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Priest Spells
This spell allows the priest to bend wood to his will, making it supple and flowing, altering the shape of the wood permanently (though the form created must bear some semblance to the original form of the wood). A living tree may be animated at five feet (height) per level. Dead wood may be animated at a rate of two arrow shafts per level. The wood may be made to grasp, entangle, or attack as club. The material component of this spell is a supple twig. (Note: Above spell was re-worked from by Steve Watkins; originally from the Great Net Prayer Book.)
This prayer enables the priest of Tarantin to build up a huge amount of static electricity in his or her own body, to essentially become a human capacitor. The charge takes one full round to build, during which the priest must concentrate on the spell. Once the charge is complete, the priest becomes a live wire: anything or anyone, friend or foe, who is grounded and contacts the priest, discharges the electricity in a tremendous jolt. This shock can be transferred through or along any metal object, including weapons and armor, even skipping over or through small insulative areas (such as the cloth or leather on the hilt of a sword); it cannot, however, transfer over insulative materials of more than a few inches (such as the shaft of a spear). The shock of the static discharge does 1d6 points of damage per level of thepriest. Because contact must be made first, no saving throw applies, though affected non-living objects may save as usual on the Item Saving Throws table vs. Electrical attacks. The charge built by priests of tenth level and above should, however, be treated as Lightning. The trident of a priest of Tarantin is designed to be a perfect conductor for this spell, and even if the trident does not penetrate metal armor, it still will cause electrical damage. The trident is otherwise unaffected by the spell, and does not need to save on the Item Saving Throw table. Until the stored electricity is discharged into something, it will remain contained in the priest; therefore, striking an opponent's wooden shield will not discharge the energy, leaving both the opponent and the charge intact. As long as the priest holds the charge, he or she will glow with "The Divine Radiance of Tarantin," the equivalent of a Faerie Fire spell (complete with the +2 penalty to AC for being highlighted). In addition, all the hair on the priest's body will stand straight out on end, and some of the priest's smaller muscles - such as those of the face - will spasm and contort. The combination of these things is a rather fearsome sight, and can often damage the morale of enemies. Finally, the priest smells strongly of ozone, a scent which creatures of animal intelligence rightly fear; most animals will refuse to go within several yards of the priest. If the priest waits too long before discharging the energy, it will begin to affect him or her adversely. A priest can hold the charge for 1 round/level of the priest; after this, he or she takes 1d4 of damage per round until a discharge occurs. Usually, a priest can find something to discharge into: a pool of water, a tree, or some metal object. A last resort is often the priest's own trident, stuck into the ground. This spell cannot be cast while the priest is standing or immersed in water; if this is attempted, the spell is wasted as the electricity bleeds off into the water without ever developing enough of a charge to be dangerous. The material components are the priest's holy symbol (not consumed) and an object or a piece of an object that has been struck by lightning.
With this spell, the priest temporarily changes the karma of one creature. The creature may be willing, in which case is not allowed a saving throw. If the Luck spell is cast, the affected creature, for any dice roll, rolls twice and uses the better of the two rolls. If the reverse spell is cast, Unluck, the creature is allowed a saving throw. If the saving throw is failed, random chance falls into an unlucky pattern. Any action involving random chance (i.e., any time a die roll effects the character) performed by the victim for the next 2-20 rounds requires two separate attempts; the worse result is always applied. (The victim rolls twice for attacks, damage, saving throws, etc., always using the worse die roll.) A luckstone or similar magical device will negate Unluck. Doing so, however, prevents the magical item from functioning. The component for the Luck spell is any good luck charm. The component for Unluck is any unlucky item (broken mirror, black cat fur, wood from the underside of a ladder, etc.). Both spells require a holy symbol. The charm or item is consumed by the spell.
This spell causes affected undead to lose track of and ignore the warded group for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward. The material component is the priest's holy symbol. |