Abjure
(Abjuration)
Sphere: Summoning
Range: 10 yds. Components: V, S, M
Duration: Special Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: Special
This spell can send an extraplanar creature back to its own plane of existence. The spell fails against entities of demigod status or greater, but their servants or minions can be abjured. If the creature has a specific (proper) name, it must be known and used. Any magic resistance of the subject must be overcome, or the spell fails. The priest has a 50% chance of success (a roll of 11 or better on 1d20). The roll is adjusted by the difference in level or Hit Dice between the caster and the creature being abjured; the number needed is decreased if the priest has more Hit Dice and increased if the creature has more Hit Dice. If the spell is successful, the creature is instantly hurled back to its own plane. The affected creature must survive a system shock check. If the creature does not have a Constitution score, the required roll is 70% + 2%/Hit Die or level. The caster has no control over where in the creature's plane the abjured creature arrives. If the attempt fails, the priest must gain another level before another attempt can be made on that particular creature.
The spell requires the priest's
holy symbol, holy water, and some material inimical to the creature.
Animal Summoning I
(Conjuration, Summoning)
Sphere: Animal, Summoning
Range: 1 mi. radius Components: V, S
Duration: Special Casting Time: 7
Area of Effect: Special Saving Throw: None
By means of this spell, the caster calls up to eight animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. For example, a caster first tries to summon wild dogs to no avail, then unsuccessfully tries to call hawks, and finally calls wild horses that may or may not be within summoning range. The DM must determine the chance of a summoned animal type being within the range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
Call Woodland Beings
(Conjuration/Summoning)
Sphere: Summoning
Range: 100 yds./level Components: V, S, M
Duration: Special Casting Time: Special
Area of Effect: Special Saving Throw: Neg.
By means of this spell, the caster is able to summon certain woodland creatures to his location. Naturally, this spell works only outdoors, but not necessarily only in wooded areas. The caster begins the incantation and continues uninterrupted until some called creature appears or two turns have elapsed. (The verbalization and somatic gesturing are easy, so this is not particularly exhausting to the spellcaster.) Only one type of the following sorts of beings can be summoned by the spell. They come only if they are within the range of the call.
The caster can call three
times, for a different type each time. Once a call is successful,
no other type can be called without another casting of the spell.
(The DM will consult his outdoor map or base the probability of
any such creature being within spell range upon the nature of
the area the caster is in at the time of spellcasting.)
The creature(s) called by the spell are entitled to a saving
throw vs. spell (with a -4 penalty) to avoid the summons. Any
woodland beings answering the call are favorably disposed to the
spellcaster and give whatever aid they are capable of. However,
if the caller or members of the caller's party are of evil alignment,
the creatures are entitled to another saving throw vs. spell (this
time with a +4 bonus) when they come within 10 yards of the caster
or another evil character with him. These beings immediately seek
to escape if their saving throws are successful. In any event,
if the caster requests that the summoned creatures engage in combat
on his behalf, they are required to roll a loyalty reaction check
based on the caster's Charisma and whatever dealings he has had
with them.
This spell works with respect
to neutral or good woodland creatures, as determined by the DM.
Thus, the DM can freely add to or alter the list as he sees fit.
If the caster personally knows a certain individual woodland
being, that being can be summoned at double the normal range.
If this is done, no other woodland creatures are affected.
If a percentage chance is given in the accompanying table,
druids and other nature-based priests add 1% per caster level.
These chances can be used if no other campaign information on
the area is available.
The material components of this spell are a pine cone and eight holly berries.
Creature ----------------
Type of Woodlands --------------
Type Called Light Moderate/Sylvan
Dense/Virgin
2d8 brownies 30% 20% 10%
1d4 centaurs 5% 30% 5%
1d4 dryads 1% 25% 15%
1d8 pixies 10% 20% 10%
1d4 satyrs 1% 30% 10%
1d6 sprites 0% 5% 25%
1 treant -- 5% 25%
1 unicorn -- 15% 20%
Cloak of Bravery
(Conjuration/Summoning)
Reversible
Sphere: Charm
Range: Touch Components: V, S, M
Duration: Special Casting Time: 6
Area of Effect: 1 creature Saving Throw: Neg.
