Witch Prayer List |
|
|
Witch Prayer List "C" |
|
|
 |
|
Prayer Tables
|
Class Abilities
Witch
Read / Detect Magic - At 3rd level the Witch gains the ability to automatically read and detect magic. These powers act exactly like the wizard spells of the same name. They are effective on priestly, wizard or witch magic. It is not effective on psionics, unless noted in the psionic discipline.
Lesser Occult Power - At 6th level the Witch receives one lesser occult powers (see Witches & Warlocks for more info on each of the powers)Minor Occult Power - At 9th level the Witch receives one minor occult powers (see Witches & Warlocks for more info on each of the powers)Medial Occult Power - At 12th level the Witch receives one medial occult powers (see Witches & Warlocks for more info on each of the powers)
Greater Occult Power - At 15th level the Witch receives one greater occult powers (see Witches & Warlocks for more info on each of the powers):
Superior Occult Power - At 18th level the Witch receives one superior occult powers (see Witches & Warlocks for more info on each of the powers):
Turn/Control Undead - The witch can affect undead as priest of the same level. The witch can use an expanded table which continues where the priest table stops (see Witches & Warlocks). An evil witch can control undead in stead of turning them.
Witch's weapons only - A witch can only be proficient with daggers, staffs, and the special ability "Familiar's Claws", if she has a familiar and if this ability has been granted to her.
Schools of Magic - Conjuration/Summoning, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Lesser Divination
Minor Spheres of Magic - Healing, Protection, Thought, Weather
Major Spheres of Magic - All, Astral, Charm, Creation, Divination, Elemental, All, High Secret Order (Witch), Necromantic, Summoning |
Prayers "C"
- First Level
Call Upon Faith (Invocation)
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Before attempting a difficult task, the priest may cast call upon faith to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.
The material component is the priest's holy symbol.
|
Cause Fear
(Abjuration)
Reversible
Sphere: Charm
Range: 10 yds. Components: V, S
Duration: Special Casting Time: 1
Area of Effect: 1 creature/4 levels Saving Throw: Special
The priest casting this spell instills courage in the spell recipient, raising the creature's saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).
The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa.
Neither spell has any effect on undead of any sort. |
Cause Light Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 5
Area of Effect: Creature touched Saving Throw: None
When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.
The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal--or can be cured--just as any normal injury. |
Ceremony
Schools: Invocation/Evocation
Spheres: All
Area of Effect: 1 creature, one item, or area
Casting Time: 1 hr
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: Special
The ceremony spell represents certain functions carried out by religious organizations, and has various applications, depending on the level of the priest. A ceremony does not leave behind an aura of magic (although in some cases an aura of good or evil might be present and thus detectable), and the effects of a ceremony cannot be dispelled. Specific ceremonies vary from religion to religion, but usually encompass the following:
1st level cleric: coming of age, burial, marriage
3rd level cleric: dedication, investiture, consecrate item, bless newborn
5th level cleric: ordination, special vows
7th level cleric: consecrate ground/ desecrate ground
9th level cleric: anathematize
Each of these variations of the ceremony spell require a priest of the indicated level or a higher one, with additional restrictions as described below. All ceremony spells except anathematize have no saving throw, since the recipient is either inanimate or presumed to be willing; these simply fail if performed on someone who is unwilling to receive the benefit. Briefly, the ceremonies listed do the following things:
Coming of age is a limited form of bless spell that is performed upon a young man (and in some cultures a young woman) at some point relatively early in life, often the age of 12. A young person who undergoes this ceremony receives a +1 bonus to any single saving throw, which can be taken at any time after the coming of age ceremony is completed. In some cultures, the coming of age ceremony has a symbolic significance, such that an adolescent must receive this blessing before he or she can enjoy the rights and privileges of adulthood.
Burial magically protects a corpse, and bestows it with the blessing of the religious organization. The body is shielded for one week as if by a protection from evil spell, and anyone trying to disinter the corpse within that time must make a saving throw vs. spell or stop and flee in fear for one turn.
Marriage has no tangible after effeect (it does not guarantee happiness or harmony), but it usually carries a moral or legal significance, not dissimilar to the various rites of marriage that are performed in our real world.
Dedication allows the recipient of the spell to be taken into the ranks of the performing priest's religion, making that person a sanctioned worshiper of the priest's deity. The effect of a dedication is permanent, unless the worshiper demonstrates a desire to change allegiance to a different deity. In such a case, the earlier dedication can be overridden by a new dedication performed by a priest of a higher level than the one who performed the previous dedication.
Investiture must be performed on any aspiring priest before that individual can achieve the status of a 1st level priest.
Consecrate an item must be performed on any object to be placed on an altar or in some other location within a religious edifice. Holy (or unholy) water must be kept in a properly consecrated container, to revent it from losing its potency.
Bless Newborn: This ceremony protects a newborn infant from possession and other ill effects. It must be performed within 14 days of birth and has a saving throw bonus of +2 against any form of possession. Further, the infant will not be stolen by faerie folk or replaced by a changling. The usual cost for the ceremony is 2 5 gp.
Ordination must be performed on a priest before the individual can assume responsibility for a congregation or assume similar duties, and even an adventuring priest must be ordained before he or she can gain followers and establish a following or other sort of group. In all cases, the priest performing the ordination must be of higher level than the recipient; this ceremony is often conducted as part of the training a priest receives in order to advance from 2nd to 3rd level.
