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Priest Spells


Anoint (Abjuration)

Level: 5
Duration: Permanent
Sphere: All
Casting Time: 4 hours
Range: Touch
Area of Effect: Creature touched
Components: V,S,M
Saving Throw: None
 
This ceremony allows a spellcasting Priest (aka "Ordained" Priest) to beseech his/her Deity to consider a newly raised Priest for the boon of spellcasting. Not all Priests will receive this blessing. Many will continue their service to the clergy without the benefit of spells, but virtually all Priests undergo this ceremony at one time or another to see if they will be chosen by their Deity to perform miracles in his/her name. Please note that this ceremony is only necessary for non-Blooded Priests, Blooded Priests can always cast spells.

Before the spell is actually cast the aspiring Priest must undertake an act of extreme faith. This could be anything from a quest, or pilgrimage, to a form of utter abasement. The nature of this task will be determined by the codes of the specific religion (in other words, the DM will decide), but the act should take anywhere from 1-6 months to complete. After this act is completed the spell may then be cast. If cast before the task is done it automatically fails.
 
The spell can only be cast on 1 Priest at a time, and a Priest can only undergo the ceremony once in his/her life. If it fails the Priest becomes a 1st-level Priest and can continue to progress as a Priest in levels, but cannot cast any spells, or use any other spell-like ability granted by the Deity. Although they may still Turn Undead, if their Deity grants that ability. If the ceremony succeeds, then they become a 1st-level Priest and are able to progress normally gaining all abilities due them.
 
The actual nature and length of the ceremony again depends upon the requirements of the religion (again the DM will decide). Once cast the aspiring Priest must add his/her Wisdom and Charisma scores together, this gives the percentage chance of success. The material components of the spell are the Priest's Holy Symbol, and the ceremony. The ceremony must have at least 2000gps invested into its preparation and execution. For each additional 1000gps put into the ceremony (this is beyond the initial 2000gp base cost of it) the Priest may add another 1% to the chance of success.
 
Example: Arnof is ready to become a 1st-level Priest, and he has just completed a pilgrimage as he was instructed by his faith. Arnof has a 12 Wisdom and a 9 Charisma. This gives the ceremony a 21% chance to succeed. Arnof is well liked by the clergy so they invest an additional 4000gps into his ceremony (bringing the total cost of the ceremony up to 6000gps). The additional gold grants a 4% bonus, and now gives Arnof a 25% chance to succeed.
 
By Sepsis

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Blast (Evocation-Battle Spell)

Fourth Level
Sphere: Combat
Range: 20 yards
Components: V,S
Duration: Inst.
Casting Time: 3
Saving Throw: 1/2

This spell creates a powerful and rapidly-moving nexus of force that can be directed at opponents or objects. It is particularly effective against moveable objects that are held stationary, such as doors, windows, shutters, and gates. The verbal component is a brief exhortation to the cleric's deity, and the somatic component is to point in the direction the cleric wishes the blast to occur. The movement is alway in a direction away from the caster in the direction he/she is pointing. The spell is always accompanied by a loud crash like a peal of thunder, making this spell popular with clerics of Cuiraecen.
Against characters or non-fixed objects, the Blast delivers 4d6 points of damage, +1 point per die for every two levels of the caster above seventh. The spell can be focused on one person, or spread to affect as many as 4 people in a 10' area (who then each receive one die's worth of damage unless they save). Dexterity bonuses apply to the saving throw if the character has the spellcraft proficiency and can see the cleric's gesture.
There is also the possibility of knocking the character off his feet. Multiply the actual damage received by the character by two, and compare to the average of the character's STR and CON traits. If the total is lower than the average, the character gets to make an ability check (DEX) with a -2 bonus to remain afoot. If the total is more than the average, the character is automatically knocked off his/her feet. If the total is more than _twice_ that of the average, the character goes flying backward through the air, and may take standard falling damage as well.
Against doors and gates and other fixed but moveable objects, the spell does 4d10 points of damage, with bonuses as above. In addition, each additional cleric joined via a Combine spell to the casting cleric adds 1d10 to the total damage. The DM should set an amount of damage that a door or gate can take before breaking, based on the following guidelines:

Wooden door: 10
Metal-reinforced wood door: 20
Metal door: 25
Wooden gate: 40
Wooden portcullis: 30
Metal portcullis: 35
Metal-reinforced wood gate: 50
Metal gate: 60
Stone gate: 75 (Dwarven technology only)
Wooden wall: house: 35, city: 60
Stone wall: house: 50, city: 100

Modifiers: decrepid: -50%, double-thick: +50%
(most fortified holdings in Anuire are constructed with regular stone or wooden walls, most castles with double-thick stone walls.)

