Seventh-Level Spells

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Alter Personal Timeline (Alteration)
Sphere: Time
Range: Special
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None
Author: Steve Miller <smiller@media.utah.edu>

Through this spell, a time spirit may choose one event up to 5 years per level into the past and change it in any way he sees fit. This then changes his timeline, and possibly the timeline of those he has dealt with up to that point (if the caster chooses never to have met Karp the Slayer, then that part of Karp's timeline is altered, too). Whether this spell lets the caster alter his native time stream, or merely shifted himself into another timestream (as per displace self) that matches the situation he was looking for, is something time spirit philosophers get into heated arguments about. Regardless, the use of this spell has a 60% 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.


Avatar (Invocation)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

The use of this spell brings forth very potent energies to the priest's disposal. The spell actually causes part of the priest's deity to inhabit the priest. The priest will then become an avatar of the god with one of the god's aspects.

The avatar will have the powers of a demi-power and will have the priest's choice of one of the classes the deity has experience in (one of the deity's aspects). In addition to these powers, the priest still retains his own powers and abilities. If the class chosen is the same as one of the classes that the priest has, then he will have the higher of the two levels.

The priest will retain the power until the situation no longer requires it (plus a couple of rounds for mopping up), or until the avatar is killed. If the avatar is killed, the deity loses the abilities of the class for one tenth of the time that the god would normally be "dead" as if slain on his home plane.

In order to receive this spell at all, the priest must exemplary in his faith. The spell, if used, would require special sacrificing afterwards (this is the material component for the spell). Exactly when and how much depends on the god.

If the spell is used to confront another avatar or deity, then rather than having a confrontation, the deity may decide to do something else instead, such as any form of indirect help. If the deities involved are traditional enemies...

If the privilege of having this spell is misused in any way, then the offending priest will be severely punished, maybe losing the opportunity to cast this spell forever, or in a more serious transgression, losing all priest abilities forever.

The deity is not enslaved by this spell and thus does not have to answer the spell's partial summons. If the need is there, then more than likely, the spell will be answered.


Awaken Forest (Divination, Enchantment/Charm)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 2 hours
Area of Effect: 10-mile + 1 mile per level radius
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

With this ceremony, the priest call upon and wakens the spirit of the forest. The effects are that the priest becomes one with the trees in the area of effect. Whatever happens in that area, the priest instantaneously knows. He has the power to cause one tree per level within that area to animate as if it were a treant. Any real treants in the area become aware of him and are receptive to any suggestions made by the priest. A changestaff (see the changestaff spell) is needed too, if any trees are animated. Each tree animated reduces the changestaff by one Hit Die.


Begalund's Battery (Alteration, Metamagic)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Sarien Loth-Lorien <jjenks@nmt.edu>

The battery spell allows the caster to store spell energy for use at a later time. The caster creates a temporary magic item called the battery. Within this battery, he can store one spell level per casting level. Charges (as these stored levels are called) are semi-permanent meaning that they will remain until dispelled. Anti-magic shells and similar magics will only negate the use of a battery while such are within their area of effect, the battery will not be dispelled. Stored levels are withdrawn from the spells the priest has currently memorised, with the highest level spells being removed first. In other words, this spell is best cast when the priest is not expecting to be needing his high level spells. Using a bejuryl stone (or any other DM-chosen expensive object) of 1000 gp worth per charge to be stored (fourteenth level means 14 charges, which accounts to 14,000 gp), the priest casts this spell and then begins to power the battery by losing one spell level per hour (so the above gem would take 14 hours to charge) into the gem. Spells which are partially removed cannot be cast, and if the battery is fully charged with part of a spell remaining, then that partial spell is also lost. The charging process will never take more than 24 hours no matter how many charges are needed.

The charges are then stored within the gem and can be recalled at any time in the future. The caster must use the battery to cast his spells, and the charges can only be used to cast spells that the priest currently has memorised - it cannot be used to cast whatever spell the priest wants, and it certainly cannot be used to cast a spell outside the priest's allowed spheres. Any number of charges up to 7 can be withdrawn in a round, and any spell cast while using the battery remains in the priest's mind, and can be cast normally at a later date. Spells cast with the battery have a normal casting time, and all components (other than material) must be used. The battery takes the place of the regular material components, and is consumed when the last spell is released.

The caster can have only 1 battery in effect at one time, and when it is drained of charges it becomes a worthless glass sphere. Note that this spell can be used to power any spell of any level (which the priest can normally cast), but as its primary use is to allow the priest to recover spells whilst in an area which prevents this. Normally, only spells of higher than third level will be cast with the battery, as 3rd-level and lower spells can be regained by the priest without contact with his deity.


Black Storm of Vengeance (Invocation)
Sphere: Elemental (Air, Water), Vengeance, War, Weather
Range: 400 yards
Components: V, S
Duration: 1 round per level
Casting Time: 1 round per level
Area of Effect: 120 yard radius circle
Saving Throw: Special
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

This powerful spell is invoked primarily against invading armies or in siege warfare. The spell's primary effect is to destroy or prevent the passage of troops who have attacked the priest or his comrades. This spell requires the priest to concentrate for the full duration of the spell. The casting time and duration are simultaneous.

In the first round of casting, the priest summons an enormous black storm cloud over the area of effect. Lightning and crashing claps of thunder rock the area, and creatures within the area of effect must save versus paralysation of be deafened for 1d4 turns. On the second round, the priest calls six lightning bolts down from the cloud. Each is directed at a specific target, and each bolt does 8d8 points of damage (A successful saving throw indicates half damage). On the third round, hail stones pound those in the area of effect for 3d10 points of damage (no saving throw). On the fourth and fifth rounds, tornadoes sweep through the area of effect toppling 1 creature in 4, and doing 3d6 points of damage to 1 creature in 6. On the sixth and seventh rounds, acid rains down on the area of effect inflicting 1d4+1 points of damage. No saving throw is allowed. On the eighth and subsequent rounds, violent rain and wind gusts reduce visibility to five feet and movement is reduced 75%. Missile fire and spell casting from within the area of effect are impossible.

The sequence of effects ceases immediately if the priest is disrupted from spell casting at any time. The priest may opt to cancel the effects at any time.


Conjure Air Elemental [3] (Conjuration/Summoning)
Sphere: Elemental (Air)
Range: 40 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

This spell enables a priest to summon an elemental from the elemental plane of air to serve him. In all other respects it is similar to conjure earth elemental.


Conjure Water Elemental [1] (Conjuration/Summoning) Reversible
Sphere: Elemental (Water)
Range: 40 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>

This spell is in all aspects the same as the spell conjure earth elemental in the Player's Handbook (q.v.), except that it opens a gate to the plane of water, and that an equal-strength water elemental will appear.


