:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 - Supra 14.4 - Sysop: Gug A Game Master Support BBS RPG, Homebrew Beer, & Fiction Text .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Hi! As I promised a while ago, I am sending you (the ASCII version of) The Great Net Prayerbook, version 3. I have edited the prayers to make them somewhat more legible (for example: SOME OF THEM WERE COMPLETELY CAPITALISED, while some of the other prayers contained some lines that did not fit on an 80-line screen, while others contianed much speeling missteaks). Anyway, with this introduction you will find 12 other files, with the following subjects and approximate length: Net Prayerbook: List of prayers 4149 Net Prayerbook: Index 1889 Net Prayerbook: Index-macro 275 Net Prayerbook: Attributions 2228 Net Prayerbook: Level 1 21715 23 spells Net Prayerbook: Level 2 19734 24 spells Net Prayerbook: Level 3 15446 16 spells Net Prayerbook: Level 4 18017 19 spells Net Prayerbook: Level 5 15427 17 spells Net Prayerbook: Level 6 5479 5 spells Net Prayerbook: Level 7 10549 7 spells Net Prayerbook: Conclusion 662 These files contain the names of the prayers, the names of the people who posted them, an index to the prayers, a macro to print that index using troff, and the prayers themselves, respectively. You are free to redistribute them, and copy them for your own use, as long as you do not prevent others to do the same. You may not sell them for profit. If you distribute them, make sure that you distribute the entire package as you have received it yourself, especially the list of contributors, unchanged. One small note about the files containing the prayers: after you've removed the headers and the .signature, you can just "cat" them into one large file: all of them end with a ^L (page break). I will eventually (re)post these prayers, whenever I think I have accumulated enough new ones. I will mark these updates as being another version. Well, enough rambling for now, get them and enjoy! Boudewijn Wayers (wsbusr@eutws1.win.tue.nl). The Great Net Prayerbook! Version 3, June 21st 1991. The following is a list of the new prayers, as they were posted to the net in the last two years or so. First Level ----------- Animal/Bird Call (Conjuration/Summoning) Animal Enmity (Enchantment/Charm) Animal Tracks (Alteration, Enchantment) Coalstone (Alteration) Comprehend Languages (Alteration) Reversible Conjured Weapon (Conjuration) Create Earth (Alteration) Reversible Daryana's Holy Shit (Conjuration) Detect Enemy (Divination) Dieme's Forcing Hand (Alteration) Dispel Fatigue (Abjuration) Faithfulness (Abjuration) Flame Tongue (Enchantment/Charm) Gnat Swarm (Conjuration/Summoning) Grow (Alteration) Guardian Watch (Conjuration/Summoning) Itch (Enchantment/Charm) Quick Step (Alteration) Request Animal (Enchantment/Charm) Rock Jump (Conjuration) Seedling (Alteration) Reversible Sense Direction (Divination) Sharpleaf (Alteration, Invocation) Striking (Invocation) Tracker (Divination) Trance (Divination) Trip (Alteration) Second Level ------------ Bat Sense (Alteration) Command II (Enchantment/Charm) Cure Moderate Wounds (Necromancy) Reversible Detect Invisibility 15' Radius (Divination) Detect Phase (Divination) Detect Style (Divination) Dieme's Forceful Hand (Alteration) Efembe's Spitting Image (Conjuration/Summoning) Flame/Frost Blade (Invocation) Heliot's Healing Sleep (Necromancy) Inaudibility (Alteration) Nausea (Enchantment/Charm) Reversible (Abjuration) Planar Vision (Divination) Protection from Charm, 10' Radius (Abjuration) Resist Eye Contact (Abjuration) Resist Paralysis (Abjuration) Specialisation (Alteration, Invocation) Stone Message (Invocation) Stop (Enchantment/Charm) Summon Swarm (Conjuration/Summoning) Tracking (Divination) Unentangle (Alteration) Weakness (Abjuration, Alteration) Wild Deer Speed (Alteration, Enchantment) Third Level ----------- Aura of Nature (Abjuration, Alteration) Berserker (Alteration, Invocation) Cure Medium Wounds (Necromancy) Reversible Dhalkuir's Diametric Abjuration (Abjuration) Etherealness (Alteration) Heat (Alteration) Reversible Lion's Claw (Alteration) Oxen Strength (Alteration) Protection from Constriction (Abjuration) Protection from Lycanthropes, 10' Radius (Abjuration) Protection from Petrification (Abjuration) Protection from Undead, 10' Radius (Abjuration) Remove Scar (Necromancy) Reversible Root (Enchantment/Charm) Selective Entangle (Alteration, Invocation) Stone Seeds (Alteration) Fourth Level ------------ Adaptation (Abjuration) Awake (Alteration, Invocation) Beppie's Happy Hour (Enchantment/Charm) Cure Serious Wounds (Necromancy) Reversible Detect Curse (Divination) Double Specialisation (Alteration, Invocation) Fearlessness (Abjuration) Fish Command (Charm) Hallucinatory Plain (Illusion/Phantasm) Reversible Meandering Path (Alteration, Illusion) Moonlight (Alteration) Neutralise Gas (Alteration) Reversible Pacify (Enchantment/Charm) Possess Animal (Enchantment/Charm) Protection (Abjuration) Protection From Elementals, 10' Radius (Abjuration) Remove Scars (Necromancy) Reversible Reptile Command (Enchantment/Charm) Sanctum Sigil (Abjuration, Invocation) Fifth Level ----------- Avian Command (Enchantment/Charm) Cure Critical Wounds (Necromancy) Reversible Cure Insanity (Abjuration) Dariod's Vestigial Vine (Alteration) Entreaty (Conjuration/Summoning) Godrage (Alteration, Enchantment) Hidden Champion (Alteration, Enchantment) Karma (Alteration) Kiss of Death (Necromancy) Lightning Strike (Invocation) Mammal Command (Enchantment/Charm) Ostracise (Charm) Quench Flame (Invocation) Raise Energy (Alteration, Invocation) Stonewood (Alteration) Viper's Bite (Alteration) Warp Metal (Alteration) Sixth Level ----------- Adaptation, 10' Radius (Abjuration) Mass Cure (Necromancy) Reversible Polymorph into Tree (Alteration, Enchantment) Protection from Undead (Abjuration) Reversible Sacrifice (Necromancy) Seventh Level ------------- Avatar (Invocation) Awaken Forest (Alteration, Invocation) Death Warrior (Invocation) Henley's Digit of Disruption (Invocation) Lifeforce (Alteration, Invocation) Razorwind (Alteration, Invocation) Treegrowth (Alteration) 1 Animal Enmity 1 Animal Tracks 1 Animal/Bird Call 1 Coalstone 1 Comprehend Languages 1 Conjured Weapon 1 Daryana's Holy Shit 1 Detect Enemy 1 Dispel Fatigue 1 Faithfulness 1 Flame Tongue 1 Gnat Swarm 1 Grow 1 Itch 1 Quick Step 1 Request Animal 1 Rock Jump 1 Seedling 1 Sense Direction 1 Sharpleaf 1 Striking 1 Trance 1 Trip 2 Bat Sense 2 Command II 2 Cure Moderate Wounds 2 Detect Invisibility 15' Radius 2 Detect Phase 2 Detect Style 2 Dieme's Forceful Hand 2 Efembe's Spitting Image 2 Flame/Frost Blade 2 Heliot's Healing Sleep 2 Inaudibility 2 Nausea 2 Planar Vision 2 Protection from Charm, 10' Radius 2 Resist Eye Contact 2 Resist Paralysis 2 Specialisation 2 Stone Message 2 Stop 2 Summon Swarm 2 Tracking 2 Unentangle 2 Weakness 2 Wild Deer Speed 3 Aura of Nature 3 Berserker 3 Cure Medium Wounds 3 Dhalkuir's Diametric Abjuration 3 Etherealness 3 Heat 3 Lion's Claw 3 Oxen Strength 3 Protection from Constriction 3 Protection from Lycanthropes, 10' Radius 3 Protection from Petrification 3 Protection from Undead, 10' Radius 3 Remove Scar 3 Root 3 Selective Entangle 3 Stone Seeds 4 Adaptation 4 Awake 4 Beppie's Happy Hour 4 Cure Serious Wounds 4 Detect Curse 4 Double Specialisation 4 Fearlessness 4 Fish Command 4 Hallucinatory Plain 4 Meandering Path 4 Moonlight 4 Neutralise Gas 4 Pacify 4 Possess Animal 4 Protection 4 Protection From Elementals, 10' Radius 4 Remove Scars 4 Reptile Command 4 Sanctum Sigil 5 Avian Command 5 Cure Critical Wounds 5 Cure Insanity 5 Dariod's Vestigial Vine 5 Entreaty 5 Godrage 5 Hidden Champion 5 Karma 5 Kiss of Death 5 Lightning Strike 5 Mammal Command 5 Ostracise 5 Quench Flame 5 Raise Energy 5 Stonewood 5 Viper's Bite 5 Warp Metal 6 Adaptation, 10' Radius 6 Mass Cure 6 Polymorph into Tree 6 Protection from Undead 6 Sacrifice 7 Avatar 7 Awaken Forest 7 Death Warrior 7 Henley's Digit of Disruption 7 Lifeforce 7 Razorwind 7 Treegrowth The Great Net Prayerbook. I'd like to thank the following people for posting all of these prayers: alh92@campus.swarthmore.edu Jon Broadfield ars3_cif@uhura.cc.rochester.edu Phrixus cl2g@andrew.cmu.edu Charles Anthony (Tony) Leone dkk@mit.edu David Krikorian esemeniuk@dahlia.waterloo.edu Ed Semeniuk f35437c@saha.hut.fi Aki Taskinen gefagan@uokmax.uucp Geoffrey Fagan jarvis@northstar68.dartmouth.edu Mark A. Robinson j.d.coleman@newcastle.ac.uk Julian Coleman mrspock@hubcap.uucp ??? rterrell@ncratl.atlanta.ncr.com Roger Terrell sater@cis.ohio-state.edu Ronald P. Sater tsc0265@rigel.tamu.edu teh "csc outcast" cheng walker@dalcsug.uucp Paul D. Walker wsbusr@eutws1.win.tue.nl Boudewijn Wayers Address unknown Brain Dawson Address unknown Scott Neilly When I started out, I was going to put each author's name next to each prayer. Then I started getting two and three copies of the same prayer, and decided to just put their names here, so if you have a question, get in touch with one of these people, not with me. Note that some of the prayers contained in the Great Net Prayerbook have been copyrighted by the author. Permission has been granted by these authors to copy and freely distribute copies of their work, so long as no commercial or barter considerations are obtained in exchange for such copies. All prayers are for personal use only. If you distribute these prayers, you must also distribute these copyright conditions and the names of the authors and editors. After receiving these prayers, I have gone through all of them, edited them to make the format uniform, and to make them more legible. Note that I did not change the wordings in any way, except in some obvious cases of spelling errors. Furthermore, when no level was indicated, I (or cscon113@uoft02.utoledo.edu) just guessed what level it was to be in. Also, in those cases where no school, range, area of effect, or the like was supplied, I made one up. Game Masters should be sure to check these prayers, and make sure they are right for the way you run your campaign. Some are awfully powerful but some could use a little more kick, that is for you to decide. Boudewijn Wayers (wsbusr@eutws1.win.tue.nl). :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 - Supra 14.4 - Sysop: Gug A Game Master Support BBS RPG, Homebrew Beer, & Fiction Text .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. The Great Net Prayerbook! Version 3, June 21st 1991. ======================================================================== First Level Spells ======================================================================== Animal/Bird Call (Conjuration/Summoning) Sphere: Animal, Summoning Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: 12" + 1" per level radius area Saving Throw: None This spell allows the cleric to call all animals or birds within the spell effect. The animals or birds will converge upon the cleric within 1d3 rounds. While the spell is in effect, none of the animals or birds will attack each other. While there, the cleric may set one small task for the group to perform. When the spell ends, the animals or birds will peacefully disperse to whence they came. ------------------------------------------------------------------------ Animal Enmity (Enchantment/Charm) Sphere: Animal, Charm Range: Touch Components: S Duration: 1 day Casting Time: 1 Area of Effect: One creature Saving Throw: Negates This spell simply causes the victim to be offensive to animals for the period of one day. Horses will shy or buck, dogs will bark, bulls will charge, birds will aim at them, etc. Note that animals with a close association to the victim won't do anything to hurt the victim, they'll just treat him like you would treat a friend who, for some reason, smelled horrible. ------------------------------------------------------------------------ Animal Tracks (Alteration, Enchantment) Sphere: Animal Range: 0 Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 2 rounds Area of Effect: Caster Saving Throw: None This spell causes the cleric to leave tracks & scents as as the animal specified during casting. The tracks have traces of magic for 3 turns, after which they are indistinguishable from normal tracks. Only non-mythical creatures can be impersonated. A holly berry and some fur from the animal to be impersonated is needed to cast this spell. ------------------------------------------------------------------------ Coalstone (Alteration) Sphere: Elemental (Fire) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 turns Area of Effect: One gem Saving Throw: None When this spell is cast, the cleric enchants a gem, turning it into a coalstone. The coalstone glows and gives of heat. It is hot enough to start a fire, ignite flammable substances and sheds light in a 5' radius. Holding the coalstone will inflict 1 hit point of damage per round unless the wielder possesses some form of protection. The coalstone will burn for 1 day per GP value of the gem used for a maximum of 1 year per level of the caster, after which the coalstone crumbles into a fine powder. Another function of the coalstone is that the caster may opt to cause it to explode. This will cause 1 point of concussion damage for every 100 days left on the duration (save for +) and ignite any flammables within a 5' radius. The material component for the spell is the gem to be enchanted and a sprig of holly. ------------------------------------------------------------------------ Comprehend Languages (Alteration) Reversible Sphere: Divination Range: Touch Components: V, S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: Creature or object touched Saving Throw: None This spell is the same as the first level magic-user spell Comprehend Languages. ------------------------------------------------------------------------ Conjured Weapon (Conjuration) Sphere: Combat Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: One weapon Saving Throw: None When this spell is cast, it brings into existence a weapon of the caster's choice which he can use to fight with. The weapon is a normal weapon with the holy symbol of the god engraved upon it. The weapon has a dim glow upon it which can be faintly seen. The caster, if he is to use the weapon, must be proficient in its use. The weapon can be given to another character to use. If a striking spell is used in conjugation with the conjured weapon spell, then there will be an additional +1 to hit and to damage rolls because of the cumulative effects of the magic of the spells. The conjured weapon then counts as a +2 weapon for purposes of special defense. The weapon stays into existence until the end of the spell or until the caster wishes the spell to end. The verbal component would sound something like, "Oh Great Warrior Kos, give me a broadsword to smite down my foes!", then the gestures made are those to signify the casters intent. ------------------------------------------------------------------------ Create Earth (Alteration) Reversible Sphere: Elemental (Earth), Summoning Range: 1" Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None By this spell, the caster 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 lose gravel. The reverse, Destroy Earth, will destroy a like amount of earth or stone. Magical creatures are allowed a save vs. magic or take 1 point damage per level of the caster. The material component is the cleric's holy symbol. ------------------------------------------------------------------------ Daryana's Holy Shit (Conjuration) Sphere: Creation Range: 10' Components: V Duration: Permanent Casting Time: 1 Area of Effect: 3-inch radius sphere Saving Throw: None This spell was granted to Daryana, third level priestess of the goddess of magic, after she had repeatedly, loudly, requested it. Upon uttering the verbal component - already mentioned in the spell's name - two things can happen. If cast consciously, the spell can be targeted and takes effect immediately. In this case, some faeces appear anywhere within the range of the spell. If this spell was memorised, and cast unconsciously, the spell's effect is delayed for up to 1 hour while the place of impact is anywhere within 10' around the unfortunate caster, both at the DM's discretion. ------------------------------------------------------------------------ Detect Enemy (Divination) Sphere: Divination Range: 0 Components: V, M Duration: Instantaneous Casting Time: 2 Area of Effect: 1" per level radius area Saving Throw: None By casting this spell, the cleric may determine whether there are creatures within the area of effect that bear hostile intent toward him. The spell will reveal the direction of the creatures, even if they are invisible, ethereal, astral, or out of phase. Note that this spell does not reveal anything about the alignment or motives of the creatures in concern. ------------------------------------------------------------------------ Dieme's Forcing Hand (Alteration) Sphere: Combat Range: 3" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: 1/2 By this spell, the caster throws a stone hand at the target. The stone hand will then make a crackling noise and show blue lightning as it flies towards its target. When it hits, it will do 2 points per level of impact damage. Upon casting this spell, the caster throws the hand and says "to arms". This spell (like "magic missile") always hits. The material component is a carved (or created) stone hand. ------------------------------------------------------------------------ Dispel Fatigue (Abjuration) Sphere: Healing Range: Touch Components: V, S, M Duration: 3 turns per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None This spell removes fatigue from the affected creature and protects it from tiring further for the spell duration. However, once the spell expires, the recipient must rest for the amount of time spent in strenuous activity (i.e., running, melee combat) while under the spell. No damage sustained is restored, including broken or sprained limbs, i.e., you still can't run on a sprained ankle. The spell is also ineffective against magically or psionically caused fatigue (such as Ray of Enfeeblement), or against subdual damage. ------------------------------------------------------------------------ Faithfulness (Abjuration) Sphere: Guardian, Protection Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 round Area of Effect: Caster Saving Throw: None This spell acts as a Phylactery of Faithfulness in that it will alert the cleric to any action or item which will adversely affect his alignment and standing with his deity, if a prior moment is taken to contemplate the action. Furthermore, if the cleric is forced by some form of possession or domination to act contrary to alignment, the spell bestows a 10% chance per level of breaking free of the mind control, as well as a saving throw to not carry out the offending act. ------------------------------------------------------------------------ Flame Tongue (Enchantment/Charm) Sphere: Charm Range: 0 Components: V, M Duration: 1 round per level Casting Time: 5 Area of Effect: One or more persons listening Saving Throw: Negates This spell grants the caster the ability of fast talking: during the spell's duration, the caster is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the caster. Note that all hearing the caster will be affected by this fast talking: party members are affected too. The second use of this spell is to increase the morale of hirelings, followers and henchmen: prior to a fight, the priest can encourage them by talking vividly for one round, thus increasing their morale by two points plus one for every two levels above first, up to a maximum of 5. Thus, a fifth or sixth level priest will increase the morale by 4 points. ------------------------------------------------------------------------ Gnat Swarm (Conjuration/Summoning) Sphere: Animal, Summoning Range: Sight Components: S, M Duration: 1d4 + 1 rounds Casting Time: 1 Area of Effect: One creature Saving Throw: None The cleric can summon a swarm of gnats to bother and harass the victim for the duration of the spell. For example: a man is stalking Bob-the-wonder-druid through the forest. The fellow gets closer than Bob would like, and, unless he acts fast, is liable to get spotted (a situation he'd like to avoid.) The man has a 30% chance to spot Bob normally, but with the swarming gnats, his attention is elsewhere, so his chances are cut to 15%. The material component for this spell is a dead gnat. ------------------------------------------------------------------------ Grow (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: Permanent Casting Time: 2 rounds Area of Effect: One plant Saving Throw: None The cleric can cause a single plant to show a week's worth of growth in one day. This spell can be cast at most once per day per plant. The material component for this spell is some furtiliser or humus, and some water, to be given to the plant (the components are not consumed by the spell, but they are by the plant). If the cleric wishes to continually cast this spell, then he should be prepared to furnish additional fertiliser and water to sustain the plant. ------------------------------------------------------------------------ Guardian Watch (Conjuration/Summoning) Sphere: Elemental (Earth), Summoning Range: 3" Components: V, S, M Duration: 8 hours Casting Time: 1 round Area of Effect: 2" radius sphere Saving Throw: None This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1 pound, the elemental will cause the ground to shiver and wake people up (detection of creatures is by movement and vibrations across the ground). The elemental can also form a hand and try to trip intruders (the guardian is semi-intelligent and can remember simple commands from the caster, i.e. like who the party members are). The guardian is hard to detect and will almost always trip from surprise. Opponents get a save vs. magic to avoid tripping - a save means they just felt something trying to grab their leg. The material components of this spell are the cleric's holy symbol and a live worm. ------------------------------------------------------------------------ Itch (Enchantment/Charm) Sphere: Charm Range: 30 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Causes the victim to have an irresistible urge to scratch, if he, she or it fails its saving throw. This can be cast on any sort of animal that might have to scratch, and dogs save at -4. This spell works with embarrassing effectiveness on armoured folks. The actual location of the itch is semi-random (i.e. GM rolls a dice, pretends it matters, then does whatever (s)he likes). Most of the time, though, it's on the back, the foot, or, on the odd occasion, less appropriate places. ------------------------------------------------------------------------ Quick Step (Alteration) Sphere: Charm Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 Area of Effect: One creature Saving Throw: None This spell allows one creature to be able to run at full speed without getting tired over stone, dirt, or grass. At the end of the duration, the creature must stop for 1 turn for each hour it was running. During this time it can do nothing except drink liquids and small, light portions of food. At the end of this resting period, the creature will start to regain enough energy to be able to carry on normal activities (i.e. eat, walk, etc.). When the creature has stopped for a time equal to the time it ran, it will be able to carry on all activities without penalty (i.e. fight, run, etc.). This spell will work on horses, pack animals, etc. The material component for this spell is a small piece of leather. ------------------------------------------------------------------------ Request Animal (Enchantment/Charm) Sphere: Animal, Charm Range: 10 feet Components: V, S, M Duration: Instantaneous Casting Time: Special Area of Effect: One animal Saving Throw: Special By casting this spell, a cleric can ask a particular animal for a favour. The caster must have some sort of enticement for the animal to actually perform the favour, because the animal can opt not to carry out the cleric's wishes. The casting time of this spell is 1 plus the time necessary to make the request, which may take no longer than one turn. This spell does not empower the priest to actually speak the animal's language. For example: If a cleric spotted an owl, the cleric could request the owl to, if it saw any other humanoids around, fly back and alert the cleric. An appropriate offering might be some choice part of a rabbit, a mouse, or some other form of owl snack food. If the owl was actually required to fly patrol all night (and forego hunting, a favourite owl activity) then probably the owl would turn him down no matter what the cleric offered. ------------------------------------------------------------------------ Rock-Jump (Conjuration) Sphere: Creation Range: 100 yards Components: S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None With this spell, the cleric can cause a rock to find its way into the shoe of the victim. If the victim has no shoes, the spell causes a thorn or something to stick into the foot of the victim. The material component for this spell is a small stone of thorn, that is to be thrown in the direction of the victim. It is consumed in the victim's shoe or foot. ------------------------------------------------------------------------ Seedling (Alteration) Reversible Sphere: Plant Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: Special This spell causes one tree seed or seedling per level of the caster to be specially blessed by the caster's god. When the spell is cast upon a seed or seedling and planted in the ground, it will immediately start to grow at an astonishing rate. It will grow to a total height of 2'+ 1 foot per level of the caster in the period of one turn. A tree thus "blessed" by this spell will grow to be a large, healthy tree, highly resistant to both parasites and disease, and will have a much longer lifespan than the ordinary trees of its type. The reverse of this spell, tree shrink, causes one tree to be reduced in height by the above amount. If this is cast upon a "monster" tree then it gets a save vs. spells. If the tree saves, there is no effect. If the tree fails, then the tree is reduced in HD by the level of the caster. The spell can be cast in two ways. The first way takes 1 round per seed or seedling to cast and be planted. The other way takes 9 segments per seed or seedling to cast. The spell is then finished at a later time by completing the final gestures (1 segment per seed or seedling) and then planting the seeds or seedlings. There is no limit to the time in between the original casting and completion in this variation. Anybody can complete the final gestures needed to complete this spell. The seeds or seedlings are most commonly used for gifts or reforestation projects as needed. The trees around a cleric grove tend to be of this type. ------------------------------------------------------------------------ Sense Direction (Divination) Sphere: Divination Range: 0 Components: V, S Duration: Instantaneous Casting Time: 6 Area of Effect: Caster Saving Throw: None By use of this spell, the cleric is able to divine exactly what direction his home grove is in relation to his current position. Only direction is known, not distance. The component for this spell is a oak leaf (from the home grove) suspended by a spider silk thread. ------------------------------------------------------------------------ Sharpleaf (Alteration, Invocation) Sphere: Combat Range: 2" Components: S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: 3 leaves per 