The cloak of bravery spell can be cast upon any willing creature. The protected individual gains a bonus to his saving throw against any form of fear encountered (but not awe--an ability of some lesser and greater powers). When cast, the spell can affect one to four creatures (caster's choice). If only one is affected, the saving throw bonus is +4. If two are affected, the bonus is +3, and so forth, until four creatures are protected by a +1 bonus. The magic of the cloak of bravery spell works only once and then the spell ends, whether or not the creature's saving throw is successful. The spell ends after eight hours if no saving throw is required before then.
The reverse of this spell,
cloak of fear, empowers a single creature touched to radiate a
personal aura of fear, at will, out to a 3-foot radius. All other
characters and creatures within this aura must roll successful
saving throws vs. spell or run away in panic for 2d8 rounds. Affected
individuals may or may not drop items, at the DM's option.
The spell has no effect upon undead of any sort. The effect
can be used only once, and the spell expires after eight hours
if not brought down sooner. Members of the recipient's party are
not immune to the effects of the spell.
The material component for
the cloak of bravery spell is the feather of an eagle or hawk.
The reverse requires the tail feathers of a vulture or chicken.
Control Temperature, 10' Radius
(Alteration)
Sphere: Weather
Range: 0 Components: V, S, M
Duration: 4 turns + 1 turn/level Casting Time: 7
Area of Effect: 10-ft. radius Saving Throw: None
When this spell is cast, the temperature surrounding the caster can be altered by 10 F., either upward or downward, per level of experience of the spellcaster. Thus, a 10th-level caster could raise or lower the surrounding temperature from 1 to 100 degrees. The spell can be used to ensure the comfort of the caster and those with him in extreme weather conditions. The party could stand about in shirt sleeves during the worst blizzard (although it would be raining on them) or make ice for their drinks during a scorching heat wave.
The spell also provides
protection from intense normal and magical attacks. If the extreme
of temperature is beyond what could be affected by the spell (a
searing blast of a fireball or the icy chill of a white dragon),
the spell reduces the damage caused by 5 points for every level
of the caster. Normal saving throws are still allowed, and the
reduction is taken after the saving throw is made or failed. Once
struck by such an attack, the spell immediately collapses.
The material component for this spell is a strip of willow
bark (to lower temperatures) or raspberry leaves (to raise temperatures).
Cure Serious Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 7
Area of Effect: 1 creature Saving Throw: None
This spell is a more
potent version of the cure light wounds spell. When laying his
hand upon a creature, the priest heals 2d8+1 points of wound or
other injury damage to the creature's body. This healing cannot
affect noncorporeal, nonliving, or extraplanar creatures.
Cause serious wounds, the reverse of the spell, operates
similarly to the cause light wounds spell, the victim having to
be touched first. If the touch is successful, 2d8+1 points of
damage are inflicted.
Detect Lie
(Divination)
Reversible
Sphere: Divination
Range: 30 yds. Components: V, S, M
Duration: 1 rd./level Casting Time: 7
Area of Effect: 1 creature Saving Throw: Neg.
A priest who casts this spell is immediately able to determine if the subject creature deliberately and knowingly speaks a lie. It does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The subject receives a saving throw vs. spell, which is adjusted only by the Wisdom of the caster--for example, if the caster has a Wisdom of 18, the subject's saving throw roll is reduced by 4 (see Table 5: Wisdom).
The material component for
the detect lie spell is one gp worth of gold dust.
The spell's reverse, undetectable lie, prevents the magical
detection of lies spoken by the creature for 24 hours.
The reverse requires brass dust as its material component.
Divination
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: Special Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
A divination spell is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a one-week period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific piece of advice.
For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight), the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it).
The base chance for a correct
divination is 60%, plus 1% for each experience level of the priest
casting the spell. The DM makes adjustments to this base chance
considering the actions being divined (if, for example, unusual
precautions against the spell have been taken). If the dice roll
is failed, the caster knows the spell failed, unless specific
magic yielding false information is at work.
The material components of the divination spell are a sacrificial
offering, incense, and the holy symbol of the priest. If an unusually
important divination is attempted, sacrifice of particularly valuable
gems, jewelry, or magical items may be required.