Create Potion Plant (Alteration, Enchantment/Charm)
Sphere: Creation, Plant
Range: 0
Components: V, S, M
Duration: 1 year per ruby
Casting Time: 7 days
Area of Effect: Plant touched
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell changes a normal (fruit) plant into a magical potion producer. The plant will change over the course of one growing period (which might be a short 3 or 4 weeks for grass and a rather long 2 or 3 years for an apple tree) until it reaches an "adult" state. At this state it has changed completely. It will then produce only some fruit each picking season but these will contain the power of a spell each. The powers contained in the fruit were determined by the priest at the casting of the spell and can never be changed afterwards except with a full wish spell. The priest may put up to one spell level per priest level of power into the plant. The single spells may have a power each of up to 1/3 of the priest's level (rounding up). Thus, a priest of eighteenth level may instil a plant with the power to create fruits which contain a maximum of one spell each, but each spell may be a maximum of 6th level, up to the maximum of 18 spell levels. Up to 3 fruits simulating a heal spell each would be possible. These fruits spoil as easily as normal fruit, but they can be preserved and changed like normal fruit. If the plant is of a type which produces small fruit like raspberry, it is necessary to eat one pound of these fruit instead of only one. It is possible to change these fruit and their juice into marmalade or a pop sickle, if desired - the products still contain the power of the spell until the products are consumed. It is possible to combine several potion fruit juices to create a single potion, but in this case the creator has to roll a potion miscibility check; to this roll will be added the creator's level as a percentage (if on a percentile scale), or one fifth the creator's level if 1d20 is rolled. The maximum effect of combination is one potion per 5 levels of the creator (round up).

The material components for this spell are the holy symbol of the priest, the sapling of the plant to be changed, one scroll containing each spell to be given to the plant, and one ruby (a minimum of 500 gp each) for each year that the plant is to survive.


Cure Vampirism (Alteration, Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 turns
Area of Effect: Vampire touched
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

By means of this spell, a priest is actually able to convert a being who has been changed into a vampire back to his mortal self again. At the same time, it changes the cursed being from an undead status to a living creature again (since a vampire is inherently a dead mortal). The spell must be cast within 5 days after the vampire to be cured has been slain or it will not work.

After casting this spell, the cured vampire must rest for a minimum or 24 hours before engaging in any activity.

Cure vampirism is not as simple as just casting the spell and changing a vampire. The material component of this spell is the heart of the vampire who originally cursed the recipient of the spell with vampirism. In many cases, this will probably send the characters on a quest to destroy the vampire. Only a fragment of the heart is necessary to cast the spell. Therefore, if several people have been inflicted by the same vampire, the heart can be divided up and used as the material component for all to receive the spell. However, if the vampire is destroyed and there is nothing left (total destruction by sunlight, for example) then the spell component is lost and the spell cannot be cast. The recipient vampire must make a successful resurrection check or the spell will fail and the victim will not be able to be raised again.

In addition to the original vampire's heart, the spell also requires the priest's holy symbol and a stone altar (on which the body is laid) as material components. The altar must be decorated with gems and precious metals worth 10,000 gp and is fused into a worthless lump of obsidian after casting.


Death Wail (Necromancy)
Sphere: Necromancy, Vengeance
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 9
Area of Effect: 30 foot radius sphere
Saving Throw: Negates
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

At the culmination of this dreadful spell, the priest utters a deafening cry or shriek which is heard by one creature within area of effect per level of the priest. Those hearing the spell must save versus death magic or die instantly. Creatures who cannot hear (due to ear plugs, deafness, etc.) can be targets, but are considered to automatically make their saving throws.

This spell is most often cast over the body of a slain comrade in an effort to slay those responsible for the death and in mourning for the lost friend. Since the use of this spell attracts the attention of the priest's deity, and because the deaths result from the deity sharing in the grief of the priest, the spell works only if the priest is truly mourning the lost friend, and only if the deity approves and joins the priest. Those creatures most directly responsible for the death of the comrade are slain first, thereafter, victims are chosen at random. The priest is never the victim of his own death wail.

This spell need never be prayed for by the priest, however, seven spell levels of available spells are drained from the priest's mind (beginning with the highest level spells available). If the priest has fewer than 7 spell levels remaining, he takes 1d6 points of damage for every spell level less than 7 currently memorised.


Death Warrior (Invocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

It is only a god of war or death, or a perverse deity that will allow his followers to use a spell such as this.

The spell is cast when the priest has been struck his death blow. The spell cannot be cast if the priest is knocked below his level in negative hit points in any one round. The spell can be cast even if the priest had already cast a spell in the combat round. It is very difficult for the priest not to get the spell off.

The effects of the spell occur immediately. The priest has all his spells memorised, and his level and hit points are doubled for the duration of the spell. The priest cannot have more spells than his level would normally allow. The priest will fight insanely and attack all foes in sight until the spell ends, the priest dies again, the priest casts another death warrior spell, or the spell duration ends.

When the spell finally ends, the priest immediately dies and the body vanishes, not to be found again. The deity personally collects the soul of the priest.

A priest will normally use the spell only if he thinks that there is a battle that he will not survive, and thus try to use this spell for a last revenge.

The priest cannot be brought back to life, but if a group of adventurers went and petitioned the deity of the priest, then the deity may decide to free the priest's soul in exchange for a service (a suitably long quest will usually do).

The spell, when cast, causes the priest's holy symbol to destroy itself in a dramatic manner (blows up in a flash of light and sound, melts, etc.) but this causes no other effects. If the spell is to be cast a second time, then the priest will require a second symbol.


Divine Visage of the Avenger (Conjuration/Summoning)
Sphere: Summoning, Vengeance
Range: 0
Components: V, S, M
Duration: 1 hour
Casting Time: 3 turns
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 is persuading his deity, clouds form over the priest and the priest's body is struck by a tremendous lightning bolt. The lightning flashes for one full round, during which the priest's body undergoes a glorious transformation. After the flashing subsides, the priest emerges as a fully empowered avatar of his deity.

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 an urgent quest in the service of the deity). When the priest casts this spell, he gives over his will completely to that of his deity. The priest can, for the most part, make his own decisions. However, if the priest ever strays from the alignment of the deity or ever acts out of character for a divine being, the priest is instantly and irrevocably struck dead, and the deity assumes control of the avatar. The deity can, of course, at any time take over the body of the priest or avatar. At the end of the one hour period, the deity can decide to keep the priest in the form of the avatar for another hour, or can choose to end the spell. The deity can even choose to keep the priest as the avatar for life. In this case, the deity assumes control of the avatar and the character of the casting priest is irrevocably gone.

If the deity chooses to release the priest, the avatar's body will glow with a pure white radiance and vanish. The priest will then be teleported to a location of the deity's choice, and will fall comatose for 1d4 turns. Thereafter, the priest will be unable to cast spells until the next day, and will be under the influence of a quest spell placed upon the priest by the deity. The quest is the price of calling on the deity for direct aid.

The material component of this spell is a sacrifice appropriate to the deity as determined by the DM.