Special vows can be received by a would be paladin or knight before that individual embarks upon a career in the desired profession. The effect lasts for as long as it takes the individual to gain enough experience points to rise to the upper limit of the curren tlevel. The special vows can then be renewed as part of the individual's training between levels, or at any time during advancement through the next higher level. A paladin who has received special vows is immune to the effects of bestow curse spells (but not cursed items) for as long as the special vows remain in effect. Additionally, this ceremony renders the subject more susceptible ( 4 on saving throw) to any quest spell cast upon him or her by a priest of the same alignment as the one who performed the special vows ceremony.
Consecrate ground should be performed upon an area before any holy (unholy) structure is built on the site. A religious edifice constructed on ground that has not been consecrated will slowly but irrevocably fall into a state of disrepair, having a 1% chance per year cumulative, of actually collapsing as a result of this oversight. This ceremony must be performed before the area in question is altered in any way (for example, landscaping) and before any construction materials are brought to the site; it has no effect if it is done as an afterthought. Consecrate ground can be used on a plot of land destined for use as a graveyard, and in such a case the graveyard itself automatically turns undead each round with the same effectiveness as a 3rd level cleric. (Or, if the consecration of a would be graveyard is performed by an evil cleric, any undead creatures occupying the area are treated as if they were being protected and controlled by an evil cleric of 3rd level.)
Desecrate Ground: This ceremony, the reverse of the consecrate ground ceremony, is generally used against a building or area consecrated to an opposing alignment. It goes beyond mere physical pollution or defilement, and the affected area requires extensive ritual purification before any attempt can be made to reconsecrate it. Any general alignment based bonuses the site provides are reduced or negated. Further, a desecrated building is 1% likely per year to collapse; this chance is not cumulative.
This ceremony is also used by evil priests to remove the protections placed on burial grounds. This makes those buried within more vulnerable to animation, and makes those interred later 5% likely to become restless spirits of some type. Further, any priest in the burial ground and attempting to turn its undead operates as if two levels lower than he or she actually is. There is, of course, no charge.
Anathematize is a form of excommunication by means of which the offender is literally branded on the cheek, forehead, arm, or hand with a symbol, sigil, or sign that identifies the subject (to those who understand the symbol) as someone who has committed a serious offense in the eyes of his or her deity. An unwilling subject of this spell is allowed a saving throw vs. spell, at 4, to escape its effects. If the recipient is not truly deserving of the telling brand, the ceremony fails when performed. A successful atonement causes the brand to fade, and possibly vanish. If the offending actions were caused magically or by some other external force, the brand utterly disappears. If the offending actions were willful, the brand cannot be completely removed.
The components for the various ceremony spells vary from religion to religion, but the material component always involves the use of the cleric's holy symbol in one way or another.
Standard costs for performing these ceremonies are as follows: coming of age, 5 15 sp; burial, 5 50 gp; marriage, 1 20 gp; dedication, 1 10 sp (or sometimes free); consecrate item, usually free; ordination, usually free but possibly as much as 200 gp; special vows, 1 100 gp (or sometimes free); consecrate ground, 100 600 gp depending on the size of the area and the level of the priest; and anathematize is always performed at no charge, since this ceremony is always deemed to be in the best interests of the priest' religion. |
Charm Male I
Schools: Enchantment/Charm
Area of Effect: 1d4 men per level of 3HD or less
Casting Time: 1
Components: V, S
Duration: 1d4+1 turns
Range: 16 feet
Saving Throw: Negates
This spell is used by witches and houri's, but other clever casters, including male ones, should be able to adjust the spell for their needs. One must have a Charisma score of at least 11 to cast this spell.
The spell affects victims like a charm person. If there is a leader with a group of men, he may negate the charm if his Charisma plus a roll of 1d8 surpasses the Witch's Charisma by six points or more. If the spell is not dispelled by a leader, each man within the area of effect must attempt a saving throw versus spell. A successful saving throw negates the effect of the spell for that man only. If there are more men within range than the maximum number that can be affected, the spell is directed against the lower-level men first. The spell won't work on any man who has taken damage from any action of the caster before: they automatically make their saving throw. |
Claws of Crawling
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 severed limb/level
Casting Time: 4 per claw
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None
This spell enables the caster to animate one crawling claw per level of experience. Once created, crawling claws can be directed by the telepathic commands of the creator or given duties similar to that of a skeleton. If any crawling claws are later destroyed, the spellcaster can animate additional severed limbs, but the caster's total amount of animate crawling claws cannot exceed his or her level.
The material components for this spell are a number of severed limbs equal to the number of crawling claws to be animated and the priest's holy symbol.
Crawling Claw: AC 7; MV 9; HD 2-4 hp; THAC0 20; #AT 1; Dmg 1-4 (armored foe), 1-6 (unarmored foe); SA Jump 15'; SD immune to death magic, raise dead, charm, sleep, hold, control undead, turning, holy water; edged weapons inflict half damage, magical weapons inflict no damage bonus; SW resurrection immobilizes for 1 turn/caster level; cold-based spells make them brittle, giving a +1 damage bonus to melee attacks against them; AL N; SZ T;
ML Fearless (19-20); XP 35. |
Clean
(Alteration)
Sphere: All
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Upon casting this spell, the priest effectively cleans one person, animal, or object per level of experience. If cast upon a person or mount, it cleans the being plus any personal belongings it has on it. Alternatively, it can be cast on a 10-foot cube area. This spell affects dirt, grease, paint, sweat, etc., but can be controlled so it doesn't remove something that is permanent, such as oil in boots or paint on a shield. This spell is useful for a party that is on the road for weeks without a chance to bathe. It can also be used to negate the effects of some spells. These spells would include colour spray, grease, etc. The material component of this spell is a piece of soap. |
Cleanse
Schools: Alteration
Spheres: All
Area of Effect: The caster
Casting Time: 1
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell causes all grime, dirt and stains to be removed from the caster and his vestments, enabling the priest to present himself to his congregation in immaculate condition. All clothing that the caster wears is restored to its original color. If the caster was exposed to any minor incidental diseases, these are cured, provided they have not already reached a noticeable level. This does not affect diseases such as mummy rot, rat bites, or lycanthropy. Even wounds are cleansed and infections are purified (healing 1 point of damage, if no cure wounds spells have been applied previously).