4 levels Saving Throw: None Using this spell, the cleric causes oak leaves to become rigid and extremely sharp. These Sharpleaves can now be wielded or thrown as daggers. If the leaves are crumbled before the spell is cast, then the resulting pieces are similar to caltrops, doing 1d2 points each. One leaf can cover 5' square, with 1d4 hitting the first creature to enter. ------------------------------------------------------------------------ Striking (Invocation) Sphere: Combat Range: 0 Components: V, M Duration: 5 rounds + 1 round per level Casting Time: 2 Area of Effect: One weapon per 4 levels Saving Throw: None The use of this spell calls down upon a specially consecrated weapon of a believer, the benediction of his deity. This spell only works for those of the same faith as the caster and the weapons used must have been previously dedicated to that deity through a Ceremony spell. Once these conditions have been met, the spell endows the weapon with a glowing, magical aura that inflict an additional 1d6 points of damage per blow struck. This additional damage will affect creatures that are struck only by magic weapons of +2 or less (while the weapon itself may do no damage to these creatures). Note: this spell will not affect weapons which are +2 or better. The material components are the cleric's (un)holy symbol and the consecrated weapon. ------------------------------------------------------------------------ Tracker (Divination) Sphere: Divination Range: 1' per level Components: V, S, M Duration: 2 hours per level Casting Time: 1 round Area of Effect: One object Saving Throw: Negates This spell allows the caster to place an enchantment on an object. The caster will then know, for the duration, the direction and relative distance to the object. The object can be up to a mile away before the spell fades away. The spell will last until the spell duration expires or it is dispelled. If the object is on a unknowing recipient at the time of casting, then (and only then) does the carrier get a save. The material component is the object to be tracked. ------------------------------------------------------------------------ Trance (Divination) Sphere: Divination Range: 0 Components: S Duration: 8 rounds Casting Time: 1 round Area of Effect: 100 yards radius area Saving Throw: None The cleric goes into a meditative trance, and, after being in this trance for one round, can feel the presence of the spirits in the area -- including the spirits of the animals in the area. For example: If, say, a troll happened to be within 100 yards of the caster, the caster would certainly know that something large and fell is in the area, but, unless the caster had come into contact with the spirit of a troll before, wouldn't know what it was. ------------------------------------------------------------------------ Trip (Alteration) Sphere: Plant Range: 100 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: One 10-foot per level long square Saving Throw: None Actually, this is a low-budget Entangle spell. However, the effectiveness of this spell depends upon the amount of underbrush in the area of effect. In a bramble of thorn-bushes, it is as effective as an entangle spell. On a putting green, it has no effect at all. ------------------------------------------------------------------------ ======================================================================== Second Level Spells ======================================================================== Bat Sense (Divination, Alteration) Sphere: Divination Range: Touch Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 5 Area of Effect: One creature Saving Throw: None When this spell is cast, it enables the recipient to be able to sense objects, creatures, etc. around him as a bat would (i.e. by the reflection of sound waves). To use this ability, the recipient must spend one round "switching" his sensory input. While using this capability, he must keep his eyes closed. This spell will reduce a thief's move silently percentages by 50%. Also invisible creatures may be "seen" using this spell. The recipient can "see" things up to 60' away from him. When using this ability, if the recipient is within the effect of a shout spell, horn of blasting, or similar phenomenon, then he must make a save versus death or be stunned for 1d6 rounds and have a 40% chance of becoming deaf (eardrum ruptures). ------------------------------------------------------------------------ Command II (Enchantment/Charm) Sphere: Charm Range: 3" + 1" per level (and within hearing range) Components: V Duration: 2 rounds Casting Time: 2 Area of Effect: One creature Saving Throw: None This spell is an improved version of the Command spell (see the first level priest spell Command). The differences are: the range (as noted above), the duration (as noted above), and that only those creatures with a 15 and above intelligence or 6 HD get a save. ------------------------------------------------------------------------ Cure Moderate Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None This spell is a more potent form of Cure Light Wounds. When the caster lays his hands upon the creature to be touched the spell cures 3-17 (2d8+1) HP of damage. The reverse of this spell, cause moderate wounds, does the above amount of damage if the caster succeeds in touching the victim. Otherwise this spell is the same in all respects as a Cure Light Wounds spell. ------------------------------------------------------------------------ Detect Invisibility 15' Radius (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 4 Area of Effect: 15' radius sphere Saving Throw: None Except as noted above, this spell is the same as the second level magic-user spell, Detect Invisibility. Note the spell allows only the cleric to see invisible creatures, and only those within the specified radius. The material component of this spell is a pinch of any fine powder such as talc. ------------------------------------------------------------------------ Detect Phase (Divination) Sphere: Divination Range: 12" Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Person touched Saving Throw: None When this spell is cast, the person touched can see and perceive any creature that is out of or in a different phase than that of the spell recipient. This means that the person touched will see clearly such creatures with special defenses such as displacement, blinking, duo-dimension, astral, or etherealness and those who can shift out of phase, such as a phase spider. Furthermore, if the person touched has means to attack such creatures, he will have none of the ill effects that normally occur when trying to attack (i.e. the person touched would know the exact location of a displacer beast, or where the phase spider is etc.). The information cannot be communicated to his fellows by words. The material component of this spell requires, in addition to the caster's holy symbol, a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell. ------------------------------------------------------------------------ Detect Style (Divination) Sphere: Divination Range: 30 yards Components: M Duration: Instantaneous Casting Time: 2 Area of Effect: One or more creatures Saving Throw: Special This spell has two uses: if cast on more than one creature, this spell will make the one, highest in rank, known to the caster. If all creatures, which must be in sight, are of equal rank, or there is a tie for the highest rank, no one will be detected. Note that the highest in rank need not be the most powerful of the scanned creatures. In this case, there is no applicable saving throw. The second use of this spell is to determine the exact rank of a specific creature: if the spell is cast on one creature only, the caster will know the rank of the targeted creature. If the caster is unfamiliar with the hierarchical structure of the victim's society or organisation, he will only feel a general indication: something like "no rank", "officer" or "very high rank" would be appropriate descriptions. Note that nothing is revealed about the victim's level of experience e.a. The target gets a saving throw, that will negate the spell. ------------------------------------------------------------------------ Dieme's Forceful Hand (Alteration) Range: 4" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Special This spell is like the first level spell except the fist is a lot larger (about 6' high) and more forceful. The base damage is 2d6 +1 per level for small or medium, and 3d6 + 1 per level for large creatures. The creature saves for 1/2 damage, and those that fail are affected as follows: Large: Creature falls down. Medium: Creature pushed back 4+1d4 feet, Dex check to stay on feet. Small: Creature thrown back the number of feet equal to the damage they took. They also take another 1d6 points of damage when they land. This spell does not insure a safe landing, and if the creature is in a position where a fall would do extra damage, like mounted on a horse for example, extra damage may occur. The material component is a carved (or created) stone hand. ------------------------------------------------------------------------ Efembe's Spitting Image (Conjuration/Summoning) Sphere: Protection (reversed) Range: Touch Components: V, S, M Duration: 1 week per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Upon casting this spell, the caster spits on his fingertips and smears some spittle on the target's forehead. This bestows a curse on the victim: every time he looks into a mirror or another reflecting surface during the spell's duration, his mirror image will spit into his face. Note that a Remove Curse will dispel this spell. ------------------------------------------------------------------------ Flame/Frost Blade (Invocation) Sphere: Combat, Creation Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 3' long, sword-like blade Saving Throw: None When a cleric casts this spell, he causes a blazing ray or red-hot fire or a freezing icicle to spring forth from his hand. This blade is actually wielded as if it were a scimitar (but it is not a scimitar), and is the cleric scores a successful hit while employing the blade, the creature struck will take 2d6 points of damage - with a damage bonus of +2 if the creature is especially vulnerable to that attack form (i.e. fire vs. undead, ice para-elementals and frost vs. red dragons or fire elementals). The flame blade will ignite combustible materials. The blade will not affect creature that can be hit by magic weapons except with respect to undead monsters. In addition to mistletoe, the cleric must have a leaf of sumac in order to cast this spell. ------------------------------------------------------------------------ Heliot's Healing Sleep (Necromancy) Sphere: Healing Components: V, S, M Range: 0 Duration: 4 hours + 2 hours per level Area of Effect: One person Casting Time: Special Saving Throw: None This spell causes the healing benefits of sleep to be threefold (i.e. 3 HP per day rested). Additionally this spell causes any and all curative spells cast during its duration to have maximum effect plus 1 HP. The individual to be effected must be able to sleep, and must be asleep during the spells effect. The casting time of this spell is 6 turns minus the caster's level, with a minimum of one turn. ------------------------------------------------------------------------ Inaudibility (Alteration) Sphere: Protection Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 4 Area of Effect: Caster Saving Throw: None This spell causes the cleric's movements to become completely silent for the duration of the spell. All sounds made by his equipment from the neck down are muted into inaudibility. Intentional shouting or spell casting can be heard, and will negate the inaudibility for the duration of said noise. Attacking completely negates the spell effect (Cf. Invisibility). The material component is a piece of sea sponge. ------------------------------------------------------------------------ Nausea (Enchantment/Charm, Abjuration) Reversible Sphere: Charm, Healing, Protection Range: 30 yards Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell causes the recipient to fall to its knees and choke, gag and vomit for 1 round per level of the caster. No actions are allowed other than crawling. The material component for this spell is a bucket. The reverse of this spell removes nausea or protects a character from such things as Stinking Clouds and seasickness for 1 turn per level of the caster. The material component for the reverse is some food. The reverse of this spell belongs to the Abjuration school, while Nausea itself belongs to the Enchantment/Charm school. ------------------------------------------------------------------------ Planar Vision (Divination) Sphere: Astral, Divination Range: 0 Components: V, S Duration: 1 turn Casting Time: 2 Area of Effect: Sight Saving Throw: None Using this spell, the priest can perceive creatures in the Border Ethereal, out of phase beings (i.e. phase spiders), Dimension Doors, creatures viewing his location through Colour Pools, and boundaries of plane-travel-proof areas; he can also identify portals to other planes (but he cannot say what plane is on the other side). ------------------------------------------------------------------------ Protection from Charm, 10' Radius (Abjuration) Sphere: Protection Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: 10' radius sphere Saving Throw: None While this spell is in operation, all creatures in the area of effect have a percentage immunity to all forms of charm (spell, item, or whatever) equal to 20% plus 5% per level of the cleric. Thus, if cast by a 5th level cleric, any creature in the area of effect targeted by a charm spell would not need to make a saving throw if 45% or lower was rolled on percentile