Animate Rock
(Alteration)
Sphere: Elemental (Earth)
Range: 40 yds. Components: V, S, M
Duration: 1 rd./level Casting Time: 1 rd.
Area of Effect: 2 cu. ft./level Saving Throw: None
By employing an animate rock spell, the caster causes a stone object of up to the indicated size to move (see the 6th-level animate object spell.). The animated stone object must be separate (not a part of a huge boulder or the like). It follows the desire of the caster--attacking, breaking objects, blocking--while the magic lasts. It has no intelligence or volition of its own, but it follows instructions exactly as spoken. Only one set of instructions for one single action can be given to the animated rock, and the directions must be brief, about a dozen words or so. The rock remains animated for one round per experience level of the caster. The volume of rock that can be animated is also based on the experience level of the caster--2 cubic feet of stone per level, such as 24 cubic feet, a mass of about man-sized, at 12th level.
While the exact details
of the animated rock are decided by the DM, its Armor Class is
no worse than 5, and it has 1d3 hit points per cubic foot of volume.
It uses the attack roll of the caster. The maximum damage it can
inflict is 1d2 points per caster level. Thus, a 12th-level caster's
rock might inflict 12 to 24 points of damage. Movement for a man-sized
rock is 60 feet per round. A rock generally weighs from 100 to
300 pounds per cubic foot.
The material components for the spell are a stone and drop
of the caster's blood.
Astral Spell
(Alteration)
Sphere: Astral
Range: Touch Components: V, S
Duration: Special Casting Time: ½ hour
Area of Effect: Special Saving Throw: None
By means of this spell, a priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane. As the Astral plane touches upon the first levels of all the outer planes, the priest can travel astrally to the first level of any of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material plane by means of the astral spell. However, a second body cannot be formed on the Prime Material plane.
As a general rule, a person astrally projected can be seen only by creatures on the Astral plane. The astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body. If the second body or astral form is slain, the cord simply returns to the caster's body where the body rests on the Prime Material plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral plane, their actions affect only creatures existing on the Astral plane; a physical body must be materialized on other planes.
The spell lasts until the priest desires to end it, or until it is terminated by some outside means, such as dispel magic spell or destruction of the priest's body on the Prime Material plane--which kills the priest. The priest can project the astral forms of up to seven other creatures with himself by means of the astral spell, providing the creatures are linked in a circle with the priest. These fellow travelers are dependent upon the priest and can be stranded if something happens to the priest. Travel in the Astral plane can be slow or fast, according to the priest's desire. The ultimate destination arrived at is subject to the desire of the priest.
Changestaff
(Evocation, Enchantment)
Sphere: Plant, Creation
Range: Touch Components: V, S, M
Duration: Special Casting Time: 4
Area of Effect: The caster's staff Saving Throw: None
By means of this spell, the caster is able to change a specially prepared staff into a treantlike creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treantlike creature with 12 Hit Dice, 40 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels, until the caster commands the staff to return to its true form, or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdustlike powder and the staff is destroyed. Otherwise, the staff can be used again after 24 hours and the staff-treant is at full strength.
To cast a changestaff spell,
the caster must have either his holy symbol or leaves (ash, oak,
or yew) of the same sort as the staff.
The staff for the changestaff spell must be specially prepared.
The staff must be a sound limb cut from an ash, oak, or yew tree
struck by lightning no more than 24 hours before the limb is cut.
The limb must then be cured by sun drying and special smoke for
28 days. Then it must be shaped, carved, and polished for another
28 days. The caster cannot adventure or engage in other strenuous
activity during either of these periods. The finished staff, engraved
with woodland scenes, is then rubbed with the juice of holly berries,
and the end of it is thrust into the earth of the caster's grove
while he casts a speak with plant spell, calling upon the staff
to assist in time of need. The item is then charged with a magic
that will last for many changes from staff to treant and back
again.
Chariot of Sustarre
(Evocation)
Sphere: Elemental (Fire),
Creation
Range: 10 yds. Components: V, S, M
Duration: 12 hours Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
When this spell is cast, it brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire. These appear in a clap of thunder amid a cloud of smoke. The vehicle moves at 24 on the ground, 48 flying, and can carry the caster and up to seven other creatures of man-size or less. The passengers must be touched by the caster to protect them from the flames of the chariot. Creatures other than the caster and his designated passengers sustain 2d4 points of fire damage each round if they come within 5 feet of the horses or chariot. Such creatures suffer no damage if they evade the area by rolling successful saving throws vs. petrification, with Dexterity adjustments.