The material component for this spell is a handful of clean sand. |
Combine
(Evocation)
Sphere: All
Range: Touch Components: V, S
Duration: Special Casting Time: 1 rd.
Area of Effect: Circle of priests Saving Throw: None
Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells.
The encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed. |
Command
(Enchantment/Charm)
Sphere: Charm
Range: 30 yds. Component: V
Duration: 1 rd. Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a command of "Suicide!" is ignored. A command to "Die!" causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit Dice/levels get only one saving throw!)
|
Common Prayer
(Conjuration/Summoning)
Sphere: All
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: 10-yard radius
Saving Throw: None
The priest leads a prayer to his deity, that he may influence the day to come. All who participate (by repeating the prayer) inside the area of effect gain the influence. It is expressed by a +5%/+1 (or -5%/-1) alteration on a single die roll during the day to come. If not used before the priest's recycle time, the benefit dissipates. Several common prayers may be participated in by the same individual. The benefits stack, but their effects are not cumulative. |
Comprehend Languages
(Alteration) Reversible
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Creature or object touched
Saving Throw: None
Except as noted above, this spell is the same as the 1st-level wizard spell comprehend languages.
(When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text.
The material components of this spell are a pinch of soot and a few grains of salt.
The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.) |
Control Hair
(Invocation)
Sphere: All
Range: Special
Components: V
Duration: 1d6 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Control hair can direct the hair on the person's head to grow one foot around, style itself, or act as a hand. The hair can perform simple tasks like untying ropes, or opening locks at a 20%. The hair cannot hold weapons larger than a knife and doesn't give an extra attack. If used to fight with, it has a THAC0 of 20. The caster can discontinue the spell at any time. |
Create Air
Schools: Alteration
Spheres: Elemental, Air
Area of Effect: 1 creature/2 levels
Casting Time: 2 rds
Components: V, S, M
Duration: Instantaneous
Range: 30 yds
Saving Throw: None
By means of this spell, a priest can generate a bubble of fresh, breathable air around a creature. This air drives out the stale air and restores it to the "fresh" state. It also replaces befouled air, including air that is poisoned or tainted by a cloudkill or stinking cloud spell.
In cases of individuals adrift in space, this permits another check to determine the duration of the fresh air. Within a larger envelope of air (such as the deck of a spelljamming ship or the atmosphere of a planet), the freshened air will drift off, combining with the existing air.
For every two levels over first, the priest can create sufficient air for an additional person. A 3rd-level priest can create air for two man-sized creatures, a 5th-level priest sufficient air for five, and so on. Creating additional air around a single individual does not create a larger envelope; the excess air simply drifts off. The caster can refresh the air within his own personal air envelope and that of others within the range of the spell, without needing to touch those individuals.
The reverse of this spell, destroy air, immediately reduces the air around one creature to fouled (-2 penalt y to attacks and ability checks).
If the create air spell is used within a gravity field, inside otherwise hostile surroundings (such as inside a cloudkill or stinking cloud), it allowsthe recipient a single clean breath before the created air bubbles to the surface.
The material component for the spell is a small, stoppered flask.
Air in Space: An air pocket around an individual remains fresh for 2d20 rounds. Then it becomes fouled through round 30; attacks and ability checks have a -2 penalty. At round 31, the air becomes deadly. Each turn requires a saving throw vs. death to avoid passing out. An individual who loses consciousness continues making saving throws with a failure indicating death by suffocation. An unconscious individual will revive if exposed to fresh (or fouled) air. |
Create Earth
(Alteration) Reversible
Sphere: Elemental (Earth), Summoning
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By this spell, the priest creates up to 3 pounds per level of stone or 1 cubic foot per level of sand, dirt, or dust. The stone can be solid or loose gravel. The reverse, destroy earth, will destroy a like amount of earth or stone. Magical creatures are allowed a saving throw versus death magic or take 1 point of damage per level of the priest. The material component is the priest's holy symbol.
|
Create Fire
Schools: Elemental Fire
Area of Effect: Object touched
Casting Time: 2
Components: V, M
Duration: 6 turns + 1 per level
Range: 6"
Saving Throw: None
This spell creates enough fire to light a torch or a campfire.
The fire appears on the object touched by the warlock with the tip of his athame. The fire will bum for the number of turns listed above unless it is put out or comes in contact with a flamable object. Other than it's creation the fire is normal in ever respect. The material component is the warlocks athame, which is not consumed when the spell is cast. |
Create Water
(Alteration)
Reversible
Sphere: Elemental (Water)
Range: 30 yds. Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: Up to 27 cu. ft. Saving Throw: None
When the priest casts a create water spell, up to four gallons of water are generated for every experience level of the caster (for example, a 2nd-level priest creates up to 8 gallons of water, a 3rd-level priest up to 12 gallons, etc.). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc. The reverse of the spell, destroy water, obliterates without trace (no vapor, mist, fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard).
Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 ½ pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.
The create water spell requires at least a drop of water; the destroy water spell, at least a pinch of dust. |
Curse/Bless
(Conjuration/Summoning)
Reversible
Sphere: All
Range: 60 yds. Components: V, S, M
Duration: 6 rds. Casting Time: 1 rd.
