Explanation/Description: Upon uttering the bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their "to hit" dice rolls by +1. A blessing, however, will affect only those not already engaged in melee combat. This spell can be reversed by the cleric to a curse upon enemies which lowers morale and "to hit" by -1. The caster determines at what range (up to 6") he or she will cast the spell, and it then affects all creatures in an area 5" square centered on the point the spell was cast upon. In addition to the verbal and somatic gesture components, the bless requires holy water, while the curse requires the sprinkling of specially polluted water.
Explanation/Description: Ceremony has a number of applications in the religious organization, depending on the level of the cleric. The effect of a ceremony spell does not leave behind an aura of magic, although in some cases an aura of good or evil might be present (and thus detectable). The specific ceremony spells can vary from religion to religion, but usually encompass these:
1st-level cleric: coming of age, burial, marriage
3rd-level cleric: dedication, investiture, consecrate item
5th-level cleric: ordination, special vows
7th-level cleric: consecrate ground
9th-level cleric: anathematize
Each of these varieties of the ceremony spell requires a cleric of the indicated level or a higher one, with additional restrictions as described below. For all ceremony spells except anathematize (see below), no saving throw is called for, since the recipient is either inanimate or presumed to be willing to be affected by the magic; any version of the spell except for anathematize will simply fail if it is cast on a person who (for some reason) is unwilling to receive the benefit. Briefly, the ceremonies listed do the following things:
Coming of age - is a limited form of bless spell which is cast upon a young man (and in some cultures a young woman) at some point relatively early in life, often the age of 12. A young person who receives this spell gets a + 1 bonus to any single saving throw, which can be taken at any time after the coming of age ceremony is completed. In some cultures, the coming of age ceremony has a symbolic significance, such that an adolescent must receive this blessing before he or she can enjoy the rights and privileges of adulthood.
Burial - magically protects a corpse, and bestows it with the blessing of the religious organization. The body is shielded for one week as if by a protection from evil spell, and anyone trying to disinter the corpse within that time must make a saving throw versus spell or stop and flee in fear for one turn.
Marriage - has no tangible after-effect (i.e., it does not guarantee happiness or harmony), but it usually carries a moral or legal significance, not dissimilar in nature to the various rites of marriage which are performed in our real world.
Dedication - allows the recipient of the spell to be taken into the ranks of the casting cleric's religion, making that person a sanctioned worshiper of the clerics' deity. The effect of a dedication is permanent, unless the worshiper demonstrates a desire to change allegiance to a different deity. In such a case, the earlier dedication can be overridden by a new dedication cast by a cleric of a higher level than the one who performed the previous dedication.
The rite of - investiture - must be performed on any aspiring cleric before that character can achieve the status of a first-level cleric.
Consecrate - item must be performed on any object to be placed on an altar or in some other location within a religious edifice. To prevent it from losing its potency, holy (or unholy) water must be kept in a properly consecrated container.
Ordination - must be performed on a cleric before the character can become the priest of a congregation or assume similar sorts of duties, and even an adventuring cleric must be ordained before he or she can gain followers and establish a following or other sort of group. In all cases, the cleric performing the ordination must be of higher level than the recipient; this ceremony is often conducted as part of the training a cleric receives in order to advance from second to third level.
Special vows - can be received by a would-be cavalier or paladin before that character embarks upon a career in the desired profession. The effects of this spell persist for as long as it takes the character to accumulate enough experience points to rise to the upper limit of his or her current level. The special vows can then be renewed as part of the character's training between levels, or at any time during advancement through the next higher level. A cavalier or paladin who has received special vows is immune to the effects of bestow curse spells (but not cursed items) for as long as the special vows remain in effect. Additionally, this ceremony renders the subject more susceptible (-4 on saving throw) to any quest spell cast upon him or her by a cleric of the same alignment as the caster of the special vows.
Consecrate ground - should be performed upon an area before any holy (unholy) structure is built on the site. A religious edifice constructed on ground that has not been consecrated will slowly but irrevocably fall into a state of disrepair and has a 1% chance per year, cumulative, of actually collapsing as a result of this oversight. This spell must be cast before the area in question is altered in any way (e.g., landscaping) and before any construction materials are brought to the site; it will have no effect if it is done as an afterthought. Consecrate ground can also be used on a plot of land destined for use as a graveyard, and in such a case the graveyard itself automatically turns undead each round with the same effectiveness as a 3rd-level cleric. Or, if the consecration of a would-be graveyard is performed by an evil cleric, any undead creatures occupying the area are treated as if they were being protected and controlled by an evil cleric of 3rd level.