The nexus of force that this spell forms can only vary in size to a certain extent, limiting the usefulness of the spell. On one hand, it cannot be made large than about 10', so it cannot be used against an army unit (but could be effective against giant-sized combatants). On the other hand, it cannot be made smaller than about the side of a buckler shield. It cannot be used, therefore, for something like knocking the helm off of an opponent's head, although if the helmet is not strapped on, the DM may rule that it has a chance of falling off when the character falls. On the other hand, the spell CAN be used to knock horsemen off of their mounts.

Note that a character who is against a wall (and thus cannot fall backward) takes the full 4d10 points of damage, rather than the normal 4d6. In this case, the spell might be better titled "Splat." The wall or door the character is in front of takes half of the damage of the character.
This can make a decent battle spell for an assault on a castle/city when used in its cooperative form, but with the range limitations the circle of priests must get dangerously close to the city gates before they can cast the spell.

By Mark A Vandermeulen

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Augury
(Divination), 2nd Level

as per PHB

 

Meditation
(Divination), 2nd Level

Sphere: All
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None

By considered reflection upon the teachings of the sect, or favored wisdom, the priest gains insight into a dilemma. After one turn of uninterrupted contemplation and meditation. In game terms, the DM alerts the priest's player of a fact or event that has been overlooked, discounted, or forgotten (in that order). Thus, the DM might remind the player about an important clue that the priest observed but failed to perceive. This new information should be derived from something the character has seen or experienced, but did not explore or consider until now. It may provide information about the future if a deep contemplation might denote some pattern. Such perceptible patterns should form the basis of the information provided. Such that something a player could not have guessed at is not appropriate to this spell, while something they could have guessed at is. The information should always be relevant and useful but should not be unbalancing to the situation. The character needs only to remain contemplative for one complete turn to achieve the effect.

Idea
(Divination), 2nd Level

As per TOM
Commentary: The Augury consults the supernatural about the unknown, Idea consults the supernatural about the known but misunderstood, and Mediation consults the wisdom taught by the sect to solve the known or unknown based upon what is known.

 

Divination
(Divination), 4th Level

As per PHB

 

Enlightenment
(Divination), 4th Level

Sphere: All
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Caster
Saving Throw: None

This spell is similar to meditation, but is based upon a more comprehensive knowledge of the wisdom literature. This 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 lessor spells, this gives a specific piece of advice, which is presumed to exist in the sect's teachings. For example, if the question is "Can we trust this merchant which has betrayed us in the past?" and the DM has planned for the merchant to betray the party, the enlightened response might be: "A good tree does not bear rotten fruit; a rotten tree does not bear good fruit. Are apples gathered from thorns, or grapes from thistles? Every tree is known by its fruit." If the DM had planned for the merchant to cooperate, the enlightened reply might be: "If a man takes your cloak, do not ask to have it back. As you want people to treat you, do the same to them." In all cases, the DM controls what information is received and whether additional contemplation will supply additional information. Note that since the enlightenment is based upon current, observed conditions, if the information is not acted upon, the conditions probably change so that the information is no longer useful. To achieve a successful enlightenment result, a successful Religion proficiency check must be made. If the character has two slots or more devoted to Religion then no check is necessary. Speculation about the future is acceptable if the information provided can be derived from known conditions.

 

Genius
(Divination), 4th Level

as per TOM

Commentary: Divination consults the supernatural about the unknown, including the future; Genius consults the supernatural about the known but poorly understood; Enlightenment consults the inspired words of the sect to provide insight on a known problem with some spiritual guidance to aid interpretation

 

Commune
(Divination), 5th Level

As per PHB

 

Ecstasy
(Divination), 5th Level

Sphere: Thought, Divination
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 3 hours
Area of Effect: The caster
Saving Throw: None

The spell meditation is based entirely on wisdom teaching, enlightenment is based on advanced wisom but is suplimented by spiritual guidance. Ecstacy is based upon a solid foundation of wisdom, but is essentially an overwhelming feeling sent by a deity. The scope of the spell is to find the answer to broad questions such as "why are the crops failing" or "how can we insure victory in battle tomorrow." Unlike commune, the priest asks only one question, but the answer might be very complicated. By this spell, the priest in given profound understanding of the aims and desires of the god. After three hours of uninterupted meditation upon the problem, the deity or their agent appears to the priest and provides the sought after answer. At that time the priest is struck numb. Some faculties may be lost, especially if the priest questions the god's purpose or motivation. In any event, some powers, such as sight or speech might be lost for a short while or until the instructions are implimented. In no way should this imparement prevent the priest from working toward his mission. Blinded priests can navigate spiritually and are protected from bandits and hostile encounters on the path directed by the guiding spirit. For example, if the crops are failing, and a priest consults the agriculture god, the god might instruct the priest that the people have fallen away from hard work and the labor of agriculture and have turned to the gods of luck and ill-gotten gain. To restore the health of the farms, they must return to the ways of the agriculture god. The priest might then fall unconcious, wake to find himself deaf (so he cannot hear excuses and rebuttals) instructed to lead the people back to the right faith. Instructions can be very complicated. In order to find victory tomorrow, the army may have to refrain from alcohol, spend two hours in prayer and meditation, and each knight or noble may have to sacrifice an animal ritually which will be consumed by his men in a religious feast conducted by the priest, assuring that all soldiers refrain from alcohol, pray as instructed, and participate in the feast. The material components of this spell are the scriptures and holy symbol of the priest.