Area of Effect: 50-ft. cube Saving Throw: None
Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.
Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.
This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water. |
Cure Light Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 5
Area of Effect: Creature touched Saving Throw: None
When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.
The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal--or can be cured--just as any normal injury. |
|
|
|
2nd Level |
Cause/Cure Moderate Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Instantaneous Casting Time: 5
Area of Effect: Creature touched Saving Throw: None
Somewhat less common than the well-known cure light wounds and cure serious wounds, this healing spell was created by a priest who found that his heroic companions required his skill at doctoring more than his advice and wisdom. By laying his hand on the subject’s body, the priest can heal 1d10+1 points of damage. Noncorporeal, nonliving, or extraplanar creatures cannot be healed by this spell. The reverse of this spell, cause moderate wounds, requires the priest to successfully touch the victim and inflicts 1d10+1 points of damage. (The knockdown and critical strike entries above are for spell’s reverse.) |
Chill/Heat Metal
(Alteration)
Reversible
Sphere: Elemental (Fire)
Range: 40 yds. Components: V, S, M
Duration: 7 rds. Casting Time: 5
Area of Effect: Special Saving Throw: Special
By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire to avoid being heated. The material component is a holy symbol.
On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spell's duration). During the second and sixth (next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal becomes searing hot, causing damage to exposed flesh, as shown below:
Metal Temperature Damage per Round
very warm none
hot 1d4 points
searing* 2d4 points
* On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell or suffer one of the following disabilities: hand or foot--becomes unusable for 2d4 days; body--becomes disabled for 1d4 days; head--fall unconscious for 1d4 turns. This effect can be completely removed by the 6th-level priest spell heal spell or by normal rest.
Note also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function under water. For every two experience levels of the caster, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds of weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or 5th-level caster two, etc.
The reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as follows:
Metal Temperature Damage per Round
cold none
icy 1-2 points
freezing* 1d4 points
* On the final round of freezing, the afflicted creature must roll a successful saving throw vs. spell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or hands, if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the character's grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp.
The chill metal spell is countered by a resist cold spell, or by any great heat--proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire spell, etc. Under water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy. |
Clay Beast
(Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
This spell enables a priest to conjure up a weak earth elemental - a clay beast of AC 4, 2 HD, MV 100 feet per round, 1 attack for 1d4 points of damage, which can be hit by normal weapons. It is about 5 feet tall and appears as a solid mud man. It moves as directed by the priest, but if it ever becomes separated from the priest by more than 30 yards, it instantly dissipates. Any native to the elemental plane of earth can disperse it at will with a simple touch, even another clay beast. The material component for this spell is a bit of clay. |
Cloak of Winds
Schools: Abjuration
Spheres: Elemental, Air,
Protection
Area of Effect: Caster
Casting Time: 2
Components: V, M
Duration: Special
Range: 0
Saving Throw: None
The cloak of winds spell causes the caster to be surrounded by small gusts of wind about his person. Whenever a missile weapon comes close to the cleric the winds rush and force the missile to land near the cleric but without causing any damage. Note that the caster need not see the missiles for the spell to deflect it and he can even be asleep at the time.
The spell will deflect a maximum of 2 arrows per level of the caster and the cleric can have no more than 1 of these spells upon his person at a specific time. (i.e. he can have one such spell active and another in memory but if he casts the spell anew then the first spell is immediately negated)
The spell will last 10 hours or until it has protected the caster from all the missiles it can.
The winds will not protect from magic missile or similar spells but will deflect Flame arrow if it was cast on arrows. The DM has the final judgement on the spells that it can deflect and those it cannot.
The material components are a broken arrow and a feather. |
Command II
(Enchantment/Charm)
Sphere: Charm
Range: 30 yards + 10 yards per level
Components: V
Duration: 2 rounds
Casting Time: 2
Area of Effect: One creature within hearing range
Saving Throw: None
This spell is an improved version of the command spell (q.v.). The differences are: the range (as noted above), the duration (as noted above), and that only those creatures with a 15 or higher Intelligence and those of 6 HD or more get a saving throw. |
Create Healing Potion
Schools: Alteration
Spheres: Healing
Area of Effect: One container of liquid
Casting Time: 7
Components: V, S
Duration: 1 day + 1 day/level
Range: Touch
Saving Throw: None
This spell allows the caster to transform a single flask or bottle of any liquid - be it water, poison, or even another potion - into a statndard potion of healing capable of restoring up to 2d4+2 points of damage to an injured creature who imbibes it. The potion may be carried and used at a later time, but if no one imbibes it before the spell duration expires, it reverts to its previous composition. |
Crocodile Tears
Schools: Enchantment/Charm,
Illusion/Phantasm
Spheres: Charm
Area of Effect: 120-ft radius
Casting Time: 5
Components: V, S, M
Duration: Special
Range: 0
Saving Throw: Neg.
This spell makes the priest appear weak, sick, injured, and emotionally distressed so as to engender a sympathetic response in anyone encountering the priest. It effectively disguises any unusual physical characteristics of the caster that might be taken to be menacing (fangs or claws, for example) and makes any drawn weapons or worn armor appear to be nonmenacing objects or heavy, but tattered, clothing (such as making a sword appear to be a walking staff). While this spell is in effect, any creature of Low Intelligence or greater (Intelligence 5+) - except a crocodile or werecrocodile - that enters the area of effect must make a successful saving throw vs. spell or immediately move to the priest's side at its full normal movement rate or faster to offer assistance. Weapons and shields are dropped in the haste to provide aid unless already sheathed or strapped on. Should the priest choose to attack as would-be benefactors approach, the latter are automatically surprised, and the priest has a +4 attack bonus during the round of surprise..