Druid's Curse (Abjuration, Alteration, Conjuration/Summoning)
Sphere: Wards
Range: 100 feet per level
Components: V, S, M
Duration: Until triggered
Casting Time: 1 week
Area of Effect: Slayers of the druid
Saving Throw: 1/2
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is one of the last defences a druid has. It triggers the most powerful curse a druid can cast, but only upon the death of the druid by unnatural forces or by what he considers unnatural forces (this does not include the forces of an avalanche triggered by opponents unless knows it was triggered by his opponents). When this curse is triggered any persons, who actively participated in the slaying (including giving the order to slay) of the druid (even if he was killed as an innocent bystander), and who are still within an area of a hundred yards per level of the druid will be affected by the curse. This curse causes a reduction of any physical abilities to 3 and any mental abilities to one half unless the creatures succeed at a saving throw versus spell. In that case, they suffer only a reduction of their physical abilities to a 9 (no effect if already less) and a reduction of their mental capabilities by a quarter. Mental capabilities include number of spells and the ability scores of Intelligence, Wisdom, and Charisma. In addition to this, their hit points are halved or quartered if they succeed or fail at a second saving throw versus spell, respectively. These effects last until remove curse and atonement of a druidic deity have been cast. The quest for the atonement has to be in the druidic sense of piety. The material components are the holy symbol of the druid, plus the amount of mistletoe the druid usually needs during one year. In addition, the druid has to create a clay pot which is inlaid with rare barks from an oak which has to have died by natural causes in its first year of growth. Into this he has to fill a mixture of soils from the farthest points of the earth from all four cardinal directions (calculated from the druid's groove), a mixture from several types of water (again from the four cardinal points), and the crushed remains of the oldest scarabs still existing that died of natural causes (this is the real bug). This mixture has to be sealed for a full year with a cork plug and waxed paper. The whole pot including mixture must not be kept within 100 feet of something magical for the whole year. After that, the pot is ready to be a material component for this spell. As long as this pot is kept unopened within the druid's grove the spell can be kept active. Once the pot is opened or taken from the druid's grove it becomes completely worthless and a new pot has to be begun. A druid can have a maximum of one of these pots at once. Note: after the one-year ageing time the pot can be kept within 100 feet of something magical or it can be enspelled itself to be protected from others. Even if the spell is triggered the pot may be reused. This reusage (we could also say recycling) of the pot requires a ritual of one day per druid level so it becomes attuned again to the druid.


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 can become a lesser elemental from a sphere he has at least minor access or a standard elemental from a sphere he has major access. The lesser elemental will have 6 Hit Dice and the standard elemental will have 12 Hit Dice (roll for hit points for each casting, adding any Constitution bonuses to each dice). Hit Dice affect the hit points, THAC0 and Armour Class, but the caster retains his own saving throw numbers.

The change takes place within a single round, during which the caster can be attacked and be hit automatically by any kind of attack. If he dies in the elemental form, he immediately returns to his own form allowing for possible resurrection.

When in elemental form the caster gains the abilities of the elemental. He is immune to exposures to that element and can only be hit by enchanted weapons. If a dispel magic is successfully cast on him, he returns to his original form immediately and dies if he fails a system shock roll. When the caster returns normally to his original form, he gains 2d12 HP. This spell was designed for the Dark Sun campaign world.


Energy Field (Conjuration/Summoning)
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 1/2-yard per level radius
Saving Throw: Special
Author: Samuli Mattila <zam@vinkku.hut.fi>

In order to cast this spell, the caster must have negative plane protection cast upon him. The spell summons energy from the positive material plane and sends it around caster. Every undead creature in the field must save versus death magic or be utterly destroyed. If the saving throw is successful, it takes 1d4+1 points of damage per level of the caster and is blinded for 1d6 rounds. If it saves versus spell, it is not blinded and takes only half damage. All living creatures in the field must save versus spell or be stunned and blinded for 1d6 rounds. Any magic resistance the undead or creatures from the lower planes might have, is reduced by 2% per level of the caster, because positive energy is very hard for them to resist.

The material components of this spell are the priest's holy symbol and a ball of platinum worth at least 1000 gp. These are not consumed by the spell. When the caster completes this spell, he must roll a system shock check or pass out for 1d6 turns because of the massive energy surge that goes through him.


Eyes of the Beholder (Alteration)
Sphere: Animal, Combat
Range: 0
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Creature touched
Saving Throw: None
Author: The Avangion of Delphi <syrek@delphi.com>

This spell enchants the touched creature (possibly the caster) with abilities similar to those of a beholder with respect to the eyes. By using this spell, the eyes of a creature (or the caster) can be enchanted with one spell like power each. For most demihumans and humanoids this is two. The casting time is one turn for each enchantment cast plus the casting time of the enchantment. To cast this spell, the caster first casts eyes of the beholder and then casts the desired enchantment. The first spell captures the energies of the second spelland those energies, which cannot be dispelled, flow in an eye of the caster's choice. The creature affected can then cast that spell as though it were an innate ability. The DM rolls a 1d6 to determine the number of days the spell lasts for each eye affected and keeps the result secret. As long as the spell is in effect, eye colour generally changes to represent the effect of the enchantment. For every level of the caster beyond the enchantment cast upon the eye, the spell remains in effect for another day. This spell has the potential to be very powerful especially if both eyes are enchanted with wish. In this case, DMs are advised to use this spell with caution and possibly reserve it as a psionic enchantment. On the plus side, the material components are difficult to get: one of an actual beholder's eyes is necessary to cast this spell. The DM may also rule that the eye must have the same enchantment that the caster wishes to bestow.


Final Strike (Invocation)
Sphere: Vengeance
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 5-foot radius per level sphere
Saving Throw: 1/2
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

Final strike is the ultimate spell cast in a priest's career. The spell is cast when the priest believes that he is facing imminent death. The object of the spell is to allow the priest to terminate his life quickly and to take his would-be killers to their graves as well. At the culmination of the powerful spell, the priest's body explodes with the power of his deity doing 1d4-100 points of damage to all creatures within the area of effect. A saving throw versus spell results in half damage. Further, all creatures within twice the area of effect are stunned for 3d6 rounds.

Structures within the area of effect take 10d6 in structural damage. Smaller objects must save versus disintegration or be vaporised. All plant life within the area is destroyed, and water or other liquids within the area of effect are vaporised. Any creatures viewing the explosion at up to 10 times the area of effect must save versus spell or be permanently blinded. Those making their saving throw are blinded for 2d8 days. The bodies of all those killed by the blast are disintegrated, as are all their possessions (magical devices save versus disintegration). The body of the priest and all his possessions are disintegrated, and the spirit of the priest moves on to its final reward. Neither raise dead, nor resurrection or any magic short of a wish can ever bring the priest back to life.