dice. The material component is a miniature cloth blindfold. ------------------------------------------------------------------------ Resist Eye Contact (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature per level Saving Throw: None This spell gives +4 on all saving throws versus gaze weapons for each creature touched. Note: this does not apply to beings whose gaze weapons do not require the victim to meet the attacker's gaze. The material component is a small disc of translucent material such as mica or smoked glass. ------------------------------------------------------------------------ Resist Paralysis (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None For the duration of this spell, the recipient is immune to all forms of paralysis, including gaze attacks, paralytic poison, hold spells and dragon induced fear paralysis. This spell does not remove paralysis already in effect, it just prevents the recipient from being paralysed in the future. The material component of this spell is a feather, and an infusion of tea and ginger which is consumed by the caster. ------------------------------------------------------------------------ Specialisation (Alteration, Invocation) Sphere: Combat Range: 0 Components: V, S, M Duration: 4 rounds per level Casting Time: 5 Area of Effect: Caster's weapon Saving Throw: None When the specialisation spell is cast, a small part of their god's power is invested into themselves. This power allows the caster to fight better in combat. The benefit the caster receives is specialisation in the god's preferred weapon, if the god has one. Otherwise the benefits apply to a weapon of the caster's choice. This specialisation occurs whether or not the caster is proficient with the weapon. There are no minuses to hit because of non- weapon proficiency penalties. (Note: Clerics will tend to be proficient with their god's preferred weapon.) This spell is typical of spell given to clerics of warrior gods. ------------------------------------------------------------------------ Stone Message (Invocation) Sphere: Divination Range: Special Components: V, S, M Duration: 1 minute Casting Time: 1 round Area of Effect: Special Saving Throw: None The caster casts this spell directly into the prism on his holy symbol (this spell was created for a diety whose symbol is a hand grasping a prism). The caster then names (not by truename) the person he wants to talk to. If this target person is within 1" of a holy symbol to the same diety (thus that holy symbol also has a prism in it), then the target person will notice that the prism flashes. Only the target person will notice the flashes of light. When the target person touches the holy symbol, the prism will show the face of the caster, and the caster's prism will show the face of the target person. The caster can then talk into his prism and hold a short conversation with the target person. If the target person is not within 1" of a specified holy symbol, the caster will feel like the spell was a dud. The spell will wait one minute for the person answer. If the person did not answer, the caster will know that the person did not answer. Idle chatter is not being appreciated by the diety (noise pollution on his holy waves). Quick conversations are appreciated. There is also a 5% chance that someone or something associated with the diety (one of his clerics or minions) will notice and remember the conversation. This does not mean the cleric or minion will do anything, just that others may be listening in. The material components for this spell are the two needed holy symbols, and are obviously not consumed in the casting. ------------------------------------------------------------------------ Stop (Enchantment/Charm) Sphere: Charm Range: 3" Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One 1" per level long, 2" per level wide at base cone Saving Throw: Negates This spell is intended for those times an army is racing toward you in a charge. Each creature in the cone will have to save vs. spell or come to a sudden full stop as if it ran into a solid wall (no damage is caused, they just stop). For the rest of the duration, those that did not save can not move towards caster. Those that did make their save can move towards the caster only at half rate. To cast this spell, the cleric puts his open hand forward and yells stop (like a traffic cop). ------------------------------------------------------------------------ Summon Swarm (Conjuration/Summoning) Sphere: Animal, Summoning Range: 3" + 1" per level above fifth Components: V, S, M Duration: 1 round + 1 round per level above third Casting Time: 2 Area of Effect: 1" per level radius sphere Savings Throw: None This spell is similar to Insect Plague, but the insects summoned are of a specific type (with specific effects) depending on the cleric's deity, for example: Deity Insect Effect --------- ------- --------------------------------------------- Beelzebub Flies 15% + 2% per level chance of causing disease Seth Locusts 2 HP per round to creatures caught in swarm + infestation of food. For other effects, see the fifth level cleric spell Insect Plague. ------------------------------------------------------------------------ Tracking (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 1 turn + 1 turn per level Casting Time: 2 rounds Area of Effect: Caster Saving Throw: None With this spell, the casting cleric is temporarily endowed with tracking ability similar to that of a ranger. However the tracking spell is better. Using this spell, the cleric becomes not only aware of all physical traces, but psychic traces too. Thus a creature who has travelled using pass without trace. This makes almost anything trackable, even aerial creatures (those who leave strong enough psychic impressions at least). There are some restrictions though. The cleric must have an item that belonged to the creature being tracked. Furthermore tracking with this spell must begin at a point that the creature has been within the past half hour. The other component for the spell is mistletoe of course. ------------------------------------------------------------------------ Unentangle (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 3 Area of Effect: One person per 2 levels Saving Throw: Special An unentangle spell is used to allow creatures to pass through an entangle spell cast by the same caster. If the spell is used to pass another caster's entangle spell then the effects are as follows: normal movement if a save vs. spells is made or 1/2 normal movement if the saving throw fails. This spell also allows normal movement through the densest of forests, briar thickets, wall of thorns, etc. ------------------------------------------------------------------------ Weakness (Abjuration, Alteration) Sphere: Charm Range: 6" Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: One creature Saving Throw: None This is a defensive spell which causes the target creature to lose (0-3 + 1 per level of the caster) points of strength. The creatures strength cannot be lowered past 3 due to the effects of the spell. If the creature has exceptional strength, then the loss of strength is on a 10% per point ratio. A strength of 18/01 to 18/09 will drop to 18 before dropping to 17. Creatures, who are successfully subjected to this spell, will tend to lose the urge to attack the caster if their strength is dropped an appreciable amount. ------------------------------------------------------------------------ Wild Deer Speed (Alteration, Enchantment) Sphere: Animal Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 6 Area of Effect: Caster Saving Throw: None This spell confers the speed of a deer upon the spell caster. It allows the cleric to increase his running rate (double normal movement speed, usually 18" or 24") by 1" per 2 levels of the cleric. Also, while under this spell's effect, the cleric does not become fatigued or winded by running at such a fast pace. Furthermore, the cleric can leap forward for 10' + 1' per level when running. The material component for this spell is mistletoe plus a chip of deer's hoof. ------------------------------------------------------------------------ ======================================================================== Third Level Spells ======================================================================== Aura of Nature (Abjuration, Alteration) Sphere: Plant Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: 1-12 HD of undead per level Saving Throw: Special When this spell is cast, it surrounds the caster with an overwhelming aura of life. This aura is comforting to woodland creatures (+25% on reaction roles) for it is the sensation of life which puts the animals at ease with the caster. This, however, is not the principle purpose for the spell. Its primary use is to turn undead. Undead creatures find this sensation emanating from the caster's aura very distasteful. When undead encounter this sensation, they are usually repulsed. This occurs if the caster succeeds in turning undead as a cleric does. If the die roll "to turn undead" does not succeed then the undead are not repulsed. The caster's level is the level used to determine the effect of the turning. This is only the case if the caster is in natural surroundings (such as forest, underground caverns and caves, or plains etc.). If the caster in in his own consecrated grove, then the caster gets a +4 modifier to the die roll to turn undead and in addition is allowed to turn twice the normal number of undead. If the caster is in an unnatural surrounding (such as buildings or the astral and ethereal planes of existence) then he turns undead as a cleric two levels lower then his current level. This is because the influence of nature is reduced in these surroundings (note: in some man-made surroundings there may not be a reduction because of the circumstances - a man-made garden for example). ------------------------------------------------------------------------ Berserker (Alteration, Invocation) Sphere: Combat Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One believer per level Saving Throw: None When this spell is cast, it invokes the caster's deity to instill battle madness upon his followers. This causes them to turn into berserkers. When in this state they only attack enemies and not each other or their allies. The effects of this state gives the warriors a large moral bonus (+60), a to hit/damage bonus (+1/+2), and additional attacks per round (+1/2). The major restriction for this spell is that the recipients of this spell must be true followers of the caster's god. Also they will tend to fight until the spell finishes or there is a severe morale failure. This spell is used exclusively by warrior clerics. ------------------------------------------------------------------------ Cure Medium Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 7 Area of Effect: Creature touched Saving Throw: None This spell is a more potent version of cure moderate wounds. The spell cures (or causes) 6-27 (3d8+3) hit points per application. Otherwise this spell is the same in all respects as a Cure Light Wounds spell. ------------------------------------------------------------------------ Dhalkuir's Diametric Abjuration (Abjuration) Sphere: Combat Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Weapon touched Saving Throw: Special By means of this spell, the cleric causes a single weapon to have a +1/+3 to hit/damage bonus when used against creatures whose alignment is opposed to that of the cleric. Thus, if a lawful good cleric cast the spell, neutral evil, chaotic evil, and chaotic neutral creatures would be affected. In the case of a neutral good cleric, opposing alignments are lawful/neutral/chaotic evil, and so on for other clerics. If the concerned creature attempts to touch the weapon, it takes damage equal to one point per level of the spell caster (half if a save is made). In the case of outer-plane creatures, the to hit/damage bonus is +3/+5. ------------------------------------------------------------------------ Etherealness (Alteration) Sphere: Astral Range: Touch Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: 2 people per 3 levels maximum Saving Throw: Negates The priest can take himself and others into the Border Ethereal. From there the travellers are on their own (DM's, you may want to read the Dungeon Master's Guide, second edition, or the Manual of the Planes). The reverse can force a creature out ot the Border Ethereal into your plane. Naturally this spell fails if the Ethereal Plane is not reachable. Anyone touched by the caster, as long as within the area of effect (see above), is also drawn into the Border Ethereal. Unwilling victims are allowed a saving throw. ------------------------------------------------------------------------ Heat (Alteration) Reversible Sphere: Elemental (Fire) Range : 1" per level Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: 1/2" radius globe Saving Throw: None This spell causes excitation of air molecules so as to make them emit heat. The heat thus created is equal to that of a small fire in intensity, but its sphere is limited to 1" in diameter. It lasts for the duration indicated, or until the caster utters a word to extinguish the heat. The heat will melt 1/12' of ice per round. The spell can take effect wherever the caster directs as long as he has a line of sight or unobstructed path for the spell. If this spell is cast on a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the the spell takes affects the area immediately behind the creature, rather than the creature itself. Failure indicates that the target creature will take 2 points of damage per melee round from the heat unless some means of protection from heat is available. The material component for the spell is a tinder box and some wood shavings. Fire