This spell lasts for up to 1 hour per level of the priest. Any attack by the priest instantly ends the spell. Those who observe the priest cast the spell are also immune to its effects. |
Cure Drunkenness
(Abjuration) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
This spell will instantly remove all effects of alcohol intoxication from one target's system. This instantly alleviates hangover, lack of sobriety, and all associated effects of being drunk or its immediate after-effects. It will not cure or abate maladies caused by long-term alcohol abuse, such as cirrhosis of the liver, alcoholism, heart disease, etc.
The reverse, cause drunkenness, will make its target instantly and severely drunk. The drunkenness caused will last as long as normal drunkenness would last, and may bring on a hangover. The severity of the drunkenness is slight if cast by a 2rd-5th level priest, moderate if cast by a 6th-9th level priest, and great if cast by a 10th level or higher priest |
Cure Madness
Schools: Abjuration
Spheres: Necromantic
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S
Duration: Instantaneous
Range: Touch
Saving Throw: None
This spell enables the caster to cure most diseases that affected the mind by placing his hand upon the mad creature's brow. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending upon the type of insanity and the state of advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against the afteraffects of psionic abilities that damage the target's mind and in countering feeblemind. This spell does not prevent reoccurrence of a form of insanity of the recipient again succumbs to madness, nor does it exorcise a possessing spirit. |
|
|
|
3rd Level |
Call Lightning
(Alteration)
Sphere: Weather
Range: 360 yds. Components: V, S
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: 10-ft. radius Saving Throw: ½
When a call lightning spell is cast, there must be a storm of some sort in the area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice or more). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately--other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster's experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8+4d8).
The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which case only one-half damage is taken.
Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.
|
Call Spirit
Schools: Conjuration/Summoning
Spheres: Divination
Area of Effect: 1 dead human or demihuman
Casting Time: 1 turn
Components: V, M
Duration: 1 rd/level
Range: 10 ft
Saving Throw: None
This spell allows the savant to summon forth the spirit of a dead human or demihuman, which is bound to answer all questions fully and truthfully. While the spell is in effect, anyone who speaks (other than the savant or the spirits) breaks the spell and causes the spirit to return from whence it came. While the spirit answers truthfully, its knowledge may be limited.
The material components are a relic of the deceased, or some fragment of a personal possession of the deceased. An iron censer is also required, in which must be burnt incense of a minimum value of 100 gp per level of the deceased. Failure to burn sufficient incense causes the spell to fail. |
Cause/Cure Blindness or Deafness
(Abjuration)
Reversible
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: Special
By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease.
Its reverse, cause blindness or deafness, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results.
A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.
|
Cause/Cure Disease
(Abjuration)
Reversible
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: None
This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.
The reverse of the cure disease spell is cause disease. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical:
Debilitating: The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.
Fatal: This wasting disease is effective immediately. Infected creatures receive no benefit from cure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.
The inflicted disease can be cured by the cure disease spell. Lycanthropy cannot be caused.
|
Charm Man II
Schools: Enchantment/Charm
Area of Effect: 1d6 men/level of 4 HD or less
Casting Time: 1
Components: V, S
Duration: 1d6+4 turns
Range: 16 feet
Saving Throw: Special
Except as noted, this spell is the same as the 1st-level spell charm man I. If a successful saving throw is made by a group's leader, the effects of this spell are reduced to those of charm man I (make another saving throw for the leader). If a leader of a group fails his saving throw, the spell works on him, but all other members of the group still get to make a personal saving throw to negate the effects.
|
Charm of a Witch
Schools: Abjuration
Spheres: Protection
Area of Effect: 1 charm of 25 gp or greater value
Casting Time: 1 hr
Components: V, S, M
Duration: 1 day/level
Range: Touch
Saving Throw: None
Charm of a Witch enspells a small item - an amulet, talisman, or fetish selected by the
spellcaster - to serve as a protective charm. It functions only for the person selected to use it by the witch when it is enchanted. It lasts only for as long as that being's actions are viewed favorably by witch's patron. The charm only functions while physically touching the owner's skin and is usually worn on a simple necklace beneath the owner's armor or shirt.
A charm of a witchcan provide a bonus to Armor Class or saving throws, but not both. In either case, a charm bestows a bonus of +1 for every three levels of the witch casting the spell (rounded down), to a maximum of +5 at 15th level or higher. A witch cannot have more than three charms created by her in existence at any time; hence, if a witch has three in existence at once, the magic of one of the three must expire before another one can be created.
The material component is the witch's' symbol. |
Charm Undead
Schools: Enchantment/Charm,
Necromancy
Spheres: Charm
Area of Effect: creatures in 20-foot square
Casting Time: 3
Components: V, S
Duration: Special
Range: 30 yards
Saving Throw: Special
This spell works just like the Player's Handbook's spell charm monster, except as noted above and that it only works on undead. |
Circle of Life
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: 3 creature/level
Casting Time: 4 rds
Components: V, S, M
Duration: 1 day
Range: 0
Saving Throw: None
This spell enables a number of creatures to survive in arid, inhospitable terrain. Those affected by the spell need only half their water requirements per day, and regain 1 extra hit point every 24 hours.
The spell does not help the caster ini any way, in fact, the caster requires twice the normal amount of water. The priest transfers his own bodily water to those within the circle of life, and the constant drain needs to be replenished. |
Circle of Secrets
Schools: Alteration
Spheres: All
Area of Effect: Special
Casting Time: 3
Components: V, S
Duration: Concentration
Range: Special
Saving Throw: None
This cooperative magic spell allows a minimum of two and a maximum of twelve priests to make themselves and a number of allies undetectable by normal means. The priests stand or sit in a circle (two priests position themselves face-to-face, while three make a triangle) so that they are within arms' reach of each other. They then close their eyes and concentrate. The DM may rule that both priests must follow the same deity, or they may be followers of allied deities.