The use of this spell calls the attention of the priest's deity. If the deity looks upon the priest's actions with favour, there is a 5% chance that the god will grant the priest maximum damage for a final strike. Ever after, the ground in the area of effect is considered sanctified. This spell is the maker of legends. Its use is never trivial or without purpose, and in fact, the spell will fail if the deity does not approve of its use. But no deity ever considers the proper use of this spell with anything but the utmost respect. Use of this spell in the service of one's comrades is considered the highest form of valour, and use in the service of one's deity is thought of as the highest form of worship and devotion. Exceptional use of this spell has even raised priests to demigod status.


Geysers of Life (Alteration, Conjuration/Summoning)
Sphere: Elemental (Water)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: The Avangion of Delphi <syrek@delphi.com>

The Magic of Nilrem is a series of humorous spells made in AD&D 2nd-edition format. They aren't intended for game use, but if a DM has a real sense of humour, pertinent game information is included. The following spell is one not normally found in Nilrem's tome: it is actually useful.

This potent spell creatures large cracks in the surface of the ground around the caster out of which gushes water. The number of cracks that appear depends on the preparation time: 2d6 cracks of a maximum of 8 feet in length appears for every 3 days spent in preparation. The cracks (and the water) last for 1d12+3 days for every 3 days the caster spends in preparation. After casting, the cracks gradually appear over a period of 12 hours and the amount of water gushing out reaches its maximum after that time. The water itself is not drawn from the surrounding lands (which would yield little) but from the elemental plane itself. After the spell has run its course, the water trickles to a stop and the cracks disappear soon after. The water created by this spell has a 10% chance of returning to the elemental plane every 60 days causing the normal effects of water loss in any plants or animals that consume it. This effect's chance of occurring decreases by 1% for every level above 20, to a minimum of a 1% chance at level 30. The material component of this spell is a jewelled stave of at least 1000 ceramic pieces in value that is used to mark off the cracks and enough powdered crystal to distribute in even quantity over all the cracks, failure to do so results in spell failure.


Holy Presence (Abjuration, Enchantment/Charm)
Sphere: Combat, Guardian, Protection, Sun
Range: 20 feet
Components: V, S, M
Duration: 7 rounds
Casting Time: 5 rounds
Area of Effect: 30-foot + 1-foot per level radius sphere
Saving Throw: Special
Author: Jason Hoogervorst <jason.hoogervorst@fquest.fidonet.org>

This spell can be cast only by a priest of (any) good alignment. It generates a brilliantly radiant image of the casting priest's holy symbol. No matter from which direction the image is seen, it always appears to be viewed from the front. Creating the image requires a powdered gem of not less than 25,000 gp value, which is consumed entirely. The colour of the symbol is dependent on the alignment of the priest, as well as his strength of faith. White, silver, and gold are taken for lawful, neutral and chaotic aligned clerics respectively. These colours are ethereal, wispy, and pale, as if the image were made of smoke or flame.

The first, immediate, effects are ones that take place to affect undead. A maximum 25 HD of undead may be affected: lowest first, and any fraction left over can still affect the next creature if at least half of its Hit Dice can be affected. The following effects take place:

Next, the general effects of the spell take place. A maximum of 30 HD of living opponents can be affected: lowest first, and a fraction left over still affects the next creature if at least half of that creature's Hit Dice can be affected. This affects the living as follows: Additionally, the caster can choose two of the following additional effects to take place: Two diametrically opposing presences with overlapping areas of effect cause a vortex to consume all matter contained therein within a fraction of a second. Also, they cause a 10% chance that one of the involved deities will send an envoy to investigate such a major disturbance. If each side successfully sends such an entity, the event could become highly escalated. Any other two presences may overlap, combining or cancelling their benefits and penalties.

A few notes: the spell does take into account that people of differing alignments may make up the caster's party, and they are counted as allies and friends of the caster. On this point, the spell only acts against those who were counted as foes by the caster at the moment the casting of the spell is complete. Anyone who was in the caster's party is exempt from the spell, even should they turn on the party while the spell is in effect. Also, it may be that the spell will fail those who have been less devout in their practices. Either the spell may not work at all, or it might backfire and affect those of his own alignment doubly, or something the like. Increase the chance of being noticed by the deity to 5% while this spell is in effect - things would have to be pretty serious to cause such a casting, or the priest is showing off and needs chastisement. The material component of this spell is the caster's holy symbol.


Lifeforce (Alteration, Invocation)
Sphere: Combat
Range: 90 yards
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: The priest and one target creature
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

Through the use of this spell, the priest is pitting his life force against that of the target creature. This is the pure confrontation of the two beings' wills to live. Both combatants roll 1d20, adding the result to their current hit points. This can be modified by bless, chant, prayer, a ring or cloak of protection, a luckstone, a luck sword, wisdom bonuses, etc.

If the target creature's total is less than half the priest's total, the target creature is overwhelmed and dies (in this case, the priest suffers fatigue equal to half the target's roll in hit points). If the target creature's total is less than the priest's total but more than half the priest's total, the target is stunned for 2d4 rounds (-5 to Armour Class, initiative, saving throws, to-hit and damage rolls), and the priest suffers fatigue equal to the difference in hit points. If the target's total is more than the priest's, the priest dies and the target suffers fatigue damage equal to the difference in hit points. Fatigue is recovered at a rate of 1 HP per round. The material components for this spell are the priest's holy symbol, a pair of ivory six-sided dice (worth at least 200 gp) and a drop of the priest's blood.


Mass Male Charm (Enchantment/Charm)
Sphere: Charm
Range: 5 yards per level
Components: V
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>

This spell is similar to the mass charm of the wizard class in the Player's Handbook, but it only affects males and is only seventh level.


Nikadeemous' Plague of Undeath (Necromancy)
Sphere: Necromantic
Range: 1 mile
Components: V, S, M
Duration: 1 day per level
Casting Time: 6 turns
Area of Effect: One square mile
Saving Throw: None
Author: Nikadeemous, The Dark Master <axdmk@asuacad.bitnet>

This spell brings down a terrible curse upon the area under effect. Any creature who dies within the area of effect, and during the duration of the spell, will arise as an undead creature of appropriate strength on the night of the next full moon, provided the duration does not end before the next full moon. The material component is a piece of moonstone of at least 1 pound weight.


Presence of Entropy (Abjuration, Enchantment/Charm)
Sphere: Combat, Guardian, Protection, Sun
Range: 20 feet
Components: V, S, M
Duration: 7 rounds
Casting Time: 5 rounds
Area of Effect: 30-foot + 1-foot per level radius sphere
Saving Throw: Special
Author: Jason Hoogervorst <jason.hoogervorst@fquest.fidonet.org>

This spell can be cast only by a priest of chaotic neutral alignment. It generates a brilliantly radiant image of the casting priest's holy symbol. No matter from which direction the image is seen, it always appears to be viewed from the front. Creating the image requires a powdered gem of not less than 25,000 gp value, which is consumed entirely. The colour of the symbol is orange; the intensity is dependent on the priest's strength of faith. This colour is ethereal, wispy, and pale, as if the image were made of smoke or flame.