resistance (potion or ring) totally negates the effects of a heat spell, as will immersion in water or snow, or exposure to a cold or ice storm spell. ------------------------------------------------------------------------ Lion's Claw (Alteration) Sphere: Combat Range: 0 Components: V, S, M Duration: 1d4 rounds + 1 round per level Casting Time: 3 Area of Effect: Caster Saving Throw: None When this spell is cast, the cleric causes his fingernails to grow and thicken into claws. He is able to attack with these claws twice a round, doing 1d4+1 points of damage each plus strength bonuses. Damage from these claws will affect creatures that can only be hit by +3 or less magic weapons. But, the claws are not magical. Note that the claws does not affect the cleric's spell casting ability or his capability to hold or manipulate objects. To cast this spell, the cleric needs a sprig of mistletoe and a claw from a lion. ------------------------------------------------------------------------ Oxen Strength (Alteration) Sphere: Animal Range: 0 Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 5 rounds Area of Effect: Caster Saving Throw: None Through the use of oxen strength, the cleric is able to endow himself or herself with the strength of an ox. The result is that the cleric's strength is raised 1 point for every level that he has attained, to a maximum of 18. The component for this spell is mistletoe and a strip of beef jerky made from an ox that was sacrificed during one of the clerical rites. ------------------------------------------------------------------------ Protection from Constriction (Abjuration) Sphere: Protection Range: 3" Components: V, M Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: None When cast, a Protection from Constriction spell will mitigate crushing damage taken each round from a single attack form. Up to one point per level of the spell caster is deducted from crushing damage. Note that this does not mitigate damage from crushing weapons or falling; it will protect against constriction, bear hugs, Bigby's Crushing Hand, or any similar gradual compression. Example: a sixth level cleric under the effect of this spell is hugged by an owlbear on three consecutive rounds for 3, 10, and 7 points of damage. Damage accrued over each round would be zero, 4, and 1 point(s), respectively. The material component is a hard-boiled egg anywhere on the spell recipient. ------------------------------------------------------------------------ Protection from Lycanthropes, 10' radius (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 4 rounds Area of Effect: 10' radius sphere around creature touched Saving Throw: None This spell is equal to the fourth level priest spell Protection from Evil, 10' radius, except as noted above, and that it protects only from lycanthropes. The material component of this spell is a small silver dagger. ------------------------------------------------------------------------ Protection from Petrification (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: One creature per level Saving Throw: None This spell gives a +4 bonus on all saving throws versus any petrification attack for each creature touched. The material component is a jellyfish tentacle. ------------------------------------------------------------------------ Protection from Undead, 10' radius (Abjuration) Sphere: Necromantic, Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 4 rounds Area of Effect: 10' radius sphere around creature touched Saving Throw: None This spell is equal to the fourth level priest spell Protection from Evil, 10' radius, except as noted above, and that it protects only from undead. ------------------------------------------------------------------------ Remove Scar (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One creature Saving Throw: Negates The purpose of this spell is to remove scars caused by battle or other mishaps. Any comeliness that was lost due to scarring is now restored from application of this spell. Larger scars may require several applications to remove all the effects of the disfigurement. The reverse of this spell causes hideous scars to form on the targets face and body causing a loss of 1-3 comeliness points. Multiple applications of this spell cannot drop comeliness lower than 0. A save vs. spells will negate the effect. ------------------------------------------------------------------------ Root (Enchantment/Charm) Sphere: Plant Range: Touch Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: 3 creatures maximum Saving Throw: Special By means of this spell, the cleric causes a willing recipient's feet, paws or hooves to be firmly rooted to the ground, becoming immovable. The creature gains an extra saving throw vs. paralysation at +4 to avoid being thrown back, picked up, knocked down or blown around. Success means the creature remains standing; failure indicates the situation is to be handled normally, with another saving throw if allowed. The recipient may "root" and "unroot" at will, as long as it occurs within the duration of the spell. Rooting or unrooting takes 1 segment. The recipient may not perform any action requiring legwork (walking, running, etc.) while rooted. At he end of the spell's duration, the recipient is automatically unrooted. Optionally, the spell may be cast upon an unwilling subject (who must be touched by the caster and fail a save vs. spells at -2 to be affected). Unlike the caster, the victim has no control over the spell once touched and is anchored until released by the cleric, the root duration expires or it is dispelled. The material components for this spell are mistletoe and a small piece of root from a large tree, preferably oak. Root is one of the special prayers granted by Saint Timorel, patron of clerical groves and retreats. ------------------------------------------------------------------------ Selective Entangle (Alteration, Invocation) Sphere: Plant Range: 8" Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: One person per 2 levels Saving Throw: 1/2 This spell is very similar to the first level clerical spell Entangle except for one major difference. It effects only the creatures targeted for the spell effects and no-one else, unlike the entangle spell. When the creature(s), who are effected by this spell, try to walk by any form of plant life, the plants will reach out and grab the creatures much in the same manner as the Entangle spell. Thus if they are trapped by the spell others can then walk up to the entangled creatures. In this respect the spell is similar to Hold Person in its effects. If the creature fails its saving throw vs. spells then it is held fast by the plants. If the save is made then the targeted creature has its movement reduced to half normal. If the creature struggles to free themselves from the plants then a new saving throw vs. spells can be made every turn (note: this is very tiring work). The strength to hit bonus can be used as a positive DM on these additional saves. If the creature makes one of these additional saving throws then they are "freed" but their movement is still reduced by half. If after another turn the creature is still in an area with plant life then a save vs. spells is required with the effects outlined above occurring. In short, a save must be made every turn when in areas of vegetation to determine the effects of the spell if the spell target is actively fighting the effects of the spell. ------------------------------------------------------------------------ Stone Seeds (Alteration) Sphere: Elemental (Earth), Plant Range: 0 Components: V, S, M Duration: 1 month Casting Time: Special Area of Effect: 5" long square per level Saving Throw: None When the stone seed spell is cast, it causes plant seeds to become magically enchanted so as to enable them to grow in to solid stone. The seeds will grow at quadruple normal rate for 4 weeks. During this time the roots will grow down into the stone a distance of 1" per level of the caster in hard stone or 2" per level in soft stone. After this month (28 days) is over, the plants will grow normally. Thus they will require food, light, and sunlight if they are to continue growing after this point. The effect of the plants growing into a stone structure are rather nasty, for it could remove around 10-90% of the structure's structural points, depending upon the thickness of the stone. To cast this spell, the cleric must mix a handful of seeds from whatever hardy plants are available (such as crabgrass, ivy, cactus, dandelion etc.) with the seeds to be planted. This must be then mixed in a leather pouch with sapphire dust of not less than 50 GP value per 5" square area to be covered. The caster then "sows" the seeds as he casts the spell with the seeds magically implanting themselves in the stone. The spell takes 1 turn per 5" square area to be covered to cast. ------------------------------------------------------------------------ ======================================================================== Fourth Level Spells ======================================================================== Adaptation (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None This spell exactly duplicates the effects of a Necklace of Adaptation for the specified duration. The material component is a vial of holy or unholy water ingested by the spell recipient. ------------------------------------------------------------------------ Awake (Alteration, Invocation) Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 3" radius sphere Saving Throw: None When this spell is cast, the cleric invokes the blessings of his deity and claps his hands sharply once. The sound of the clap allows all creatures within the area of effect who hears it to awaken. Sleeping (naturally or magically induced) creatures will wake up. Those under the influence of mind affecting drugs/substances will become coherent for 1 round per level of the caster. Creatures who's minds are under some sort of foreign influence (i.e. charmed, hypnotised, dominated, enthralled, etc. but not possessed) get a second saving throw. In any case, all creatures within the effect will experience a temporary clarity of thought. Note, this may make the subject more vulnerable to any mind based earsdropping such as ESP or empathy. The material component for this spell is a 1,000 GP gem hanging on a chain which must be wound around the cleric's hand while he claps. ------------------------------------------------------------------------ Beppie's Happy Hour (Enchantment/Charm) Sphere: Charm Range: 0 Components: V, S, M Duration: 1 hour Casting Time: 4 Area of Effect: 100-foot radius area Saving Throw: Special Casting this spell can have quite unpredictable effects, i.e. no one can predict what will happen after the spell's duration has expired. When cast, all creatures within 100 feet of the caster are immediately overcome by an enormous feeling of joy and an unresistible desire to party. No saving throw is applicable. For exactly one hour, everyone within the area of effect will party: they will drink, sing, dance, and otherwise rejoice. Also, all within the area of effect will feel no feelings of hatred, fear, or other "negative" feelings. All others will be considered friends, for the time being. Anyone entering the area of effect must make a saving throw vs. spells to avoid being affected. This roll is repeated every round. Those leaving the area of effect will remain under the spell's effect, but upon noticing that they are leaving the fun place, they will probably try to return to the party, since they're really in the mood. Note that the area of effect moves with the caster, that the caster himself is always affected by the spell, and that those affected by the spell will probably have run out of alcohol at the end of the spell's duration. ------------------------------------------------------------------------ Cure Serious Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 8 Area of Effect: Creature touched Saving Throw: None This spell is a more potent version of cure medium wounds. The spell cures (or causes) 9-37 (4d8+5) hit points per application. Otherwise this spell is the same in all respects as a Cure Light Wounds spell. ------------------------------------------------------------------------ Detect Curse (Divination) Sphere: Divination Range: 3" Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One creature or object Saving Throw: None When cast, a detect curse spell enables the cleric to detect the existence of a curse on the creature or object, such as a cursed sword. The spell will detect the first cursed creature or object that lies along the casting cleric's line of sight (and within range) with a base chance of 50%. An extra 1% is added to the base chance for each level of experience of the casting cleric. Note that stone of more than 1' thickness or metal of any thickness will block the spell. The material components of the spell are the cleric's holy or unholy symbol and a crushed sapphire of at least 1000 GP value. ------------------------------------------------------------------------ Double Specialisation (Alteration, Invocation) Sphere: Combat Range: 0 Components: V, S, M Duration: 4 rounds per level Casting Time: 6 Area of Effect: Caster's weapon Saving Throw: None This spell is similar to the second level cleric spell Specialisation except for two differences. The first is that it gives the cleric double specialisation in the god's preferred weapon, if he has one, or the clerics weapon of choice if not. The second difference is that this spell can be used to give specialisation to another person in any chosen weapon. The material and somatic gestures are the same as for specialisation. ------------------------------------------------------------------------ Fearlessness (Abjuration) Sphere: Charm Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 1 turn Area of Effect: All followers in a 6" radius sphere Saving Throw: None When this spell is cast, it fills the followers of the caster's god with bravery. For the duration of the spell, all of the followers will be immune to any form of fear. There is one additional material component required. The spell requires the ritual slaying of a "brave" animal such as a lion. The cleric then drinks the blood of the animal and then "blesses" the followers, thus transferring the trait of bravery to them. That material component causes some druids to be upset, so that there is sometimes friction between the religion that uses this spell and the local sect of druids. ------------------------------------------------------------------------ Fish Command (Charm) Sphere: Animal, Charm Range: 90-yard radius Components: V, S, M Duration: Instantaneous Casting Time: 2 rounds Area of Effect: One fish Saving Throw: None This spell allows the priest to command any fish within range as long as the fish can hear him and he does not exploit it. Only normal fishes can be affected, including variants in size. Thus catfish, sharks etc. can be commanded but dolphins (mammals) or mermaids cannot. The command must be given in a short sentence of at most 25 words. The fish will automatically understand the language the caster is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a fish's fin. ------------------------------------------------------------------------ Hallucinatory Plain (Illusion/Phantasm) Reversible Sphere: Charm Range: 8" Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 4" long square per level Saving Throw: None This spell is identical to the hallucinatory forest spell (q.v.) save that the caster causes an area to appear as if it is a relatively flat plain or clearing. The greatest uses for this spell would be to hide a forest to protect or trap others. Other uses would be to hide a chasm, mine, or to extend a cliff... ------------------------------------------------------------------------ Meandering Path (Alteration, Illusion) Sphere: Plant Range: 1 mile + 1/2 mile per level Components: V, S, M Duration: 1 day per level Casting Time: Special Area of Effect: 10 feet at both sides of path travelled Saving Throw: Special With this spell, the cleric causes a path (which appears to be natural, old, man-made, etc) to appear. Any who come across this path will believe it to be what it appears. To cast the spell, the cleric needs two branches from an oak tree. One is planted at the beginning of the path. The cleric then walks the route that he wishes the magical path to follow. At the end of the path the other branch is planted and the spell is cast. Travel upon the path is either easy or hard (depending on the cleric's choice of travel). Those who happen on the path must make a saving throw. Average the hit dice or levels of the group and roll one saving throw (DM does this without the group's knowledge). If they fail, the path then appears to be heading in the direction that they wish to travel. If the save is made, the path appears as it is (i.e. a path in the direction that the cleric walked) and the group may still decide to follow it anyway. While travelling on this path, the group will never surprise anyone or anything and suffers a penalty of on all rolls (saves, to hit, damage, Dex checks, etc.). Those trying to leave the path after travelling upon it find that the path is bordered by heavy thorns that block passage and writhe and grasp all who enter (cf. Wall of Thorns & Entangle). This wall attacks as the cleric doing 1d6+2 points of damage. Each 10' section of thorns has 3 attacks. The wall arches over the path to prevent exit by flying, leaping, etc. The spell also counters the ability of Pass without Trace of other clerics. Fire results in a double strength Wall of Fire in that area (but it does not create a passable space, i.e. take fire damage and still be attacked by thorns). The only way to leave the path is to follow it to its end (or teleport, go ethereal, plane shift). A Dispel Magic is possible only on the oak branches at the end of the path (either one). ------------------------------------------------------------------------ Moonlight (Alteration) Sphere: Sun Range: 12" Components: V, S, M Duration: 1 hour per level Casting Time: 8 Area of Effect: 10,000 contiguous square feet or yards (see below) Saving Throw: None A Moonlight spell produces, in the area of effect, ambient light equal to that of a full moon regardless of cloud or tree cover, although objects below tree cover or ceilings will cast normal shadows. Underground, the area of effect is in square feet, outdoors, in square yards. The material component is a 50 GP moonstone. ------------------------------------------------------------------------ Neutralise Gas (Alteration) Reversible Sphere: Protection Range: 6" Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: 1' per level radius sphere Saving Throw: Special This spell will detoxify any poisonous gas. Any poisonous gas within the area of effect will be turned into a fine watery mist and be completely harmless. Even Green Dragon breath will be rendered harmless by this spell. If the spell is cast upon an object or creature, then the sphere will move with the target. A target creature would get a save vs. spells to avoid this effect if they are unwilling. If the target saves then the globe will center in the nearby area. Use the thrown missiles table to determine where the spell actually centers. This may mean that the target is still in the area of effect until it moves. The reverse of this spell, Poison Gas, will create a cloud of poisonous gas which will slay outright any creatures in the area of effect that are under 2+1 Hit Dice. All other creatures must make a save vs. poison at -2 every round that they stay in the cloud or die in 1-3 rounds. If the creatures make their save for that round, then they only take 3-18 damage instead. If the target creature has the spell centered around itself, and then has a slow poison cast, then the target only takes 1 point of damage per round. Regardless of what version of the spell is cast, the caster holy symbol and a sprig of belladonna is required to cast the spell. The belladonna disappears after the spell is cast. ------------------------------------------------------------------------ Pacify (Enchantment/Charm) Sphere: Charm Range: 12" Components: V, S Duration: Special Casting Time: 4 Area of Effect: All creatures in a 3" radius sphere Saving Throw: None By means of this spell, the cleric dispels feelings of anger and fear from the target creatures. Note that this does not produce any feelings of goodwill in the subjects: a creature engaged in premeditated homicide would be unaffected. The duration is permanent until the creatures in concern are again given cause to be angry or afraid. Note: magic resistance does not affect this spell. ------------------------------------------------------------------------ Possess Animal (Enchantment/Charm) Sphere: Animal, Charm Range: 100" + 10" per level Components: V, S Duration: 3 turns + 1 turn per level Casting Time: 3 rounds Area of Effect: One natural creature Saving Throw: Negates By use of this spell, the cleric is able to project his spirit into that of an animal, forcing the creature to behave according to his will. The creature must be a normal creature and have fewer hit dice than the cleric. The animal is allowed a saving throw versus spell and if successful the spell has no effect. Once the animal is possessed, the cleric can cause it to do anything within its ability, regardless of the consequences to the animal. However, for every point of damage suffered by the animal, the cleric suffers 1/2 a point of damage. In addition, should the animal die while under the control of the shukenja, a system shock roll must be made. If the roll is failed, the cleric also dies. While controlling the animal, the cleric's body enters a catatonic state. If the body is disturbed or moved, the spell is disrupted. The material component for this spell is a holly leaf and some hair from the animal. ------------------------------------------------------------------------ Protection (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 2 rounds per level Casting Time: 2 per creature touched Area of Effect: One creature per level Saving Throw: None All creatures affected by this spell are bestowed with the equivalent of a +1 Ring of Protection (+1 on armour class and saving throws). This is not cumulative with bonuses given by rings or cloaks of protection. Each creature may be touched only once, i.e., the protection is not stackable. ------------------------------------------------------------------------ Protection From Elementals, 10' radius (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 4 rounds Area of Effect: 10' radius sphere around creature touched Saving Throw: None This spell is equal to the fourth level priest spell Protection from Evil, 10' radius, except as noted above, and that it protects only from elementals. The material component for this spell is some substance of elementary sort (e.g., a handful of sand, some water, or even just blowing into the air). For every element supplied while casting, the appropriate elementals will be scared away. ------------------------------------------------------------------------ Remove Scars (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One person Saving throw: Special On casting this spell, the cleric is empowered to remove scars or other similar marks (burn marks, birth marks, etc.). This will enable the recipient of the spell to restore lost charisma caused by such marks. Note that this spell will not affect charisma lowered by other means (e.g. magical). Charisma can be restored by up to 1/2 point per level of the caster, rounded up (4 points at 7th and 8th levels, 5 points at 9th and 10th levels, etc.). Charisma cannot be restored above its former value by means of this spell. Multiple applications will only succeed if the recipient makes a saving throw against spells for each application after the first. If the saving throw is unsuccessful, then no more points can be restored by the use of this spell. Future charisma loss can, however, be restored. The reverse of the spell is not permanent, but will reduce charisma by 2-5 points for a duration of 1 turn per level of the caster. The target of a bestow scars spell must be touched. If the victim is touched, a successful saving throw versus spells is necessary in order to negate the effects of the spell. ------------------------------------------------------------------------ Reptile Command (Enchantment/Charm) Sphere: Animal, Charm Range: 90-yard radius Components: V, S, M Duration: Instantaneous Casting Time: 2 rounds Area of Effect: One reptile Saving Throw: None This spell allows the priest to command any reptile within range as long as the reptile can hear him and he does not exploit it. Only normal reptiles can be affected, including variants in size. Thus lizards, giant lizards etc. can be commanded but dragons cannot. The command must be given in a short sentence of at most 25 words. The reptile will automatically understand the language the caster is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a reptile's tail. ------------------------------------------------------------------------ Sanctum Sigil (Abjuration, Invocation) Sphere: Guardian Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 turn Area of Effect: 10" radius sphere centered on the sigil Saving Throw: None This spell creates a magical symbol similar to that produced by a Glyph of Warding. It is inscribed in the air, does not move, and provides protection from either law, chaos, good, or evil, in the following manner: should any creature of the specified alignment enter the area of effect, the cleric will be mentally alerted to its presence, even awakened from sleep, provided that the cleric is himself within the area of effect. Note that the warning message to the cleric gives neither its alignment nor its location, and only the cleric receives said message. The material component is burning incense. ------------------------------------------------------------------------ ======================================================================== Fifth Level Spells ======================================================================== Avian Command (Enchantment/Charm) Sphere: Animal, Charm Range: 90-yard radius Components: V, S, M Duration: Instantaneous Casting Time: 2 rounds Area of Effect: One avian Saving Throw: None This spell allows the priest to command any avian within range as long as the avian can hear him and he does not exploit it. Only normal avians can be affected, including variants in size. Thus eagles, sparrows, doves etc. can be commanded but pegasi and phoenixes cannot. The command must be given in a short sentence of at most 25 words. The avian will automatically understand the language the caster is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a feather. ------------------------------------------------------------------------ Cure Critical Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 9 Area of Effect: Creature touched Saving Throw: None This spell is a more potent version of cure serious wounds. The spell cures (or causes) 13-48 (5d8+8) hit points per application. Otherwise this spell is the same in all respects as a Cure Light Wounds spell. ------------------------------------------------------------------------ Cure Insanity (Abjuration) Sphere: Healing Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None The casting of this spell cures one mental malady in the subject. Insanity applies to any form of temporary or permanent mental illness, even those brought