Anathematize - is a form of excommunication by means of which the offender is literally branded on the cheek, forehead, arm, or hand with a symbol, sigil, or sign that identifies the subject (to those who understand the symbol) as someone who has committed a serious offense in the eyes of his or her deity. An unwilling subject of this spell is allowed a saving throw versus spell, at -4, to escape its effects. If the recipient is not truly deserving of the telling brand, the spell fails when cast. A successful atonement causes the brand to fade, and possibly vanish. If the offending actions were caused magically or by some other external force, the brand utterly disappears. If the offending actions were natural, the brand cannot be completely removed.
The components for the various ceremony spells vary from religion to religion, but the material component always involves the use of the cleric's holy symbol in one way or another. Standard costs for the casting of these spells are as follows: coming of age, 5-15 sp; burial, 5-50 gp; marriage, 1-20 gp; dedication, 1-10 sp (or sometimes free); investiture, 1-100 gp (or sometimes free); item consecration, usually free; ordination, usually free put possibly as much as 200 gp; special vows, 1-100 gp (or sometimes free); consecrate ground, 100-600 gp depending on the size of the area to be affected and the level of the cleric performing the spell; and anathematize is always performed at no charge, since the casting of this spell is always deemed to be in the best interests of the clerics' religion.
Explanation/Description: This spell enables three to five clerics to combine their abilities and thereby empower one of their number to cast a spell or turn undead with greater efficacy. The highest-level cleric of the group (or one of such, as applicable) stands, while the other clerics join hands in a surrounding circle. All the participating clerics then cast the combine spell together.
The central cleric temporarily functions as if of higher level, gaining one level for each encircling cleric. The maximum gain is four levels, and the maximum duration is 3 turns. The increase applies to the cleric's effective level for determining the results of attempts to turn undead, and to spell details which vary by the level of the caster. The encircling clerics must concentrate on maintaining the combine effect. They gain no armor class bonuses from shield or dexterity, and their attackers gain +4 bonus on all "to hit" rolls. The central cleric gains no additional spells, but may cast any previously memorized spell(s), often with bonus effects.
Explanation/Description: This spell enables the cleric to issue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand. The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, i.e. "Suicidal" could be a noun, so the creature would ignore the command. A command to "Die!" would cause the recipient to fall in a faint or cataleptic state for 1 round, but thereafter the creature would be alive and well. Typical command words are; back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic. (Creatures with 13 or higher intelligence and 6 hit dice/levels do not get 2 saving throws!)
Explanation/Description: When the cleric casts a create water spell, four gallons of water are generated for every level of experience of the caster, i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen gallons, etc. The water is clean and drinkable (it is just like rain water). Reversing the spell, destroy water, obliterates without trace (such as vapor, mist, fog or steam) a like quantity of water. Created water will last until normally used or evaporated, spilled, etc. Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet (one cubic yard). The spell requires at least a drop of water to create, or a pinch of dust to destroy, water. Note that water cannot be created within a living thing.
Explanation/Description: Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creoture's body to be healed. This healing will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by iron, silver, and/or magical weapons. Its reverse, cause light wounds, operates in the some manner; and if a person is avoiding this touch, a melee combat "to hit" die is rolled to determine if the cleric's hand strikes the opponent and causes such a wound. Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused wounds will heal - or can be cured just as any normal injury will. Caused light wounds are 1 to 8 hit points of damage.
Explanation/Description: This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trap or on unintelligent viper will not. The duration of a detect evil (or detect good) spell is 1 turn + 1/2 turn (5 rounds, or 5 minutes) per level of the cleric. Thus a cleric of 1st level of experience can cast a spell with a 1 & 1/2 turn duration, at 2nd level a 2 turn duration, 2 & 1/2 at 3rd, etc. The spell has a path of detection 1" wide in the direction in which the cleric is facing. It requires the use of the cleric's holy (or unholy) symbol as its material component, with the cleric holding it before him or her.
Explanation/Description: When the detect magic spell is cast, the cleric detects magical radiations in a path 1" wide, and up to 3" long, in the direction he or she is facing. The caster can turn 60' per round. Note that stone walls of 1' or more-thickness, solid metal of but 1/12' thickness, or 3' or more of solid wood will block the spell. The spell requires the use of the cleric's holy (or unholy) symbol.
Explanation/Description: The recipient of this spell is provided with protection from normal extremes of cold or heat (depending on which application is used). He or she can stand unclothed in temperatures as low as -300 F or as high as 1300 F (depending on application) with no ill effect. A temperature extreme beyond either of those limits will cause 1 hit point of exposure damage per hour for every degree above or below those limits. (Without the benefit of protection such as this, exposure damage is 1 hit point per turn for each degree of temperature.) The spell will last for the prescribed duration, or until the recipient is affected by any form of magical cold (including white dragon breath) or magical heat. The cancellation of the spell will occur regardless of which application was used and regardless of which type of magical effect hits the character (e.g., endure cold will be cancelled by magical heat or fire as well as by magical cold). The recipient of the spell will not suffer damage from the magical heat or cold during the round in which the spell is broken, but will be vulnerable to all such attacks starting on the following round. The spell will be cancelled instantly if either resist fire or resist cold is cast upon the recipient.