A neutral priest cannot affect the undead with this spell, but there are a number of general effects that take place. A maximum of 30 HD of living opponents can be affected: lowest first, and a fraction left over still affects the next creature if at least half of that creature's Hit Dice can be affected. This affects the living as follows:

Additionally, the caster can choose two of the following additional effects to take place: A few notes: the spell does take into account that people of differing alignments may make up the caster's party, and they are counted as allies and friends of the caster. On this point, the spell only acts against those who were counted as foes by the caster at the moment the casting of the spell is complete. Anyone who was in the caster's party is exempt from the spell, even should they turn on the party while the spell is in effect.

Also, it may be that the spell will fail those who have been less devout in their practices. Either the spell may not work at all, or it might backfire and affect those of his own alignment doubly, or something like that. Increase the chance of being noticed by the deity to 5% while this spell is in effect - things would have to be pretty serious to cause such a casting, or the priest is showing off and needs chastisement. The material component of this spell is the caster's holy symbol.


Presence of Nature (Abjuration, Enchantment/Charm)
Sphere: Combat, Guardian, Protection, Sun
Range: 20 feet
Components: V, S, M
Duration: 7 rounds
Casting Time: 5 rounds
Area of Effect: 30-foot + 1-foot per level radius sphere
Saving Throw: Special
Author: Jason Hoogervorst <jason.hoogervorst@fquest.fidonet.org>

This spell can be cast only by a priest of true neutral alignment. It generates a brilliantly radiant image of the casting priest's holy symbol. No matter from which direction the image is seen, it always appears to be viewed from the front. Creating the image requires a powdered gem of not less than 25,000 gp value, which is consumed entirely. The colour of the symbol is green (because the holiness and balanced stability of nature is summoned in this casting), its intensity dependent on the priest's strength of faith. This colour is ethereal, wispy, and pale, as if the image were made of smoke or flame.

A neutral priest cannot affect the undead with this spell, but there are a number of general effects that take place. A maximum of 30 HD of living opponents can be affected: lowest first, and a fraction left over still affects the next creature if at least half of that creature's Hit Dice can be affected. This affects the living as follows:

Additionally, the caster can choose two of the following additional effects to take place: A few notes: the spell does take into account that people of differing alignments may make up the caster's party, and they are counted as allies and friends of the caster. On this point, the spell only acts against those who were counted as foes by the caster at the moment the casting of the spell is complete. Anyone who was in the caster's party is exempt from the spell, even should they turn on the party while the spell is in effect. Also, it may be that the spell will fail those who have been less devout in their practices. Either the spell may not work at all, or it might backfire and affect those of his own alignment doubly, or something like that. Increase the chance of being noticed by the deity to 5% while this spell is in effect - things would have to be pretty serious to cause such a casting, or the priest is showing off and needs chastisement. The material component of this spell is the caster's holy symbol.


Presence of Order (Abjuration, Enchantment/Charm)
Sphere: Combat, Guardian, Protection, Sun
Range: 20 feet
Components: V, S, M
Duration: 7 rounds
Casting Time: 5 rounds
Area of Effect: 30-foot + 1-foot per level radius sphere
Saving Throw: Special
Author: Jason Hoogervorst <jason.hoogervorst@fquest.fidonet.org>

This spell can be cast only by a priest of lawful neutral alignment. It generates a brilliantly radiant image of the casting priest's holy symbol. No matter from which direction the image is seen, it always appears to be viewed from the front. Creating the image requires a powdered gem of not less than 25,000 gp value, which is consumed entirely. The colour of the symbol is yellow; the intensity is dependent on the priest's strength of faith. This colour is ethereal, wispy, and pale, as if the image were made of smoke or flame.

A neutral priest cannot affect the undead with this spell, but there are a number of general effects that take place. A maximum of 30 HD of living opponents can be affected: lowest first, and a fraction left over still affects the next creature if at least half of that creature's Hit Dice can be affected. This affects the living as follows:

Additionally, the caster can choose two of the following additional effects to take place: A few notes: the spell does take into account that people of differing alignments may make up the caster's party, and they are counted as allies and friends of the caster. On this point, the spell only acts against those who were counted as foes by the caster at the moment the casting of the spell is complete. Anyone who was in the caster's party is exempt from the spell, even should they turn on the party while the spell is in effect.

Also, it may be that the spell will fail those who have been less devout in their practices. Either the spell may not work at all, or it might backfire and affect those of his own alignment doubly, or something like that. Increase the chance of being noticed by the deity to 5% while this spell is in effect - things would have to be pretty serious to cause such a casting, or the priest is showing off and needs chastisement. The material component of this spell is the caster's holy symbol.


Razorwind (Alteration, Invocation)
Sphere: Combat, Elemental (Air)
Range: 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Author: Roger Terrell <terrell@musky2.muskingum.edu>

By means of this spell, the priest brings about a transformation of the air about himself, compressing large volumes of it into a minute area and sending it at a target. Though this wind has no actual edge, it is highly effective when it strikes its target, causing 1d8 points of damage per level of the priest. In addition, the victim of the razorwind must make a saving throw versus rod, staff or wand, or an extremity will be severed (as with a blow from a sword of sharpness). This saving throw is modified by +1 for each plus of magical armour the target is wearing (only armour: not shields, rings, bracers, etc.). In addition, persons wearing plate mail or better receive an extra +1 on the saving roll. Because such a large volume of air is needed to create the razorwind, this spell can only be cast outdoors or in a chamber of vast size (at the DM's discretion). If it is cast in a smaller, more confined area (eg., indoors or underground passage), it will not function and everyone in the area will suffer a momentary loss of air. The material components for this spell are the holy symbol of the priest, a bloodstone, and a small, flat piece of steel.


Sever Timeline (Alteration)
Sphere: Time
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: The caster
Saving Throw: None
Author: Steve Miller <smiller@media.utah.edu>

The most powerful in a time spirit's repertoire, this spell opens all of time to the caster. Once this spell is cast, a time spirit may time-walk as far into the past as he desires, in any time stream, and affect any and all events. He may meet his past self (even kill his past self), and basically wreak all kinds of havoc without risk of changing his past experiences, or those of any other being subjected to the spell, since he now exists outside of time. The use of this spell has a 99% chance of attracting the attention of time guardians - and none-too-pleased ones at that.

This spell was written for the "time spirit" class. Contact the author for more information on this class.


Stop the Sun (Alteration, Illusion)
Sphere: Paraelemental (Sun), Sun, Time
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>

When the priest casts this spell, the sun immediately seems to stop in the sky, over any populated area which the priest can see the major part of. The area actually experiences extra turns of daytime; as far as those outside the area are concerned, the whole period of extra time happened in one instant. The material component for this spell is the priest's holy symbol.