The caster controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, and turn left or right as he desires. Note that the chariot of Sustarre is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which inflicts 1 point of damage). They are Armor Class 2, and each requires 30 points of damage to dispel. Naturally, fire has no effect upon either the vehicle or its steeds, but magical fires other than those of the chariot can affect the riders. Other spells, such as a successful dispel magic or holy word, will force the chariot back to its home plane, without its passengers. The chariot can be summoned only once per week.
The material components
are a small piece of wood, two holly berries, and a fire source
at least equal to a torch.
Confusion
(Enchantment/Charm)
Sphere: Charm
Range: 80 yds. Components: V, S, M
Duration: 1 rd./level Casting Time: 1 rd.
Area of Effect: 1d4 creatures in 40-ft. sq. Saving Throw: Special
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per two caster levels. Thus, seven to ten creatures can be affected by a 12th- or 13th-level caster, eight to 11 by a 14th- or 15th-level caster, etc. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures react as follows (roll 1d10):
d10 Reaction
1 Wander away (unless prevented) for duration of spell
2-6 Stand confused one round (then roll again)
7-9 Attack nearest creature for one round (then roll again)
10 Act normally for one round (then roll again)
The spell lasts one round for each level of the caster. Those who fail their saving throws are checked by the DM for actions each round, for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.
Wandering creatures move as far from the caster as possible in their most typical mode of movement (characters walk, fish swim, bats fly, etc.). This is not panicked flight. Wandering creatures also have a 50% chance of using any special innate movement abilities (plane shift, burrowing, flight, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
The material component of
this spell is a set of three nut shells.
Note: If there are many creatures involved, the DM may decide
to assume average results. For example, if there are 16 orcs affected
and 25% could be expected to successfully roll the saving throw,
then four are assumed to have succeeded, one wanders away, four
attack the nearest creature, six stand confused and the last acts
normally but must check next round. Since the orcs are not near
the party, the DM decides that two who are supposed to attack
the nearest creature attack each other, one attacks an orc that
saved, and one attacks a confused orc, which strikes back. The
next round, the base is 11 orcs, since four originally saved and
one wandered off. Another one wanders off, five stands confused,
four attack, and one acts normally.
Conjure Earth Elemental
(Conjuration/Summoning)
Reversible
Sphere: Elemental (Earth),
Summoning
Range: 40 yds. Components: V, S
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
A caster who performs a conjure earth elemental spell summons an earth elemental to do his bidding. The elemental is 60% likely to have 12 Hit Dice, 35% likely to have 16 Hit Dice, and 5% likely have 21 to 24 Hit Dice (20 + 1d4). Further, the caster needs but to command it, and it does as desired. The elemental regards the caster as a friend to be obeyed. The elemental remains until destroyed, dispelled, sent away by dismissal or a holy word spell (see the conjure fire elemental spell), or the spell duration expires.
Control Weather
(Alteration)
Sphere: Weather
Range: 0 Components: V, S, M
Duration: 4d12 hours Casting Time: 1 turn
Area of Effect: 4d4 sq. miles Saving Throw: None
The control weather spell enables a priest to change the weather in the local area. The spell affects the weather for 4d12 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the effects of the spell to be felt. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart:
Precipitation Temperature Wind
CLEAR HOT
CALM
very clear sweltering heat
dead calm
light clouds or hazy warm
light wind
PARTLY CLOUDY WARM moderate wind
clear weather hot MODERATE
WIND
cloudy cool
calm
mist/light rain/hail COOL
strong wind
sleet/light snow warm STRONG
WIND
CLOUDY cold
moderate wind
partly cloudy COLD
gale
deep clouds
cool GALE
fog arctic cold
strong wind
heavy rain/large hail storm
gale
driving sleet/snow STORM
hurricane
The upper-case headings represent existing weather conditions. The lower-case headings below are the new conditions to which the caster can change the existing conditions. In addition, the caster can control the direction of the wind. For example, a day that is clear, warm, and with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession.
The material components
for this spell are the priest's religious symbol, incense, and
prayer beads or similar prayer object. Obviously, the spell functions
only in areas where there are appropriate climatic conditions.
If Weather is a major sphere for the priest (as it is for
druids), duration and area are doubled, and the caster can change
the prevailing weather by two places. For example, he can cause
precipitation to go from partly cloudy to heavy sleet, temperature
to go from cool to arctic, and wind to go from calm to strong.