Explanation/Description: This spell is quite similar to sanctuary, but only affects undead of 4 or fewer hit dice. A saving throw versus spell is made for each type of undead within 30 feet of the caster, and if failed, all undead of that type will ignore the caster completely for the duration of the spell. (Note that this negates subsequent attempts by the caster to turn those undead.) However, if the saving throw succeeds, all undead of that type will attack the spell caster in preference to any other possible targets.
The effect of this spell ends if the caster attacks or attempts to cast any other spell. If the caster is of neutral morals (with respect to good and evil), the undead save at -2. The material component is the clerics' holy symbol.
Explanation/Description: This spell causes excitation of molecules so as to make them brightly luminous. The light thus caused is equal to torch light in brightness, but its sphere is limited to 4" in diameter. It lasts for the duration indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd, etc.) or until the caster utters a word to extinguish the light. The light spell is reversible, causing darkness in the some area and under the same conditions, except the blackness persists for only one-half the duration that light would last. If this spell is cast upon a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself. In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; light can spring from air, rock, metal, wood, or almost any similar substance.
Explanation/Description: To use this spell, the cleric picks up a small stone or pebble and then (via the casting process) places a magical aura on it. The spell cannot affect stones that are already magical. The magic stone can be thrown at a target up to 4" distant (assuming no intervening obstacles and sufficient head room). It will act as a + 1 weapon for "to hit" determination, and if a hit is scored the stone will do 1 point of damage. Ranges are 2"/3"/4", with standard modifications. If the stone travels more than 4" from the thrower or if it does not score a hit, the missile loses its dweomer and falls harmlessly to the ground. A magic stone must be thrown within 6 rounds after the casting of the spell is completed, or it turns back into an ordinary item.
A hit from the stone will break the concentration of a spell caster only if the victim fails a saving throw versus spell. Any target with innate magic resistance cannot be affected by the stone. A shield spell will protect a target from a magic stone, as will a brooch of shielding, a protection from normal missiles spell, a minor globe of invulnerability, or any similar (more powerful) magic. A cleric of 6th through 10th level can enchant 2 stones with this spell, one of 1lth through 15th level can use it on 3 stones, and an additional stone is allowed for every five levels of experience the caster has gained beyond the 11th (i.e., 4 stones at 16th level, 5 stones at 21st level, etc.). It is possible for a cleric to give the enchanted stone(s) to another character to throw. Note that some religious organizations may forbid their clerics from using this spell, since it enables the cleric to use a missile weapon (of sorts).
Explanation/Description: By means of this spell, the cleric is empowered to see through a disguise composed solely of makeup or altered clothing (i.e., non-magical in nature). The cleric cannot identify what class or profession the disguised figure actually belongs to, nor the true appearance of the figure; the spell merely points out that the target figure is posing as someone or something else. The spell does not detect actual rank or status and cannot reveal an illusion for what it is, but it can detect whether a figure is the object of a friends spell. The spell cannot detect any deception involving alignment. The target of the spell is allowed a saving throw versus spell, and if this saving throw is made, the disguise will be enhanced in the eyes of the cleric, so that the caster becomes convinced that the target figure actually is what he claims to be. Being under the effect of a bless spell, wearing magic armor, or using a magic item of protection (such as a cloak or ring) will give the target an appropriate bonus to the saving throw.
Explanation/Description: This spell enables the cleric to tell something of his or another figure's future "luck." This "luck" takes the form of an improvement or reduction in a "to hit" roll or a saving throw at some point in the future unknown to the character who is the object of the portent. After this spell is cast, the Dungeon Master makes two die rolls in secret: First, ldl2, to determine at what point in the future the portent takes effect; second, ld6 to determine the exact effect (roll of 1 = -3; 2 = -2; 3 = -1; 4 = +1; 5 = +2; 6 = +3). Based upon the result of the 1d6 roll, the DM should indicate to the player of the cleric character whether the portent is good, fair (which can be moderately good or moderately bad), or poor. The recipient of the spell will usually also be given this information. The result of the dl2 roll represents the number of "to hit" rolls or saving throws that the target character must make before the roll to be affected by the portent occurs; e.g, if a 12 is rolled, then the 12th such roll thereafter will be the one to which the portent is applied. Die rolls only apply toward this count if they are taken in life-or-death (i.e., combat or peril) situations; the count is suspended if the character contrives to perform (for instance) saving throws against non-harmful effects in an effort to "sidestep" the portent. Die rolls that do apply toward this count include: Saving throws made in combat or against magical effects, "to hit" rolls made by the character, and "to hit" rolls made by an opponent against the character. When the die roll designated by the portent is made, the result will be adjusted upward or downward as indicated by the result of the d6 roll; thus, the character will be either more or less likely to score a hit, more or less likely to be hit, or more or less likely to succeed on a saving throw. The material component for this spell is either a numbered wheel or tea leaves.