Sunbow of Disruption (Conjuration)
Sphere: Combat, Sun
Range: 120 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 9
Area of Effect: Creatures touched
Saving Throw: Special
Author: Francáois Menneteau <mennetea@acri.fr>

This spell is similar to sunbow, except that the following undead creatures are utterly destroyed if they fail their saving throw:
Creature Saving Throw
Ghouls None*
Shadows 20
Wights 17
Ghasts 15
Wraiths 3
Mummies 11
Spectres 9
Vampires 7
Ghosts 5
Liches 3
* Automatically disrupted.

Even if these saving throws are effective, the sunbow of disruption scores triple damage upon opponents of this sort. The material component is a light source, which is extinguished in the casting.


Transformed Spellcasting (Alteration, Enchantment/Charm)
Sphere: All
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn per spell level
Area of Effect: The caster
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell allows a caster to cast spells even if in a transformed state of the body. Thus, it would be possible for a druid in animal shape to cast spells; the same goes for a priest with merge with stone in effect, etc. This spell offers the priest the possibility to cast up to one spell level per caster level in the transformed state. The cast spells still require all of their components, but this spell provides the necessary changes. The form the priest is in still needs to have vocal and somatic capabilities, and the material components of the spells have to be incorporated into the transformed body somewhere. If all of these are given, then the priest may cast his spells from the transformed state. Thus, a bird might fly chirping across the sky (being a druid) casting a wall of thorns on his opponents, or a bland wall (which has to be thick enough for the priest inside to gesticulate) might suddenly sprout a blade barrier, etc. It is possible to stack this spell up to three spell levels per caster level.

The material components are the holy symbol of the priest plus a small but most life-like statue of him with a most detailed rendition of moveable mouth and hands, wearing a bulging bag on his belt. This statue has to be carved from the most holy substance known to the religion. It has to be embalmed with rare oils for 1d6+1 months. All this costs no less than 1000 gp per level of the caster.


Treegrowth (Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 7 rounds
Area of Effect: One Hit Die per level creature touched or one building
Saving Throw: Negates
Author: Aki Taskinen <f35437c@saha.hut.fi>

This spell causes a plant of the desired type to start growing upon the target, which can be a person, building, ..., whatever. This plant will feed on the life force of the target creature, or, if cast on something that has none, on any other energy it can find and use.

If the target is a building, then the plant will simply grow in, on, or around it, possibly causing structural damage, as specified by the priest. It takes seven hours for the plant to grow to full size, so this spell will not work as an instant ladder. It can, on the other hand, be used to hide an entrance or make a treasure cache quite undetectable.

If the target is a creature with life force or other energy (undead and golems are not immune, for example), the plant will feed on the life force of the target creature, draining one level of energy each round, until the target drops to -1 HD, and dies. Ability scores fall proportionately as fast as the Hit Dice. So, a 9th-level character with Strength 18 and Intelligence 9 would lose 2 points of Strength, 1 HD, and 1 point of Intelligence, among other things, for nine rounds, and then die. The corpse of the target creature will then turn into parts of the plant. To reverse the process, raise dead or similar spells do not work. Additionally, having an Intelligence score of zero makes speak with dead impossible. On the other hand, such a victim can still reincarnate, and speak with plants is also possible, as the mind remains within the plant. This is a spell that is very seldom used by druids because of its long casting time and obvious evilness. It is normally used on old druids who feel that their life is at an end and wish to live on in the grove, or as a partial retribution on those who destroy plant life needlessly or violate any dryad, supposing either is within the protection of a druid. The material component of this spell is a seedling of the plant to grow on the target, which must have been softened in holy water for at least a day.


Unholy Presence (Abjuration, Enchantment/Charm)
Sphere: Combat, Guardian, Protection, Sun
Range: 20 feet
Components: V, S, M
Duration: 7 rounds
Casting Time: 5 rounds
Area of Effect: 30-foot + 1-foot per level radius sphere
Saving Throw: Special
Author: Jason Hoogervorst <jason.hoogervorst@fquest.fidonet.org>

This spell can be cast only by a priest of (any) evil alignment. It generates a brilliantly radiant image of the casting priest's holy symbol. No matter from which direction the image is seen, it always appears to be viewed from the front. Creating the image requires a powdered gem of not less than 25,000 gp value, which is consumed entirely. The colour of the symbol is dependent on the alignment of the priest, as well as his strength of faith. Rust, midnight blue, and blood-red are taken for lawful, neutral and chaotic aligned clerics respectively. These colours are ethereal, wispy, and pale, as if the image were made of smoke or flame.

The first, immediate, effects are ones that take place to affect undead. A maximum 25 HD of undead may be affected: lowest first, and any fraction left over can still affect the next creature if at least half of its Hit Dice can be affected. The following effects take place:

Next, the general effects of the spell take place. A maximum of 30 HD of living opponents can be affected: lowest first, and a fraction left over still affects the next creature if at least half of that creature's Hit Dice can be affected. This affects the living as follows: Additionally, the caster can choose two of the following additional effects to take place: Two diametrically opposing presences with overlapping areas of effect cause a vortex to consume all matter contained therein within a fraction of a second. Also, they cause a 10% chance that one of the involved deities will send an envoy to investigate such a major disturbance. If each side successfully sends such an entity, the event could become highly escalated. Any other two presences may overlap, combining or cancelling their benefits and penalties.

A few notes: the spell does take into account that people of differing alignments may make up the caster's party, and they are counted as allies and friends of the caster. On this point, the spell only acts against those who were counted as foes by the caster at the moment the casting of the spell is complete. Anyone who was in the caster's party is exempt from the spell, even should they turn on the party while the spell is in effect.

Also, it may be that the spell will fail those who have been less devout in their practices. Either the spell may not work at all, or it might backfire and affect those of his own alignment doubly, or something like that. Increase the chance of being noticed by the deity to 5% while this spell is in effect - things would have to be pretty serious to cause such a casting, or the priest is showing off and needs chastisement. The material component of this spell is the caster's holy symbol.


Unleash Natural Forces (Summoning/Conjuration)
Sphere: Animal, Elemental (All), Plant
Range: 0
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 day
Area of Effect: 5-mile per level radius circle
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

With this spell, the priest unleashes the forces of Mother Nature on a strip of land. This includes hurricane force winds, floods, ravishing fires, and causing natural fault lines to send out earthquakes. This spell is very dangerous as the priest tries to control the highest power of spells - it causes him to make a system shock roll at half his Constitution. If failed, he dies from the strain. Even if he makes this check, he is weak for the duration of a full month: he has a 3 Strength and Constitution during that time. After that, he slowly regains these points: at a rate of one point per week. During this time the priest still has absolute control over the kind of disaster he causes in the area of effect with the following limits: the disasters have to be in the limits of nature. Thus, it is not possible to cause a flood on a mountain top or to cause the sea to burn or something likewise ridiculous. The limit is also that it is not possible to cause a ravishing firestorm within a flood area - but they can come one after another - if desired. But otherwise there can be a flood or a firestorm that destroys a whole countryside. These catastrophes can be fought by the usual methods or with magic, but dispel magic does not work unless it is cast with the explicit reason to cancel just this spell: it has to be cast at the priest. If cast just to cancel any magic on the priest the spell will not be cancelled. On the other hand: a dispel magic spell will dispel unleash natural forces with a 100% chance if the dispel magic is cast with the explicit sense of doing just that. The priest can change the catastrophes from week to week within the spell's duration. This weather cannot be controlled by any other weather magic except by a god's direct intervention or by another spell cast for the explicit reason to counter this spell.