Creeping Doom
(Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0 Components: V, S
Duration: 4 rds./level Casting Time: 1 rd.
Area of Effect: Special Saving Throw: None
When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.
Earthquake
(Alteration)
Sphere: Elemental (Earth)
Range: 120 yds. Components: V, S, M
Duration: 1 rd. Casting Time: 1 turn
Area of Effect: 5-ft. diameter/level Saving Throw: None
When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of 5 feet for every experience level of the priest casting it. Thus a 20th-level priest casts an earthquake spell with a 100-foot-diameter area of effect.
Solidly built structures
with foundations reaching down to bedrock sustain one-half damage;
one-quarter damage if they score above 50% on a saving throw.
An earth elemental opposed to the caster in the area of effect
can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other
magical protections and wards allowed by the DM may also reduce
or negate this effect. If cast undersea, this spell may, at the
discretion of the DM, create a tsunami or tidal wave.
The material components for this spell are a pinch of dirt,
a piece of rock, and a lump of clay.
Earthquake Effects
TERRAIN
Cave or cavern--Collapses roof
Cliffs--Crumble, causing landslide
Ground--Cracks open, causing the following fractions of creatures
to fall in and die:
Size S: 1 in 4
Size M: 1 in 6
Size L: 1 in 8
Marsh--Drains water to form muddy, rough ground.
Tunnel--Caves in
VEGETATION
Small growth--No effect
Trees--1 in 3 are uprooted and fall
STRUCTURES
All structures--Sustain 5d12 points of structural damage; those
suffering full damage are thrown down in rubble
CREATURES (See TERRAIN entry)
Exaction
(Evocation, Alteration)
Sphere: Charm, Summoning
Range: 10 yds. Components: V, S, M
Duration: Special Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: None
When this spell is employed, the priest confronts some powerful creature from another plane (including devas and other powerful minions, for instance, but not demigods or deities of any sort) and requires of it some duty or quest. A creature of an alignment opposed to the priest (e.g., evil if the priest is good, chaotic if the priest is lawful) cannot be ordered around unless it is willing. Note that an absolute (true) neutral creature is effectively opposed to both good and evil, and both law and chaos.
The spellcaster must know something about the creature to exact service from it, or else he must offer some fair trade in return for the service. That is, if the priest is aware that the creature has received some favor from someone of the priest's alignment, then the exaction spell can name this as cause. If no balancing reason for service is known, then some valuable gift or service must be pledged in return for the exaction. The service exacted must be reasonable with respect to the past or promised favor or reward, and with the being's effort and risk. The spell then acts, subject to a magic resistance roll, as a quest upon the being that is to perform the required service. Immediately upon completion of the service, the being is transported to the vicinity of the priest, and the priest must then and there return the promised reward, whether it is irrevocable cancellation of a past debt or the giving of some service or other material reward. After this is done, the creature is instantly freed to return to its own plane.
The DM adjudicates when an equitable arrangement has been reached. If the caster requests too much, the creature is free to depart or to attack the priest (as if the agreement were breached) according to its nature. If circumstances leave the situation unbalanced (for example, the creature dies while achieving a result that was not worth dying for), then this might create a debt owed by the caster to the creature's surviving kith and kin, making the caster vulnerable to a future exaction spell from that quarter. Agreeing to a future exaction or release in the event of catastrophic failure or death are common caster pledges in securing an exaction.
Failure to fulfill the promise
to the letter results in the priest being subject to exaction
by the subject creature or by its master, liege, etc., at the
very least. At worst, the creature can attack the reneging priest
without fear of any of his spells affecting it, for the priest's
failure to live up to the bargain gives the creature immunity
from the priest's spell powers.
The material components of this spell are the priest's holy
symbol, some matter or substance from the plane of the creature
from whom an exaction is expected, and knowledge of the creature's
nature or actions that is written out on a parchment that is burned
to seal the pledge.
Fire Storm
(Evocation)
Reversible
Sphere: Elemental (Fire)
Range: 160 yds. Components: V, S
Duration: 1 rd. Casting Time: 1 rd.
Area of Effect: two 10-ft. cubes/level Saving Throw: ½
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame that equal a wall of fire spell in effect. Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2d8 points of damage plus additional damage equal to the caster's level (2d8 +1/level). Creatures that roll successful saving throws vs. spell suffer only one-half damage. The damage is inflicted each round the creature stays in the area of effect. The area of effect is equal to two 10-foot x 10-foot cubes per level of the cater--e.g., a 13th-level caster can cast a fire storm measuring 130 feet x 20 feet x 10 feet. The height of the storm is 10 or 20 feet; the imbalance of its area must be in length and width.