The spell's magic changes the appearance of each priest into some natural terrain feature for as long as the priests maintain their concentration. The terrain feature is dictated by the deity worshipped and the situation (a priest of Erik in a forest, for example, might look like a tree, but might appear to be a cactus in the desert).
While the spell lasts, the priests look, feel, and smell like the object of their transformation. They remain aware of their surroundings and are able to hear and smell activities around them. They do not actually polymorph into these magical forms, however. A priest who assumes the form of a boulder, for example, can feel rough or smooth like a boulder, but isn't actually as hard as rock.
All passersby, even those searching for the priests, are affected by the magic. Unless greatly motivated, even those familiar with the ground often assume that these natural features are normal for the landscape. Those suspicious of the landscape ("Hey, that boulder wasn't here a minute ago!") are allowed a saving throw vs. spell with a -1 bonus for every priest participating in the circle of secrets. Success means the individual knows the natural features weren't there previously (but does not actually see the priests); failure means the individual dismisses his or her suspicions.
In addition to their own forms, the casting priests can affect one additional individual for every two priests casting the spell. These additional individuals stand between the priests or within the circle and change shape along with the priests. These beings need not concentrate or remain still, but cannot move out of their places.
Any participant who moves significantly or breaks the circle reverts to normal. As long as two or more priests maintain their concentration, however, the rest of the circle remains disguised, no matter how many beings are enclosed. Thus, six priests could cast the spell to include three allies, then four of the priests could move away to pursue other activities. Two priests must remain in concentration to safeguard themselves and the three allies.
A true seeing spell or gem can penetrate a circle of secrets. Detect magic shows only that magic is present, but not the nature of the magic. |
Clay Golem
Schools: Necromancy
Spheres: Guardian
Necromantic
Summoning
Area of Effect: 1 clay golem
Casting Time: 3
Components: V, S
Duration: 10 rds.
Range: 60'
Saving Throw: None
The caster calls up a creature of clay from loose earth on which blood has been spilled anytime in the last 24 hours. Within this limit, the golem appears in the location of the casters choice within range. The clay golem does not check morale. The golem attacks the caster's enemies until ordered to cease, the duration expires, or the golem is slain. The caster can also give the golem simple commands, including gaurd, tote, follow or scout.
|
Cloud Message
(Alteration, Conjuration)
Sphere: Elemental (Air), Weather
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 5
Area of Effect: 1 cloud
Saving Throw: None
This spell enables the priest to write a message into a cloud so that it becomes visible to all creatures who can see the cloud. The caster summons a small (1 HD) air elemental from the elemental plane of air, points at the cloud he wants to use and then writes the message into the air. The elemental then flies to the cloud and changes its shape until it is an exact copy of the original message magnified many times. The handwriting of the caster will even be recognised by all that are familiar with it.
The message will be visible during the day and the night as long as there is at least one major celestial body in the sky that can shine through the holes made in the cloud. The cloud is magically protected for the duration for the spell and it will not lose any vapour during this time, even if the surrounding clouds disappear into rain (the elemental is taking care of this). What's more, the priest can influence the direction the cloud is moving: he can cause it to stay immobile, or he can choose a direction the cloud has to travel to (at about 2 miles per hour). But once this choice has been made it cannot be changed and will remain the same for the full duration of the spell - 1 day per level of the caster. At the end of the duration, the elemental returns to its native plane. |
Cloudburst
Schools: Alteration
Spheres: Elemental, Air,
Elemental, Water,
Weather
Area of Effect: 30 ft diameter cylinder up to 60 ft high
Casting Time: 6
Components: V, S, M
Duration: 1 round
Range: 10 yards/level
Saving Throw: None
This spell precipitates a rush of water out of the air, instantly drenching everything in the area of effect. Normal fires will be extinguished. Permanent magical fires will go out, but will re-light in 1-2 rounds (weapons in 1 round). Fire-based spells of first or second level are negated immediately.
Fire-based spells of third level or higher are also negated, but will create a steam cloud with a 120' diameter. Those within the steam cloud are scalded for 1-3 points of damage per round (twice this for cold-based creatures). The steam cloud lasts 2-5 rounds, half that in a breeze, and but one round in a strong wind.
This spell has doubled effect in humid climes, causes a haevy dampness in arid climes, produces slush and sleet at temperatures near freezing, and creates up to 10" of snow if temperature is below freezing.
|
Cloudview
Schools: Alteration,
Greater Divination
Spheres: Divination
Area of Effect: See Below
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 20 miles/level
Saving Throw: Nil
Cloudview allows the caster to see and hear events through any one cloud within the range of the spell. The caster's image appears in the cloud for all to see. The caster can see in any direction from the cloud, including up. Hearing is limited to relatively loud events such as shouts or explosions. Spells cast on the cloud do not affect the caster, though an effective dispel magic severs the connection between the caster and the cloud.
The spell's material component is the cloud itself. |
Compel
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 or 2 creatures
Casting Time: 1
Components: V
Duration: 2 rds
Range: 30 yds
Saving Throw: None
This spell enables the caster to command one or two creaures with a single word. For the spell to be effective, it must be uttered in a language understood by any creature to be affected. Like the 1st-level priest spell command, the subjects obey to the best of their ability if an only if the command is clear and unequivocal. Similar to the command spell, a compulsion to "Die!" causes a two-round cataleptic state, not death. Typical compulsions are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, and rest.