Commontary: Both Commune and Ecstasy are communications between priest and diety. With Commune, the priest asks questions derived for any purpose and the god answers in their own interest; with Ecstasy, the priest desires to find the god's will and seeks their instruction, although this could be a contractual relationship- I give, so that you give.

 

Divine Inspiration
(Divination), 7th Level

as per TOM

 

Rhapsody
(Divination), 7th Level

Sphere: Thought, Divination
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 week
Area of Effect: The caster
Saving Throw: None

This spell is the most powerful of communications between a priest and his deity. It permits the most complicated of questions and may concern events happening much later in the future, long ago in the past, or far away in distant lands. If it concerns the deity, it is appropriot to this spell. By this spell the priest may engage in an echange with his god- questions asked, answers provided and discussed. The god may or may not be willing to interchange, but such is the decision of the god, not a limitation of the spell. For example, a priest may be pursuing a powerful necromancer and desires to locate a powerful artifact with the powers to slay undead armies. The god may prefer this dangerous magical item remain hidden, but will offer another approach to destroying the necromancer. The priest might then ask questions about this new approach, although one must be careful not to question the aims and purposes of the god. "How can I find the Sword of Life?" or "Where shall I encounter the necromancer?" and "Should I create any magical items or devise new spells for the mission?" are all possible questions. "Why don't you want me to have the artifact?" is a very dangerous question to ask. After a week of meditation on the question, study of the wisdom texts, and total reflection (after all we don't wan't to bother a god with something we could have figured out on our own) on the problem, the god will summon the character to a meeting place, or come upon them as they contemplate, perhaps in the high priest's chapel of the Great Temple, on a mountain top, in a sacred glen, or even awakening the priest in his quarters. Unlike esctasy, the subject of rapture experiences heigtened sensitivity and invigourated powers. As a consequence, simple tasks necessary to complete the god's intructions are automatic. For example, villagers have food available to share with the traveler, horses are available if needed, specialists if available can be persuaded to join the priest, in general the priest is not burdened by mundane inconveniences in his fulfilment of the god's directions.

----

Rember not to give away the store, be vauge and answer from the god's interest. Gods may have no interest in, no knowledge of, or desire to share any piece of information.

By Kenneth Gauck

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War Sphere Spells

I don't know if it has been done already, but I've converted all priest spells from the War sphere for use with warcards. It seemed silly to me that only Illusory Artillery was included in the BR rules.
So, here are the War spells from Tome of Magic and PO: Spells & Magic.

Courage (L1)
Target unit ignores next F or R result (but still takes a hit from R).

Morale (L1)
Target unit gets +1 or -1 to morale, as desired by the caster.

Rally (L2)
Target routed unit is allowed a morale check immediately, rather than having to wait until morale phase. Useful if you want to attack with the unit in the combat phase.

Adaptation (L3)
Target unit ignores all disadvantages of a specific terrain type, but it also loses its normal terrain advantages (such as elves getting bonuses in forests).

Caltrops (L3)
Cast on one area either as a cavalry or infantry version. All units of the chosen type, friend or enemy, take one hit when passing through.

Fortify (L3)
Creates a fortification of level 2 in one area (use the warcard effects).

Entrench (L4)
As above, but fortification is level 4.

Tanglefoot (L4)
Enemy units entering the affected area must stop immediately.

Disguise (L5)
Cast before battle on a friendly unit. The unit will appear to be any other unit type (chosen by the caster), until it is engaged in melee. This spell does not change the unit's attributes, only appearance.

Illusory Artillery (L5)
Causes an F result for an enemy unit, as per official rules.

Gravity Variation (L6)
Either create a hill or cliff in the affected clear area, or destroy such terrain, replacing it with clear terrain.

Illusory Fortification (L7)
Friendly units in the back row can only be attacked by missiles or spells. Enemy units cannot enter the your back row (unless flying). Enemy units already there are not affected by this spell. The spell ends if your protected units make any attacks (but they can freely leave the back row and *then* make attacks).

Shadow Engines (L7)
Creates up to four illusory Artillerist units. They can fight normally, but disappear if engaged in melee.

All spells last for the entire battle unless indicated otherwise.

By Aleksei Andrievski Return to the top.


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