Free Action
(Abjuration, Enchantment)
Sphere: Charm
Range: Touch Components: V, S, M
Duration: 1 turn/level Casting Time: 7
Area of Effect: 1 creature Saving Throw: None
This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as web or slow spells) or while under water. It even negates or prevents the effects of paralysis and hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, allow water breathing without further appropriate magic.
The material component is
a leather thong, bound around the arm or similar appendage, which
disintegrates when the spell expires.
Giant Insect
(Alteration)
Reversible
Sphere: Animal
Range: 20 yds. Components: V, S, M
Duration: Permanent Casting Time:7
Area of Effect: 1 to 6 insects Saving Throw: None
By means of this spell, the priest can turn one or more normal-sized insects into larger forms resembling the giant insects described in the Monstrous Manual. Only one type of insect can be altered at one time (i.e., a single casting cannot affect both an ant and a fly) and all insects affected must be grown to the same size. The number of insects and the size to which they can be grown depends upon the priest's level:
Priest's
Insect Maximum
Level Hit Dice Total HD
7-9 3
9
10-12 4
12
13+ 6
15
For example, an 8th-level
priest can grow three insects to 3 Hit Dice, four insects to 2
Hit Dice, or nine insects to 1 Hit Die. Flying insects of 3 Hit
Dice or more can carry a rider of human size (assume that such
can carry 80 pounds per Hit Die).
If the casting is interrupted for any reason, or if the
insects are currently subject to any other magical effect (including
this one), the insects die and the spell is ruined. The DM decides
how many normal insects of what type are available; this is often
a greater limitation on the spell than the limits above.
If the insect created by
this spell matches an existing monster description, use the monster
description. Otherwise, unless the DM creates a special description,
the giant form has an Armor Class of between 8 and 4, one attack,
and inflicts 1d4 points of damage per Hit Die.
For example, a 14th-level priest uses the giant insect spell
to enlarge one beetle (all that is available) to 6 HD size. The
DM decides the beetle has AC 5 and bites once for 6d4 points of
damage.
Note that the spell works only on actual insects. Arachnids, crustaceans, and other types of small creatures are not affected. Any giant insects created by this spell do not attempt to harm the priest, but the priest's control of such creatures is limited to simple commands ("attack," "defend," "guard," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex. Unless commanded to do otherwise, the giant insects attempt to attack whoever or whatever is near them.
The reverse of the spell, shrink insect, reduces any giant insect to normal insect size. The number of Hit Dice affected by the priest is subtracted from the number of Hit Dice of the insects, and any insect reduced to 0 Hit Dice has been shrunk. Partial shrinking is ignored; an insect is either shrunk or unaffected. Thus, a 9th-level priest attacked by giant ants could shrink three warrior ants or four worker ants to normal insect size with no saving throw. This spell has no effect on intelligent insectlike creatures.
The priest must use his
holy symbol for either version of the spell.
Hallucinatory Forest
(Illusion/Phantasm)
Reversible
Sphere: Plant
Range: 80 yds. Components: V, S
Duration: Permanent Casting Time: 7
Area of Effect: 40-ft. sq./level Saving Throw: None
When this spell is cast, a hallucinatory forest comes into existence. The illusionary forest appears to be perfectly natural and is indistinguishable from a real forest. Priests attuned to the woodlands--as well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, and treants--recognize the forest for what it is. All other creatures believe it is there, and movement and order of march are affected accordingly. Touching the illusory growth neither affects the magic nor reveals its nature. The hallucinatory forest remains until it is magically dispelled by a reverse of the spell or a dispel magic spell. The area shape is either roughly rectangular or square, in general, and at least 40 feet deep, in whatever location the caster desires. The forest can be of less than maximum area if the caster wishes. One of its edges can appear up to 80 yards away from the caster.
Hold Plant
(Enchantment/Charm)
Sphere: Plant
Range: 80 yds. Components: V, S
Duration: 1 rd./level Casting Time: 7
Area of Effect: 1d4 plants in 40-ft. sq. Saving Throw: Neg.
