implode.

In order to cast Vylja's energy shield, a priest needs his holy symbol and a sapphire worth at least 1000 gp.


Vylja's Storm Armour (Conjuration)
Sphere: Elemental (Air), Protection
Range: 0
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

Upon casting this spell the creature touched by the priest is covered on all sides by a translucent armour of dense air and wind, approximately 3 inches thick. This air current absorbs the damage inflicted by weapons of all kinds and effectively grants the protected creature an Armour Class of 1. The storm armour can be combined with magical devices like a ring of protection. If the creature touched already has an Armour Class of 2 or better, the storm armour will improve it by two places (from AC -3 to AC -5, for example). A storm armour also grants full protection against natural and magical gusts of wind, so that the creature protected can walk through hurricane like winds without suffering ill effects (the creature can still be hit by flying debris of course).

Other creatures can deduce the presence of a storm armour, because the protected creature's hairs and clothing will be moving as if blown upon by a soft breeze. The material component is the priest's holy symbol with which he has to touch the creature to be affected.


Vylja's Zephyr (Conjuration/Summoning)
Sphere: Elemental (Air), Summoning
Range: 10 yards
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

This spell enables specialty priests of Aerdrie Faenya (the elven goddess of air, weather, and flying creatures) to summon a special mount from the elemental plane of air: a zephyr. Zephyrs are large flying creatures with a remarkable physical resemblance to giant eagles, but their bodies consist of dense air instead of bones and blood. Their bodies and feathers usually appear a translucent white, but this changes into the colours of the rainbow when shone upon by the sun. A zephyr has these statistics:

Zephyr
4 HD; 30 HP; AC 7.
MV 3, flight 48 (B); THAC0 15.
Number of Attacks 3; Damage 1d6/1d6/2d6.
If it has dived for more than 50 feet, it gains a bonus of +4 on its attack roll, and the claw damage is doubled (but not the beak attack).
Intelligence: 10 (limited telepathy with the priest).
Special Defences: Due to its exceptional eyesight, a zephyr cannot be surprised during the day, nor can its rider. Only magical weapons can hit a zephyr.
Magic Resistance: 15% (also for its rider).
Alignment: Neutral.
Size: L (10-foot high, 20-foot span).
Morale: 20 (absolute loyalty to the priest).
XP Value: 1000.

As all zephyrs belong to the retinue of Aerdrie Faenya, the goddess has to grant her personal permission to the summons of the priest. The zephyr will stay until the spell expires, but the priest can send it back to its plane of origin whenever he wants to. Only the priest who has summoned it can ride the zephyr, and no special proficiency is needed for him to do so.

A zephyr can only be hit by magical weapons. It is also vulnerable to spells that penetrate its magic resistance. Dispel magic, abjure and banishment will, if successful, send the zephyr back to its plane of origin early. The zephyr can only be cured by the spells of the priest that summoned it. Should a zephyr die, while serving a priest, the priest will be unable to summon another one until he has repented, performing a special service to his goddess. Even if the zephyr is not killed, only one summons for the animal will be granted each week.

The priest needs his holy symbol to cast this spell, and a feather of a giant eagle.


Warp Metal (Alteration) Reversible
Sphere: Elemental (Earth)
Range: 10 yards per 4 levels
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Five pounds per level
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

This spell is similar to the 2nd-level warp wood spell, except as noted above, and that metal substances are affected. For those objects that possess structural strength, this spell does 1 point of structural damage per 3 levels of the priest. Against metal creatures (iron golems, for example) the spell inflicts 1d4 points of damage + 1 per level of the priest (save for half damage).


Wraith's Form (Necromancy)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

The priest and all carried gear become para-ethereal, and an aura of negative energy surrounds the priest. The priest can only be struck by magical weapons or by silver weapons for half-damage and is treated as gaseous for movement purposes. Undead will not recognize the priest as a living being unless they are of higher status and Intelligence in which case they may save versus death magic at -4 in order to recognize the necromancer for what he is. Living creatures suffer 1d6 damage on touch (which is the priests only attack on non-ethereal creatures during the spell duration). The priest may negate the effects of the spell at will, but will appear to non-ethereal creatures as a shadowy, smoky, semi-transparent ghost and will take 1d6 damage per round from sunlight. Note that this spell may be cast only from planes adjacent to the ethereal (those being the primes and the surface of the inner sphere). The priest is not affected by normal winds. The material component for this spell is a bit of cotton wool.