The material components are the priest's holy symbol plus an item to control each of the elements which are to be used during the spell. These items have to be sanctioned for one complete year each in the appropriate opposite element without coming into contact with the other elements. Thus, a stone of controlling earth elementals has to be levitated in a wall of force so that it is not touched by anything or anyone else but air during the next year, the brazier of controlling fire elementals has to be lowered into the sea, etc. If the item is not completely sealed away from the other elements during the whole year the spell fails and the priest stays at his weakened state permanently.


Unlife (Necromancy) Reversible
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: S.C. Lawley <u0e00@seq1.cc.keele.ac.uk>

This powerful magic enables the caster to create undead from corpses and skeletal remains. Undead take 20 turns (minus the level of the caster) to come to unlife, and upon appearance, will attempt to carry out one task or action stated in he spell-casting (typically, to attack the first creature other than the caster to enter the place where the spell was cast). The created undead is not otherwise under the control of the caster. The caster has a 7% chance per level over 13 of successfully choosing the type of undead created. Otherwise, roll 1d100 and check in the appropriate column of the following table to determine what sort of undead the carrion is transformed into:

Undead Resulting
from Transformation
Caster's Level
14-16 17-19 20-22 23-25 26-28 29+
Skeleton/Zombie 1-12 1-10 1-8 1-6 1-4 1-2
Ghoul 13-25 11-23 9-21 7-19 5-17 3-15
Ghast 26-36 24-34 22-32 20-30 18-28 16-26
Shadow 37-48 35-46 33-44 31-42 29-40 27-38
Wight 49-57 47-55 45-53 43-51 41-49 39-47
Wraith 58-64 56-62 54-60 52-58 50-56 48-54
Mummy 65-71 63-69 61-67 59-65 57-63 55-61
Spectre 72-83 70-81 68-79 66-77 64-75 62-73
Ghost 84-87 82-85 80-83 78-81 76-79 74-77
Vampire 88-93 86-91 84-89 82-89 80-89 78-89
Other (DM's Choice) 94-00 92-00 90-00 90-00 90-00 90-00

Note that the undead created must be of a Hit Dice equal to or less than the level the corpse had while alive. If the table indicates a type higher than this, the remains are animated as the most powerful type of creature they can be, i.e., an undead equal (or as near as possible) to the victim's original level. Normally, only a single undead can be created by this spell. Sometimes (2 in 6 chance) two or three may be inadvertently created if other carrion is within 20 feet of the casting. Types of extra undead cannot be selected by the caster, nor are such extra undead obligated to carry out any task or refrain from attacking the caster, who may not even be aware of their existence. The reverse of this spell, go down, causes a single undead to be reduced to lifeless remains (if non-corporeal, it is reduced to dust forever). Such remains (but not dust) could be reanimated by later magic. The material components for both forms of the spell are a pinch of dust, a drop of blood, a drop of water, and a fragment of bone.


Vylja's Airy Abode (Alteration)
Sphere: Elemental (Air)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 30-foot cube per level
Saving Throw: Special
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

By casting this spell, a priest is granted the ability to create for himself a mansion made of clouds. But before he can cast this spell, he first has to choose a suitable cloud. Then he has to bless it by casting these three spells on it: bless, dispel evil and true seeing, and by sprinkling it with holy water. From the next morning onwards he has to observe a period of fasting of six consecutive days during which he prays on the cloud in question. When that is finished he still has to ask for the personal approval of his deity (through commune) and of Nature itself (through commune with nature).

Only if both approve of his undertaking can the priest proceed with his undertaking: again he has to bless the cloud and spray holy water on it. Then he must throw powdered gems over it (the gems should have been worth at least 8000 gp). The cloud will have become semi-solid by this time, and the priest now has to build a small shrine for his deity with his bare hands, taking building block from the cloud itself (the shrine will always be at the centre of the final mansion). When the shrine has been completed, the priest has to commune with his deity one final time in order to seek its permission. If at that time the deity has an urgent mission to be fulfilled by one of its followers, the priest will first have to take care of that.

If all has gone fine, the priest can begin his real work: he has to meditate with the help of a piece of incense of meditation (the spell's material component) and then he can cast this spell: Vylja's airy abode. While casting this spell - a process that takes one turn and that has to be performed with closed eyes - the priest has to imagine how he wants the area of effect to look, and the cloud will take that exact shape. When the spell is finished, the priest can open his eyes again. However, he must also make saving throw versus death magic. If the priest is unsuccessful, the spell fails, forcing the priest to begin the process all over again. If, on the other hand, the saving throw is made, the priest now has a mansion in the sky. Its colour is that of the gems used earlier in the creation process. Gardens, trees, hills, buildings, lakes, waterfalls, fountains and the like will all be present as the priest has imagined them; furniture, curtains and similar items have to be provided by the priest himself. It is only at this stage that other beings are allowed to walk on the cloud (if this happens earlier, the whole process is automatically ruined).

The airy abode is under the mental control of the priest who created it: it is not affected by natural winds unless the priest wants it to, and by a mere act of will he can cause it to ascend or descend. Lateral movement can be accomplished through the use of spells like control winds, summon weather and control weather. The priest can also cause a rainbow bridge (see the spell of that name, but the length of the bridge can be 10 yards per level, and it can last 1 turn per level) to take shape whenever he wants to, thus enabling ground based creatures to reach his abode quite easily. The cloud will also not dissipate any more due to natural, climatological changes, and the water supply for the lake and the plants will never dry up.

A priest can only have one airy abode at a time, although different priests can for a time connect their abodes to form a larger one. An airy abode can only be affected by its caster (once it exists, he can recast the spell to change parts of it), by creatures with more Hit Dice than the caster, and by deities of all powers. However, the abode can only be utterly destroyed by the casting of a full wish with exactly that purpose, by putrefying the shrine and then disintegrating at least 10% of the cloud, or by convincing the priest's deity that it should no longer approve of the airy abode (note that the priest's deity is as free to make changes to the cloud or move it, as is the priest himself). In all these cases the cloud will begin to dissipate. The airy abode will fully fall apart 1 turn later. If at any time a priest's airy abode is being tampered with, the priest will instantly become aware of this, even when he is on another plane.