The hold plant spell affects vegetable matter as follows: 1) it causes ambulatory vegetation to cease moving; 2) it prevents vegetable matter from entwining, grasping, closing, or growing; 3) it prevents vegetable matter from making any sound or movement that is not caused by wind. The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc. The duration of a hold plant spell is one round per level of experience of the caster. It affects 1d4 plants in a 40-foot x 40-foot area, or a square 4 to 16 yards on a side of small ground growth such as grass or mold. If only one plant (or 4 yards square) is chosen as the target for the spell by the caster, the saving throw of the plant (or area of plant growth) is made with a -4 penalty to the die roll; if two plants (or 8 yards square) are the target, saving throws suffer a -2 penalty; if three plants (or 12 yards square) are the target, saving throws suffer a -1 penalty; and if the maximum of four plants (or 16 yards square) are the target, saving throws are unmodified.
Imbue With Spell Ability
(Enchantment)
Sphere: Charm
Range: Touch Components: V, S, M
Duration: Until used Casting Time: 1 turn
Area of Effect: Person touched Saving Throw: None
By the use of this
spell, the priest can transfer a limited number and selection
of his currently memorized spells, and the ability to cast them,
to another person. Only nonspellcasters (including rangers under
8th level and paladins under 9th level) can receive this bestowal;
the imbue with spell ability enchantment does not function for
those belonging to spellcasting classes, for unintelligent monsters,
nor for any individual with less than 1 full Hit Die. In addition,
the person thus imbued must have a Wisdom score of 9 or higher.
Only priest spells of an informational or defensive nature or
a cure light wounds
spell can be transferred. Transferring any other spell type
negates the entire attempt, including any allowable spells that
were chosen. Higher level persons can receive more than one spell
at the priest's option:
Level of Recipient Spells
Imbued
1 One 1st-level spell
3 Two 1st-level spells
5+ Two 1st- and one 2nd-level spells
The transferred spell's
variable characteristics (range, duration, area of effect, etc.)
function according to the level of the priest originally imbuing
the spell.
A priest who casts imbue with spell ability upon another
character loses the number of 1st- and 2nd-level spells he has
imbued until the recipient uses the transferred spells or is slain.
For example, a 7th-level priest with five 1st- and four 2nd-level
spells imbues a 10th-level fighter with a cure light wounds spell
and a slow poison spell. The cleric now can have only four 1st-level
spells memorized until the cure is cast and only three 2nd-level
spells until the slow poison is cast, or until the fighter is
killed. In the meantime, the priest remains responsible to his
ethos for the use to which the spell is put.
The material components
for this spell are the priest's holy symbol, plus some minor item
from the recipient that is symbolic of his profession (a lockpick
for a thief, etc.). This item, and any material component for
the imbued spell, is consumed when the imbue with spell ability
spell is cast.
Lower Water
(Alteration)
Reversible
Sphere: Elemental (Water)
Range: 120 yds. Components: V, S, M
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
The lower water spell causes water or similar fluid in the area of effect to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet for every experience level of the priest. The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, an 8th-level priest affects a volume up to 16 feet x 80 feet x 80 feet, a 9th-level caster affects a volume up to 18 feet x 90 feet x 90 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half its usual number of attacks each round. The spell has no effect on other creatures.
Its reverse, raise water,
causes water or similar fluids to return to their highest natural
level: spring flood, high tide, etc. This can make fords impassable,
float grounded ships, and may even sweep away bridges at the DM's
option. It negates lower water and vice versa.
The material components of this spell are the priest's holy
(or unholy) symbol and a pinch of dust.
Neutralize Poison
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V,
S
Duration: Permanent Casting Time:
7
Area of Effect: 1 creature or 1 cu. ft. of substance/2 levels
Saving Throw: None
By means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.
The reversed spell, poison,
likewise requires a successful attack roll, and the victim is
allowed a saving throw vs. poison. If the latter is unsuccessful,
the victim is incapacitated and dies in one turn unless the poison
is magically neutralized or slowed.
Plant Door
(Alteration)
Sphere: Plant
Range: Touch Components: V, S, M
Duration: Special Casting Time: 7
Area of Effect: Special Saving Throw: None
The plant door spell opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth--even growth of a magical nature. The plant door is open to the caster who cast the spell, casters of a higher level, or dryads; others must be shown the location of the door. The door even enables the caster to enter a solid tree trunk and remain hidden there until the spell ends. The spell also enables the passage or hiding of any man-sized or smaller creature; hiding is subject to space considerations. If the tree is cut down or burned, those within must leave before the tree falls or is consumed, or else they are killed also. The duration of the spell is one turn per level of experience of the caster. If the caster opts to stay within an oak, the spell lasts nine times longer than normal; if within an ash tree, it lasts three times longer. The path created by the spell is up to 4 feet wide, 8 feet high, and 12 feet long per level of experience of the caster. This spell does not function on plant-based monsters (shambling mounds, molds, slimes, treants, etc.).