Undead are unaffected by this spell, but any two living creatures within range who are seen and mentally selected by the caster as the spell is cast are subject to its effects. Beings having either an Intelligence of 15 or greater or 8 or more Hit Dice or experience levels (or both) are allowed a saving throw vs. spell that is not adjusted for Wisdom. If this saving throw is successful, they are unaffected by the magic.
A compel governs two consecutive rounds. If the caster desires, a second, different compulsion can be uttered in the second round. If this is not done, the initial command is followed for both rounds. |
Conceal Item
Schools: Illusion/Phantasm
Spheres: Protection
Area of Effect: 1 item
Casting Time: 1
Components: V, S, M
Duration: 1 turn + 1 rd/level
Range: Touch
Saving Throw: None
This magic enables the caster to render a single item utterly undetectable. The item can be any nonliving thing smaller than the caster's total body mass, as long as the caster carries or touches it. The spell conceals even magical and alignment auras, and shows true seeing a blank, wavering area of white fog where the item is.
This spell is usually used to conceal a carried magical item or weapon.
Its material component is a small handful (about 2 ounces) of the dust of any powdered gemstone (cheap stones, such as quartz, work fine). |
Conjure Lesser Elemental
Schools: Conjuration/Summoning
Spheres: Elemental, Air,
Elemental, All,
Elemental, Earth,
Elemental, Fire,
Elemental, Water
Area of Effect: Special
Casting Time: 3 rds.
Components: V, S, M
Duration: 1 turn + 1 round/level
Range: 30 yds.
Saving Throw: Special
With this spell, a priest can freely summon a lesser elemental from his own elemental sphere. The lesser elemental will do anything within its power to aid the caster. A priest cannot summon an elemental from an opposing sphere (that is, a water priest cannot summon a fire elemental). Only clerics and druids can cast this spell; templars cannot conjure lesser elementals.
Once cast, there is a 50% chance for one to three 2 Hit Die elementals to appear; a 25% chance for one or two 4 Hit Die elementals; and a 25% chance that one 6 Hit Die elemental will appear. The lesser elemental can be sent back by the caster, one at a time or all at once, at any time. It automatically returns to its home plane when the spell ends.
Conjured lesser elementals must be controlled by the priest; otherwise, it will simply assume a defensive posture until it returns to its plane. Lesser elementals won't attack the priest when uncontrolled. Lesser elementals can be controlled up to 30 yards away per level of the caster. Lesser water elementals are destroyed if they are ever more than 30 yards from a large body of water.
This spell requires a handful of material representative of the elemental being's home plane:
· Lesser Air Elemental: Breath of the caster
· Lesser Earth Elemental: Dirt, dust, or other earth
· Lesser Fire Elemental: Any burning object
· Lesser Water Elemental: Liquid, water, sweat, spit, and so on. |
Continual Faerie Fire
Schools: Alteration
Spheres: Weather
Area of Effect: 12 sq ft/level, within a 70-ft radius
Casting Time: 6
Components: V, M
Duration: Permanent
Range: 120 yds
Saving Throw: None
This spell is most often used to illuminate temples or temporary places of worship. Continual faerie fire allows a priest to cover an area with a pale, glowing light. This radiance can be of any color desired by the caster. Amber, green, red, and ale-brown, in that order, seem the most popular. Crafy spellcasters sometimes employ blue-white or specific aura hues to simulate magical auras. The spell's area of effect can be of any size up to the limit imposed by the priest's level, but it must be continuous. A row of patches of light would require a row of spells, whereas a ribbon or circle of light in the same area could be created with a single spell.
When in contact with the lit area, all beings and objects are outlined with a slightly more intense light than their surroundings. Invisible creatures are also surrounded with a nimbus and revealed if in contact with continual faerie fire, but noncorporeal, ethereal or gaseous creatures are unaffected. Undead creatures, however disguised, display an aura of blackness when in contact with continual faerie fire.
All creatures and objects possesing or under the current influence of cast magic that is not part of their essential nature radiate an additional, flickering white aura. (The magic that animates some undead creatures is part of their essential nature; they would not cause a white aura unless they also bore some special magical item or cast dweomer). Spellcasting or activating a magical item while in contact with the radiance of continual faerie fire is accompanied by tiny, winking white motes of light. (A flickering white aura is not displayed by beings that have only memorized spells and not yet cast them.) The white aura concentrates around magical items and surrounds beings under a dweomer. In other words, a magical sword or potion flask would display this flickering white aura, and the entire person of a polymorphed being would glow. The whole of any illusion also glows with this flickering white aura. Aura effects are cumulative: An undead creature imbued with spell ability or disguised by an illusion would have a black aura haloed with a flickering white one.
The radiance does not harm undead or creatures that dwell in darkness and doesn't approaches the intensity of sunlight, but creatures with normal vision can attack and function as if in normal light. The radiance does not alter or damage objects or creatures within its area of effect in any way. Moving objects and creatures retain a glowing outline for one round after the round in which they leave the area lit by the spell.
Continual faerie fire operates independently of magical light and darkness, functioning as if neither existed. Within areas of bright light, the winking hite lights of magical outlines are hard to see, and the colored outlines around beings and objects appear as a faint fuzziness around the perceived edges of the outlined forms.