Explanation/Description: When this spell is cast, all water vapor in the atmosphere within the area of effect is precipitated in the form of a light rain. (Note that low-level spell casters will certainly be within the area of effect of the spell.) The rain will continue for only as many segments of time as the spell caster has levels of experience. Since only some 1/100 of an inch of precipitation falls during the course of a segment, the spell will have only the following general effects:
Thin, light material will become damp in 1 segment and thoroughly wet thereafter.
Twigs and heavy material such as canvas will be damp in 2 segments and wet thereafter.
Flat, relatively non-porous surfaces, such as stone floors, rock, painted wood, etc., will be damp in 1 segment and filmed with water thereafter.
Semi-porous surfaces and materials will become damp on the surface in 2 segments, and thereafter the damp area will progress downward/inward, until after 5 segments the surface or material will be thoroughly wet.
Porous surfaces and materials will simply absorb the rain up to the limit of their capacity - which probably extends well beyond the duration of the spell.
Small flames, such as those of candles, will be extinguished by 1 segment of precipitation. Small fires will slow and become smoky for 1 round after precipitation has ceased. Large fires will not be materially affected by the spell.
Note that if the temperature is above 90 degrees F, the duration of the spell will be extended to double normal except in arid regions. Also, where the temperature ranges between 33 and 31 degrees F., the precipitation will fall in the form of sleet. At 30 degrees F. and below, the precipitation will fall as rather thick snow, and most dampness/wetness effects will be negated or postponed until the snow melts. If magical heat of large area (i.e., a wall of fire, fireball, flame strike, etc.) is applied to precipitation, a cloud of warm fog of double the area of the precipitation effect will be formed. If magical cold is applied to the spell or the water which remains thereafter, normal ice will be formed. The material component of the spell is a pinch of silver dust.
Explanation/Description: When this spell is cast, it acts as if it were a magical armor upon the recipient. The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature's dice. This spell can be reversed to become protection from good, although it still keeps out enchanted evil creatures as well. To complete this spell, the cleric must trace a 3' diameter circle upon the floor (or ground) with holy water for protection from evil, with blood for protection from good - or in the air using burning incense or smoldering dung with respect to evil/good.
Explanation/Description: When cast, the spell will make spoiled, rotten, poisonous or otherwise contaminated food and/or water pure and suitable for eating and/or drinking. Up to 1 cubic foot of food and/or drink can be thus made suitable for consumption. The reverse of the spell putrefies food and drink, even spoiling holy water. Unholy water is spoiled by purify water.
Explanation/Description: By touch, the cleric instills courage in the spell recipient, raising the creatures' saving throw against magical fear attacks by +4 on dice rolls for 1 turn. If the recipient has already been affected by fear, and failed the appropriate saving throw, the touch allows another saving throw to be made, with a bonus of +1 on the dice for every level of experience of the caster, i.e. a 2nd level cleric gives a +2 bonus, a 3rd level +3, etc. A "to hit" dice roll must be made to touch an unwilling recipient. The reverse of the spell, cause fear, causes the victim to flee in panic at maximum movement speed away from the caster for 1 round per level of the cleric causing such fear. Of course, cause fear can be countered by remove fear and vice versa.
Explanation/Description: When this spell is placed on a creature by a cleric, the creatures' body is inured to cold. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold, such as that produced by a sword of cold, ice storm, cold wand, or white dragons' breath, must be saved against. All saving throws against cold are made with a bonus of +3, and damage sustained is one-half (if the saving throw is not made) or one-quarter (if the saving throw is made) of damage normal from that attack form. The resistance lasts for 1 turn per level of experience of the caster. A pinch of sulphur is necessary to complete this spell.
ExplanationIDescription: When the cleric casts a sanctuary spell, any opponent must make a saving throw versus magic in order to strike or otherwise attack him or her. If the saving throw is not made, the creature will attack another and totally ignore the cleric protected by the spell. If the saving throw is made, the cleric is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action. This allows the cleric to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (not upon an opponent!), and so on. The components of the spell include the clerics' holy/unholy symbol and a small silver mirror.
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