on by psionic attack or spell, such as Feeblemind. ------------------------------------------------------------------------ Dariod's Vestigial Vine (Alteration) Sphere: Plant Range: 0 Components: V, S, M Duration 1 round per level Casting Time: 8 Area of Effect: Caster Saving Throw: None This spell will allow the caster to grow forth from one of his fingers a vine. While any finger from either of the caster's hands is usable, the index finger of the caster's primary hand is generally chosen. The vine, while a magical extension of the cleric's body, is treated as a separate physical entity, therefore having an AC 5 and 30 hit points (plus an additional 2 HP per level of the casting cleric). The spell will end when either the maximum duration is reached or the vine takes more damage than it has hit points. The vine moves in a snaking fashion and is usable in most ways that an arm is. It uses up one of the caster's actions to use the vestigial vine, so, if the caster had only 1 attack per round and he chose to attack a creature with the vine then he would be incapable of performing another action until the following round. The vine can attempt to retrieve an object, wield a sickle or similar weapon (although at a penalty of -2 "to hit" due to the unwieldiness of a man-made weapon in the vine's clutches), or it may be used to whip opponents. Whipping is the primary form of attack of the vine and, assuming a successful "to hit" roll (no adjustments), the target will receive 1d10 points of damage. The material component for the spell is a small strand of vine and the juice from half a dozen holly berries (squeezed from said berries). ------------------------------------------------------------------------ Entreaty (Conjuration/Summoning) Sphere: Combat Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: 6" radius area Saving Throw: None This spell exactly duplicates the effect of a Chant spell, except that the caster need not continue chanting. Its effects are cumulative only with a Chant spell, and not Bless, Prayer, or Protection. ------------------------------------------------------------------------ Godrage (Alteration, Enchantment) Sphere: Combat Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: Caster Saving Throw: None By casting this spell, the cleric calls down the attention of his divinity and invokes the righteous wrath of the deity. As the earthly consequence of this Godrage, the cleric goes berserk. He will for the duration of the spell, instinctively attack in melee combat any unbelievers (creatures of a differing alignment) within a 6" radius, giving preference to the most extreme alignments first. The spell does not give knowledge of specific alignments, only a feeling of who is the most worthy of being punished. Note use of this spell may result in the cleric attacking his own party members. While under the effects of the spell, the cleric attacks on the fighter table and gains a temporary skill level with his weapons (note: in my world, specialisation is more developed and certain clerics can specialise to some degree, those who are not specialised, gain the basic level of specialisation for the Duration of this spell). Furthermore, the presence of the divinity surrounds the cleric in the form of an aura that reduces all damage taken by the cleric by 2 points (1 point minimum). Godrage is a state not unlike the berserkergang, but it differs in that while the cleric engages solely in physical combat, he is still able to make intelligent decisions on how combat is to be conducted. After the spell ends, the cleric must rest 1 round for every 2 rounds under the spells effect. The components for this spell is the cleric's body, a short verbal sermon given to the unbelievers and a consecrated weapon. ------------------------------------------------------------------------ Hidden Champion (Necromancy) Sphere: Necromantic Range: Touch Components: V, S, M Duration: 1 day per level Casting Time: 1 hour Area of Effect: One sentient creature Saving Throw: Negates Through the use of this spell, the cleric establishes a link between his lifeforce and the subject creature's. The effect of this link is that one-half the damage sustained by one, is transferred to the other. This link is evidenced by a golden, pulsing thread connecting the two through the ethereal plane. When the link is in existence, the two creatures cannot be more than 1 mile per level of the spell caster apart or the link will snap, ending the spell. Those able to perceive the ethereal plane can see this link. Note that the damage transfer is two way. A duly consecrated alter, holy or unholy water, an appropriate sacrifice (DM's discretion) and the creature to be linked with are the material components for this spell. Side note: I used this for an evil cleric the party was trying to kill. The cleric kidnapped the betrothed of the paladin and performed this ceremony upon her. This really messed up the party since, now they couldn't just rush in and hack up the cleric in an orgasm of hack-n-slash. They had to capture the cleric and remove him from his sanctuary alive. (I run consecrated grounds as being "home field" for clerics and very disadvantageous for would be desecrators. Example: -1 penalty on everything per alignment difference, cumulative bless for the clerics and generally "bad luck" for the attackers) ------------------------------------------------------------------------ Karma (Alteration) Sphere: All Range: 0 Components: V, S, M Duration: 1 turn Casting Time: 5 Area of Effect: Caster Saving Throw: None With each casting of this spell, the cleric raises his effective level by one, to a maximum of two additional levels of effectiveness. The increase applies to all clerical actions: spell effects, turning undead, saving throws, hit probability, etc. Not affected by this spell are hit points, number of spells known and level of spells known. ------------------------------------------------------------------------ Kiss of Death (Necromancy) Sphere: Necromantic Range: Touch Components: S, M Duration: Permanent Casting Time: 3 Area of Effect: One person Saving Throw: None This spell will instantly kill the target. In order for the spell to take effect, the caster must kiss the victim. Note that this spell grants the victim no saving throw, but has an important prerequisite: the victim of the spell must be in love with the caster. This love must be non-magical in nature. Furthermore, the victim may not be under the influence of any spell from the Enchantment/Charm school. This spell may only be cats by a good-aligned priest if he himself is also im love with the victim, and commits suicide immediately after the casting. The material component for this spell are the caster's holy symbol and some icewater, which is to be smeared upon the caster's lips. ------------------------------------------------------------------------ Lightning Strike (Invocation) Sphere: Combat Range: 12" Components: V, S, M Duration: Instantaneous Casting Time: 8 Area of Effect: 1-foot wide, 12" long beam Saving Throw: 1/2 This spell is similar in use and effect to a flame strike, except that the effect is, of course, lightning. Damage is 6d8, half if a save is made. ------------------------------------------------------------------------ Mammal Command (Enchantment/Charm) Sphere: Animal, Charm Range: 90-yard radius Components: V, S, M Duration: Instantaneous Casting Time: 2 rounds Area of Effect: One mammal Saving Throw: None This spell allows the priest to command any mammal within range as long as the mammal can hear him and he does not exploit it. Only normal mammals can be affected, including variants in size. Thus polar bears, whales, etc. can be commanded but sphinxes and xorns cannot. The command must be given in a short sentence of at most 25 words. The mammal will automatically understand the language the caster is speaking. Note that for this purpose, humans, demihumans and humanoids are not considered mammals. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a nail of a mammal. ------------------------------------------------------------------------ Ostracise (Charm) Sphere: Protection (reversed) Range: 10' Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One person Saving Throw: Negates Upon casting this spell, the victim is effectively ostracised form his community: everyone knowing the victim will look upon him with disregard, or even disgust. Even good friends and close relatives will start neglecting and avoiding the character, eventually resulting in total isolation of the victim. This spell only affects reactions of those that knew the character before the spell was cast: the victim can, for example, more to another town and start a "new life" there. People meeting him there will react normally, unless the outcast's reputation has somehow reached them, in which case the may act prejudiced. This spell can be remove by a Remove Curse spell, provided it is cast by someone of at least two levels higher than the caster of Ostracise. Also, a Limited Wish or Wish will remove the effects. To cast this spell, the priest must point at the victim and order him to leave the community, informing him that his presence there is no longer appreciated. The victim must be able to understand the words of the caster. The victim receives a saving throw vs. spells, modified for wisdom, with a -1 penalty to the die roll for every three levels of experience he has less than the caster. If the victim is of higher level, he receives a +1 bonus for every level of difference. ------------------------------------------------------------------------ Quench Flame (Invocation) Sphere: Elemental (Fire), Elemental (Water) Range: 6" Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: 1" per level long, 1" per level wide, 1" high block Saving Throw: Special When this spell is cast, all normal fires in the area of effect are permanently extinguished. All magical fires in the area of effect or cast into that area within one round have a percent chance of being extinguished equal to the cleric's percent chance to dispel magic. Any permanently enchanted fire items (i.e., Sword, Flame Tongue) will have the above chance of being extinguished for one round. The material component is holy or unholy water. ------------------------------------------------------------------------ Raise Energy (Alteration, Invocation) Sphere: Charm Range: 3" Components: V, S, M Duration: 2 rounds per level Casting Time: 8 Area of Effect: One creature Saving Throw: None When the caster uses this spell, he invokes a powerful sort of blessing on the spell recipient. The recipient will experience a level increase of 1 level for every 5 levels of the caster and all the abilities that come with the new levels for the duration of the spell. Use of the spell will require special sacrifice afterwards at the earliest opportunity. ------------------------------------------------------------------------ Stonewood (Alteration) Sphere: Elemental (Earth), Plant Range: Touch Components: V, S, M Duration: Permanent Casting Time: 3 turns Area of Effect: One object Saving Throw: None When the cleric casts a Stonewood and touches a wooden object, the wood in that object is magically enhanced and given a stonelike strength. The altered wood is in every way the same as untreated wood (i.e. texture, colour, weight, flexibility, etc.) except for the stonelike strength and hardness. An object of up to 100 square feet ' 1 inch per level of the cleric of wood can be affected by this spell. To cast this spell, the cleric needs mistletoe and a gemstone of at least 500 GP. ------------------------------------------------------------------------ Viper's Bite (Alteration) Sphere: Animal Range: 0 Components: V, S, M Duration: 1 round per 3 levels Casting Time: 4 Area of Effect: Caster Saving Throw: None The Viper's Bite spell causes the cleric's teeth to become exceptionally sharp and hollow like the fangs of a viper. He is able to bite for 1d4+1 points of damage and inject the victim with a nerve poison. The effects of this poison is to paralyse the victim for 3d4 rounds if a save versus poison is failed. If the save is successful, the victim still becomes lethargic and woozy (-1 on STR, DEX and initiative rolls). The effects of the poison are cumulative for multiple bites. Like the lion's claw spell, this spell allows the cleric to bite those creatures hit only by +3 magical weapons. Again, the bite is not considered a magical weapon attack. To cast this spell the cleric needs mistletoe and a charm made from a poisonous snake's fang. ------------------------------------------------------------------------ Warp Metal (Alteration) Sphere: Elemental (Earth) Range: 1" per 4 levels Components: V, S, M Duration: Permanent Casting Time: 7 Area of Effect: 5 pounds per level Saving Throw: None This spell is similar to the clerical second level spell warp wood except that metal is the substance affected. For those objects that possess structural strength, this spell does 1 point of structural damage per 3 levels of the caster. Against metal creatures (i.e. iron golems) the spell inflicts 1d4+1 points of damage per level of the caster (save for 1/2). ------------------------------------------------------------------------ ======================================================================== Sixth Level Spells ======================================================================== Adaptation, 10' Radius (Abjuration) Sphere: Protection Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: All creatures within 10' radius sphere Saving Throw: None All those in the area of effect of this spell are affected as per the fourth level spell Adaptation, up to a maximum of 2 persons per level of the cleric (excluding the cleric, and rounding upwards). ------------------------------------------------------------------------ Mass Cure (Necromancy) Reversible Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 7 Area of Effect: 1" per level radius sphere Saving Throw: None When this spell is cast, every creature in the area of effect (including the caster) up to one creature per level of the caster is cured for 1d8 plus 1/2 the level of the caster points of damage. This is as per Cure Light Wounds spell (q.v.). The limitations on what creatures can be thus affected is as per that spell. If more creatures than can be affected are within the spell radius, preference is given to those closest to the cleric. Also, if a near creature is not affectable by the spell, it still counts towards the total number of possible creatures cured. The reverse of the spell does the same amount of points of damage to all within the spell radius. The material Components for this spell is a vial of holy or unholy water that must be sprinkled into the air above the caster's head while the spell is cast. ------------------------------------------------------------------------ Polymorph into Tree (Alteration, Enchantment) Sphere: Plant Range: 6" Components: V, S, M Duration: Permanent Casting Time: 8 Area of Effect: One creature per 2 levels Saving Throw: Negates This spell is similar to the polymorph other spell except that target creatures can only be turned into trees (usually oak). All creatures get a saving throw to avoid the effects of this spell. Those who fail turn into trees with their minds trapped within. Clothing, possession, etc. are not transformed as part of the spell. Those who save, feel their limbs turn wooden and stiff (effects as if a slow spell were cast upon them, with duration 2 rounds per level of the cleric). To cast this spell, the cleric needs a sprig of holly and tree sap from the tree type to which the targets are being polymorphed into. Only a wish or a higher level cleric can reverse the effects of this spell. ------------------------------------------------------------------------ Protection from Undead (Abjuration) Reversible Sphere: Protection Components: V, S, M Range: 0 Casting Time: 1 round Duration: 2 rounds per level Saving Throw: None Area of Effect: 3" radius sphere This spell duplicates an effect of a Helm of Brilliance, causing the cleric's holy symbol to glow a bright blue when undead are within 3". All undead within this area and exposed to the light will take 1-6 points of damage per round, no saving throw. Any creature under the effects of this pain cannot cast offensive spells. In addition, the cleric receives a +1 bonus on his d20 rolls to turn undead in the area of effect. The reverse of the spell, Protect Undead, is cast on a single undead creature (or paladin; see rules for evil clerics) and will either nullify the effects of a Protection from Undead spell, or move the spell recipient into one higher category for purposes of turning. Example: a lich in spell combat with a 13th level cleric casts Protect Undead on himself. He is immune to the effects of any Protection from Undead spell the other cleric casts, and requires that the cleric roll a 19 on a d20 to turn him. ------------------------------------------------------------------------ Sacrifice (Necromancy) Sphere: Necromantic Range: Touch Components: V, S Duration: Special Casting Time: 3 hours Area of affect: Caster plus one other creature Saving throw: Negates This spell allows the Cleric to give up some of HP to another character in order that he can be better able to complete a Quest. This is not "current HP" but "maximum HP". The condition is reversed when the character returns from the Quest successfully. If the character fails, the HP return to the Cleric at the rate of 1 per week. Here's an example: Suppose a high level cleric (with 78 HP) wants Sir Belvedere (80 HP) to retrieve a magical mace that was stolen. Sir Belvedere agrees, but only if the cleric Sacrifices 70 of his HP, to ensure good faith and to help complete the mission. The Cleric agrees, and Sir Belvedere goes out in search of the mace. At this point Sir Belvedere effectively has 150 HP, and, for all intents and purposes his maximum HP is now 150. Likewise the Cleric's maximum HP total is 8. Now suppose Sir Belvedere is successful in his mission. When he delivers the Mace to the Cleric, they both immediately return to their normal maximum HP value. (Although maybe not their current HP value, if Sir Belvedere is wounded.) (Current damage to the spell recipient is split evenly among the two when HP are returned.) But suppose Sir Belvedere was killed before the mission was complete. That means that the Cleric will have to wait 70 weeks until he returns to his normal maximum HP total. ------------------------------------------------------------------------ ======================================================================== Seventh Level Spells ======================================================================== Avatar (Invocation) Sphere: Charm Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Caster Saving Throw: None The use of this spell brings forth very potent energies to the casters disposal. The spell actually causes part of the caster's deity to inhabit the caster. The caster 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 casters choice of one of the classes the deity has experience in (one of the Deity's aspects). In addition to these powers, the caster will still retain his own powers and abilities. If the class chosen is the same as one of the classes that the caster has, then he will have the higher of the two levels. The caster will retain the power until the situation no longer requires it (plus a couple of rounds for mopping up), or the Avatar is killed. If the Avatar is killed, then the deity loses the abilities of the class for 1/10 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 caster must exemplary in his faith. The spell, if used, would require special sacrificing afterwards. 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 caster will be severely punished, maybe losing the opportunity to cast this spell forever, or in a more serious transgression, losing all clerical abilities as well 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 (Enchantment/Charm, Divination) 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 area Saving Throw: None With this ceremony, the cleric call upon and wakens the spirit of the forest. The effects are that the cleric becomes one with the trees in the area of effect. Whatever happens in that area, the cleric instantaneously knows. He has the power to cause 1 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 cleric. A Changestaff (cf. Changestaff spell) is needed to if any trees are animated. Each tree animated reduced the Changestaff by one hit die. ------------------------------------------------------------------------ Death Warrior (Invocation) Sphere: Combat Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: Caster Saving Throw: None It is only a god of War, Death or a deity that is perverse who will allow his followers to use a spell such as this. The spell is cast when the caster has been struck his death blow. The spell cannot be cast if the caster is knocked below his level in negative hit points in any one round. The spell can be cast even if the caster had already cast a spell in the combat round. It is very difficult for the caster not to get the spell off. The effects of the spell occur immediately. The caster has all his or her spells memorised, and his level and hit points are doubled for the duration of the spell. The caster will not have any more spells than his normal level would allow. The caster will fight insanely and attack all foe in sight until the spell ends, the caster dies again, the caster casts another death warrior spell, or the spell duration ends. When the spell finally ends, the caster immediately dies, and the body vanishes, not to be found. The Deity personally collects the soul of the caster. The caster will use the spell if he thinks that there is a battle that he will not survive in and will thus try to use this spell for a last revenge. The caster cannot be brought back to life, but if a group of adventurers went and petitioned the Deity of the caster, then the Deity may decide to free the casters soul in exchange for a service (a suitably long quest will do...). The spell, when cast, causes the caster's holy symbol to destroy itself in a dramatic manner (blows up in a flash of light and sound, melts, etc.) but causes no other effect. If the spell is to be cast a second time, then the caster will require a second symbol. ------------------------------------------------------------------------ Henley's Digit of Disruption (Invocation) Sphere: Combat Range: 1/2" per level Components: V, S Duration: Instantaneous Casting Time: 7 Area of Effect: One undead Saving Throw: Special This spell is a powerful weapon against undead creatures. When it is cast, a thin ray about 1 cm in diameter springs forth from the cleric's pointing finger and strikes the selected target. Any undead creature so struck must save versus magic or take 6d8 of damage and roll on percentile dice as if hit with a Mace of Disruption. If the save is made, the affected creature takes 4d8 of damage, with the remaining 2d8 striking the cleric in a backlash of energy. ------------------------------------------------------------------------ Lifeforce (Alteration, Invocation) Sphere: Combat Range: 9" Components: V, S, M Duration: Permanent Casting Time: 8 Area of Effect: Caster and one target creature Saving Throw: None Through the use of this spell, the caster is pitting his lifeforce against that of the target creature. This is the pure confrontation of two being's will to live. Each rolls 1d20 and adds it to his or its current hit points. This can be modified by bless, chant, prayer, ring of protection, cloak of protection, luckstone, luck sword, wisdom bonus, etc. If the target creature's total is less than 1/2 the caster's total, then the target creature is overwhelmed and dies (in this case, the caster suffers fatigue equal to 1/2 the target's roll in hit points). If the target creature's total is less than the caster's total but more than 1/2 the caster's total, then the target is stunned for 2d4 rounds (-5 to AC, initiatives, saves, "to hit" and damage rolls) and the caster suffers fatigue equal to the difference in totals. If the target's total is more than the caster's, then the caster dies and the target suffers damage equal to the difference in totals. Fatigue is recovered at a rate of 1 hit point per round. The material component for this spell is the cleric's holy or unholy symbol, a pair of ivory six-sided dice (worth 200 GP) and a drop of the caster's blood. ------------------------------------------------------------------------ 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 By means of this spell, the caster 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 caster. In addition, the victim of the Razorwind must make a saving throw vs. Rods or an extremity will be severed (as per 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 (DM's discretion). If it is cast in a smaller, confined area (e.g., 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 caster, a bloodstone, and a small, flat piece of steel. ------------------------------------------------------------------------ Treegrowth (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: Permanent Casting Time: 7 rounds Area of Effect: One HD per level, one creature, or one building Saving Throw: Negates Causes a plant of desired type to start growing upon the target, which can be a person, building.. whatever. This plant shall feed on the life force of the target creature, or if cast on something that has none, then on whatever other energy it can find and use. If the target is a building, then the plant shall simply grow in/on/around it, possibly causing structural damage, as specified by the cleric. It takes seven hours for the plant to grow to full size, so this spell shall 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, undeads and golems are not immune), the plant shall feed on the life force of the target creature, draining one level of energy until the target is dropped to -1 hit dice, and dies. The abilities fall as fast as the hit dice. So, a ninth level character with strength 18 and intelligence 9 would lose 2 points of strength, 1 hit die, and 1 point of intelligence, among other things, for nine rounds, and then die. The corpse of the target creature shall then turn into parts of the plant. For this, Raise Dead etc. is not possible, having intelligence zero makes Speak with Dead impossible. On the other hand, such a victim can Reincarnate, and Talk with Plants is not hindered, 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 used on old druids that 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. ------------------------------------------------------------------------ :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 - Supra 14.4 - Sysop: Gug A Game Master Support BBS RPG, Homebrew Beer, & Fiction Text .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Well, I hope you've enjoyed the ASCII Net Prayerbook. Anyway, I'm in the process of compiling the same kind of files for the occasional Wizard, and I would like to ask you all out there to send me every spell you've got for them (don't hesitate to post them if you think that's more convenient than e-mailing). Also, any feedback the former files is more than welcome, especially comments on the lay-out or on the level the several prayers were listed in. Also, if you have any more clerical spells, which I can add to the list, please e-mail them to me or post them, so that they can be included in my next ASCII Net Prayerbook update. Boudewijn Wayers.