As has been mentioned already, a piece of incense of meditation is needed for this spell, as if, of course, one cloud of the right size.


Vylja's Storm Shape (Alteration)
Sphere: Combat, Weather
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: Special
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

This spell transforms the caster's body into one that has the height (26 feet) and Strength (24) of a storm giant. The caster's face will also change somewhat, so that only creatures well known to the priest will recognize him in his new shape. Other creatures will likely consider him a true giant, although real giants and Titans are never fooled by the spell. Note however that the priest skin colour will not change in the least: a dark elf in storm shape still appears as black as the night. The advantages of the spell are solely on the physical level: his skin turns as hard as that of a real Storm Giant, granting him an Armour Class of 0 (Dexterity, defensive spells, and armour of storm giant size can improve this Armour Class further); his Strength becomes 24, granting him a +6 bonus on his to-hit rolls and 12 points of additional damage on each physical attack (open doors checks will succeed on rolls of 19 or less (17 for magical doors); bend bars and lift gates checks have a 95% chance of success). The priest also gains 1d6+1 HP for as long as the spell lasts. Finally, the priest can also understand and speak the tongue of storm giants.

Vylja's storm shape also has some major disadvantages: as long as the priest assumes this shape, he can only cast spells of up to and including fifth level. Exceptions to this rule are granted powers (including spells), innate abilities (like the spells drow can cast), and of course spells that are stored in items. The second disadvantage is that only the caster's non-magic items will partake in the transformation, effectively rendering most of his magic items absolutely useless for the duration of the spell. Magic rings, cloaks, gauntlets, boots, necklaces, bracers, armour (and other pieces of clothing) have to be removed prior to the casting of this spell or they will be utterly destroyed.

The spell normally lasts for 3 rounds per level of the caster. However, the caster can at any time decide to change back to his natural shape (note that this change is definitive - no shape swapping is possible). The caster regains 1d10 points of damage when he does so. If a successful dispel magic forces the caster to transform back to his normal shape, he does not gain these hit points. Should the priest die while in storm shape, he is instantly transformed to his normal form. The priest needs his holy symbol to cast this spell.


Vylja's Ultimate Protection (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

Except as noted below, this spell is identical to the 6th-level greater protection. The spell protects its caster against 10 points of damage for each level he has attained, and ends if this amount is exceeded or when 1 turn per level of the caster has passed.


Vylja's Vacuum (Alteration)
Sphere: Combat, Elemental (Air)
Range: 30 yards
Components: V, S, M
Duration: 3 rounds
Casting Time: 1 round
Area of Effect: 10-foot sphere
Saving Throw: Negates
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

By casting this spell a priest can remove all air and pressure from the area of effect, a 10-foot sphere. All living creatures present in the area of effect have to roll a saving throw versus death magic to avoid exploding into bits and pieces (which causes death). Those creatures that successfully save are dragged along when the air is sucked from the sphere and will stand at about 1 yard from the sphere's edge at the beginning of the following round. If they (or other creatures) are pushed into the sphere again, they have to save versus death magic once more. Those creatures that fail their saving throws have one tenth of a round (initiative modifier of one) to cast spells (teleport without error, word of recall, etc.) before certain death occurs; there is not enough time to move or jump out of the sphere.

Vacuum does not affect objects, undead, extraplanar creatures (except for elementals which are forced back to their plane of origin if they fail their saving throws), creatures who are protected by magic (amulet of the planes, necklace of adaptation, robe of stars, sword of the planes, anti-magic shell, spell turning, etc.), and ethereal creatures. Creatures in gaseous form are also slain if they fail their saving throws. The material component is an imperfect gem which contains an air-bubble.


Water Intoxication (Conjuring/Summoning)
Sphere: Elemental (Water)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: Special
Author: John M. Martz <john_martz@unc.edu>

Upon casting this spell and successfully touching the victim, the caster causes the victim's cells to become microscopic gates to the elemental plane of water. As a result, every cell in the victim's body swells with water. The deleterious effects result from increased pressure on the brain. Not only does the severity of this condition increase over time, but the effects are cumulative, such that those suffered during stage 2 are in addition to those endured during stage 1, and so on.

Stage 1: On the first round of the spell, the victim's facial and bodily features become distorted, he begins sweating profusely, and he suffers the effects of a migraine headache. In game terms, he suffers a -2 penalty to attack, damage, and saving throws. In addition, his Armour Class and initiative are worsened by 2 points. This condition causes spells and psionic powers to fail unless the victim makes a successful Constitution check; a separate check must be made for each spell or power used while under the effects of this spell.

Stage 2: During the second through fifth rounds, the victim suffers as if under the effects of a Confusion spell. On the sixth round, the victim must make a system shock roll. If he succeeds, he still suffers from confusion, but his condition does not worsen this round. Each round thereafter, he must make a system shock check with a cumulative -10% modifier (i.e., -10% on 7th, -20% on 8th, -30% on 9th, etc.). On a failed check, proceed to stage 3.

Stage 3: The victim falls to the ground as his body is racked with convulsions; he is unable to attack or defend himself, nor can he cast spells or use psionic powers. On the round after he falls into convulsions, the victim must again make a system shock roll using his normal percentage (start with original system shock percentage; do not include any penalties suffered above). A successful check means that the victim continues to convulse for that round; his condition does not worsen. Each round thereafter, he must make a system shock check with a cumulative -10% modifier. On a failed check, proceed to stage 4. Stage 4: The victim falls into a coma for 1d100 days. On the last day (even if the victim is brought out of the coma by magical means), he must save versus death magic. A failed check means the victim dies. A passed check means the victim survives but suffers brain damage (roll 2d4 for Intelligence and Wisdom to determine new ability scores - new scores must be less than previous scores, reroll if necessary). If for any reason, the victim does not progress to the 4th stage of water intoxication - for example, the duration of the spell expires or a successful dispel magic is cast on the victim - he will suffer the effects in the reverse order (i.e., stage 3, stage 2, stage 1) for a length of time equal to the number of rounds he was affected by the spell. For example, after an initial round of migraine pain (stage 1), Julatok suffers from confusion for 7 rounds (stage 2) and lapses into convulsion for 4 rounds (stage 3) before his companion is able to cast dispel magic on him successfully. He will continue to convulse for 4 more rounds. The convulsions will disappear, and he will suffer from confusion and a migraine for 7 rounds. Finally, the confusion dissipates, leaving a migraine headache for 1 round. In total, Julatok suffered the effects of water intoxication for 24 rounds.

Water intoxication affects all creatures with well-defined nervous systems (even water dwellers, such as fish). The material component is a drop of water from the elemental plane of water; water from any other source (eg., the prime material plane) will cause the spell to fail. The caster may use his ability to gate in water in order to obtain this component, and he may store it for later use as long as it is not contaminated by water from any other source. This spell does not operate on the elemental plane of water nor will it work under water.