The material components
for this spell are a piece of charcoal and the caster's holy symbol.
Produce Fire
(Alteration)
Reversible
Sphere: Elemental (Fire)
Range: 40 yds. Components: V, S, M
Duration: 1 rd. Casting Time: 7
Area of Effect: 12-ft. sq. Saving Throw: None
By means of this spell, the caster creates a common fire of up to 12 feet per side in area. Though it lasts only a single round (unless it ignites additional flammable material), the fire produced by the spell inflicts 1d4 points of damage plus 1 point per caster level (1d4 + 1/level) upon creatures within its area. It ignites combustible materials, such as cloth, oil, paper, parchment, wood, and the like, so as to cause continued burning.
The reverse, quench fire,
extinguishes any normal fire (coals, oil, tallow, wax, wood, etc.)
within the area of effect.
The material component for either version is a paste of
sulfur and wax, formed into a ball and thrown at the target.
Protection From Evil, 10' Radius
(Abjuration)
Reversible
Sphere: Protection
Range: Touch Components: V, S, M
Duration: 1 turn/level Casting Time: 7
Area of Effect: 10-ft. radius Saving Throw: None
The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.
The reverse, protection
from good, 10’ radius, wards against good creatures.
To complete this spell, the priest must trace a circle 20
feet in diameter using holy (or unholy) water and incense (or
smoldering dung), according to the protection from evil spell.
Protection From Lightning
(Abjuration)
Sphere: Protection, Weather
Range: Touch Components: V, S, M
Duration: Special Casting Time: 7
Area of Effect: 1 creature Saving Throw: None
The effect of a protection
from lightning spell changes depending on who is the recipient
of the magic--the caster or some other creature. In either case,
the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete
invulnerability to electrical attack such as dragon breath, or
magical lightning such as lightning bolt, shocking grasp, storm
giant, will 'o wisp, etc., until the spell has absorbed 10 points
of electrical damage per level of the caster, at which time the
spell is negated.
If the spell is cast upon
another creature, it gives a bonus of +4 to the die roll for saving
throws made vs. electrical attacks, and it reduces the damage
sustained from such attacks by 50%.
The caster's holy symbol is the material component.
Reflecting Pool
(Divination)
Sphere: Divination
Range: 10 yds. Components: V, S, M
Duration: 1 rd./level Casting Time: 2 hrs.
Area of Effect: Special Saving Throw: None
This spell enables the caster to cause a pool of normal water found in a natural setting to act as a scrying device. The pool can be of no greater diameter than 2 feet per level of the caster. The effect is to create a scrying device similar to a crystal ball. The scrying can extend only to the Ethereal Plane and the Inner Planes (which includes the paraelemental planes, the Demiplane of Shadow, etc.). General notes on scrying, detection by the subject, and penalties for attempting to scry beyond the caster's own plane are given in the DMG, as well as a description of the crystal ball item.
The following spells can
be cast through a reflecting pool, with a 5% per level chance
for operating correctly: detect magic, detect snares and pits,
and detect poison. Each additional detection attempt requires
a round of concentration, regardless of success. Infravision,
if available, operates normally through the reflecting pool.
The image is nearly always hazy enough to prevent the reading
of script of any type.
The material component is the oil extracted from such nuts
as the hickory and the walnut, refined, and dropped in three measures
upon the surface of the pool. (A measure need be no more than
a single ounce of oil.)
At the DM's option, the
casting of this spell may be limited to once per day.
Repel Insects
(Abjuration, Alteration)
Sphere: Animal, Protection
Range: 0 Components: V, S, M
Duration: 1 turn/level Casting Time: 1 rd.
Area of Effect: 10-ft. radius Saving Throw: None
When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster's experience level are also repelled (for example, 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th through 12th level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain 1d6 points of damage from passing through the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures--it affects only true insects.
The material components
of the repel insects spell include any one of the following: several
crushed m
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