The reverse spell, fire quench, smothers twice the area of effect of a fire storm spell with respect to normal fires, and the normal area of effect with respect to magical fires. Fire-based creatures, such as elementals, salamanders, etc., of less than demigod status have a 5% chance per experience level of the caster of being extinguished. If cast only against a flametongue sword, the sword must roll a successful saving throw vs. crushing blow or be rendered nonmagical. Such a sword in the possession of a creature first receives the creature's saving throw, and if this is successful, the second saving throw is automatically successful.
Gate
(Conjuration/Summoning)
Sphere: Summoning
Range: 30 yds. Components: V, S
Duration: Special Casting Time: 5
Area of Effect: Special Saving Throw: None
Casting a gate spell has two effects: it causes an interdimensional connection between the plane of existence the priest is in and the plane in which dwells a specific being of great power. The result of this connection is that the sought-after being can step through the gate or portal, from its plane to that of the priest. Uttering the spell attracts the attention of the dweller on the other plane. When casting the spell, the priest must name the entity he desires to make use of the gate and to come to his aid. There is a 100% chance that something steps through the gate. The actions of the being that comes through depend on many factors, including the alignment of the priest, the nature of those accompanying him, and who or what opposes or threatens the priest. The DM will decide the exact result of the spell, based on the creature called, the desires of the caster and the needs of the moment. The being gates in either returns immediately or remains to take action. Casting this spell ages the priest five years.
Holy Word
(Conjuration/Summoning)
Reversible
Sphere: Combat
Range: 0 Components: V
Duration: Special Casting Time: 1
Area of Effect: 30-ft. radius Saving Throw: None
Uttering a holy word spell creates magic of tremendous power. It drives off evil creatures from other planes, forcing them to return to their own planes of existence, provided the speaker is in his home plane. Creatures so banished cannot return for at least a day. The spell further affects creatures of differing alignment as shown on the following table:
Effects of Holy Word
Creature's
Hit Dice or Attack
Level General Move Dice Spells
Less than 4 Kills -- -- --
4 to 7+ Paralyzes 1d4 turns -- -- --
8 to 11+ Slows 2d4 rounds -50% -4* --
12 or more Deafens 1d4 rounds -25% -2 50% chance
of failure
* Slowed creatures attack only on even-numbered rounds until the effect wears off.
Affected creatures are those within the 30-foot-radius area of effect, which is centered on the priest casting the spell. The side effects are negated for deafened or silenced creatures, but such are still driven off if other-planar.
The reverse, unholy word,
operates exactly the same way but affects creatures of good alignment.
Regenerate
(Necrmancy)
Reversible
Sphere: Necromatic
Range: Touch Components: V,S,M
Duration: Permanent Casting Time: 3 rounds
Area of Effect: Creature touched Saving Throw: None
When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatues), bones, and organs grow back. The process of regeneration requies but one round if the severed member(s) is (are) present and touching the creature, 2d4turns otherwise. The creature must be lving to receive the benefits of this spell. If the severed member is not present, or if the injury isolder than ond day per caste level, the recipient must roll a successful system shock check to survive the spell.
The revers, wither, causes
the member or organ touched to cease functioning in one round,
dropping off into dust in 2d4 turns. Creatures must be touched
for the harmful effect to occur.
The material components of this spell are a prayer device
and holy water (or unholy water for the reverse).
Reincarnate
(Necromancy)
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 turn
Area of Effect: 1 person Saving Throw: None
With this spell, the priest can bring back a dead person in another body, if death occurred no more than one week before the casting of the spell. Reincarnation does not require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of the person appears in the area in 1d6 turns. The person reincarnated recalls the majority of his former life and form, but the character class, if any, of the new incarnation might be very different indeed. The new incarnation is determined on the following table or by DM choice. If a player character race is indicated, the character must be created. At the DM's option, certain special (expensive) incenses can be used that may increase the chance for a character to return as a specific race or species. A wish spell can restore a reincarnated character to its original form and status.
D100
Roll Incarnation
01-03 Badger
04-08 Bear, black
09-12 Bear, brown
13-16 Boar, wild
17-19 Centaur
20-23 Dryad
24-28 Eagle
29-31 Elf
32-34 Faun/satyr
35-36 Fox
37-40 Gnome
41-44 Hawk
45-58 Human
59-61 Lynx
62-64 Owl
65-68 Pixie
69-70 Racco
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