The material components of this spell are a piece of foxfire, a drop of water, a pinch of ashes, and a pinch of bone dust. |
Continual Heat
(Alteration) Reversible
Sphere: Sun, Weather
Range: 6 yards
Components: V, S, M
Duration: Until dispelled
Casting Time: 3
Area of Effect: 20-yard radius sphere
Saving Throw: Negates
This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (continual chill), causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect. Continual heat is very handy cast on blankets, etc., for those travelling in cold climates or in deserts. Materials required: sulphur for continual heat, clear crystal for continual chill. |
Continuous Breathable Air
(Alteration) Reversible
Sphere: Elemental (Air)
Range: 6 yards
Components: V, S, M
Duration: Until dispelled
Casting Time: 3
Area of Effect: 20-yard radius sphere
Saving Throw: Negates
This spell causes the affected area to have breathable air until the spell is negated, as long as the surrounding pressure will allow it (eg., in shallow water the pressure will not remove the spell, in deep water the water pressure will reduce the area of effect considerably). This is handy for emergency breathing supplies within a poison gas area, stinking cloud, etc. It is also in great demand by owners of mines to ensure that the mine continues to be workable. It is also handy cast on the inside of helmets to provide a flow of fresh air out of the helmet, thus giving a positive air pressure, allowing the user to continue to breathe underwater (at fairly deep water pressures) and also helps to counter many of the effects of poison gas or stinking clouds (save at +4).
The reverse, continuous unbreathable air, will cause the air to become totally unbreathable, causing choking (1d6 per round while within the area of effect) and making it difficult to cast spells (save versus spell to be able to do so). It also allows for some nasty traps in the bottom of pits, etc.
The material components are a vial of oxygen for breathable air, and a vial of poison gas or stinking cloud for unbreathable air. |
Corpse Explosion
Schools: Invocation/Evocation,
Necromancy
Spheres: Combat,
Necromantic
Area of Effect: 1 corpse
Casting Time: 3
Components: V, S
Duration: Instantaneous
Range: 120'
Saving Throw: 1/2
The caster targets any single corpse in range, which explodes! The explosion inflicts 1d6 points of damage per caster level to all creatures in a 10' radius (save vs. spell for half damage), to a maximum of 6d6 points. Animated undead do not count as corpses until destroyed, and corpes that have been affected by this spell cannot be tageted by this spell again.
|
Corpse Whisper
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 undead creature
Casting Time: 3
Components: S, M
Duration: Special, up to 1 day
Range: 60 ft
Saving Throw: None
This spell enables the caster to transmit a message to an undead creature. The message forms silently in the mind of the corpse in the natural voice of the caster. The caster does not need to be within line of sight of the undead creature, if it is one he currently controls. The caster is not privy to the mind or thoughts of the undead creature.
The undead recipient is forced to obey only if it is not a self-willed undead (zombies and skeletons) and not under the current control of the caster. Self-willed undead can do as they please, but fear of their master may be enough to spur them into immediate obedience.
The spell establishes a link with the undead creature that enables up to half as many one-round, one-sentence messages to be sent as the caster has levels, rounded down. For example, a 9th level caster could send four messages to an undead creature that received this spell, each message requiring a single round to send and consisting of a single sentence. Even if no commands are sent, the spell wears off after a day.
Although the creature must be within 40 feet of the necromancer when the spell is cast, after that the creature can travel up to a mile away and still receive commands. As you might expect, the spell will not function if the caster and undead minion are in different domains and the borders of either domain (or any intervening domain) are closed.
The material component of this spell is the tongue of a dead man. |
Create Food & Water
(Alteration)
Sphere: Creation
Range: 10 yds. Components: V, S
Duration: Special Casting Time: 1 turn
Area of Effect: 1 cu. ft./level Saving Throw: None
When this spell is cast, the priest causes food and water to appear. The food thus created is highly nourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or one horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a purify food and water spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell create water. For each experience level the priest has attained, 1 cubic foot of food or water is created by the spell. For example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot of water.
|
Create Smoke
Schools: Conjuration/Summoning
Spheres: Elemental, Air,
Elemental, Fire
Area of Effect: 90-ft. radius
Casting Time: 6
Components: V, M
Duration: 4 rds.
Range: 10 yds. + 10 yds./level
Saving Throw: Special
By igniting even a tiny spark of flame, the priest creates a dense plume of smoke that obscures vision in 90-foot radius and makes breathing in the area difficult. Any air-breathing creature within the cloud must make a saving throw vs. death magic. Failure means the creature can only retreat from the cloud, coughing and rubbing its eyes. Such creatures have a -4 penalty to their attack rolls for 4 rounds after they leave the cloud. Those who make their saving throws can remain in the cloud, but fight at a -4 penalty while there. Those who make the saving throw and leave the cloud suffer no further ill effects. The smoke cloud lasts for 4 rounds and then dissipates. Strong winds will reduce the duration by half and gale force winds dissipate the smoke immediately.
The reverse of the spell, dissipate smoke, clears smoke from the area for the duration of the spell. It affects only smoke, not mists, fog, vapors, or other visible gases. |
Create Zombies
Schools: Necromancy
Spheres: Necromantic
Area of Effect: Special
Casting Time: 3
Components: V, S
Duration: Instantaneous
Range: 30'
Saving Throw: None
Caster can necromantically invigorate dead bodies, bestowing them with unlife, creating zombies. The previous levels or HD of the corpses are irrelevant; the caster can bestow one HD of unlife on a corpse per caster level, creating one or more zombies. Thus, a 5th-level caster could create one ghoul zombie, or some combinatoin of zombie type that equals 5 HD. Created undead obey the casters simple verbal commands, including follw, guard, or attack any creature. The caster cannot command more than 5 times his level in undead from those reanimated with multiple uses of this particular spell |
Cure/Cause Medium Wounds
(Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 7
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 moderate wounds. The spell cures (or causes) 3d8+3 HP per application. Otherwise, this spell is the same in all respects as a cure light wounds. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|