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This spell can send an other-worldly creature back to its own Realm. The spell has no power over demigods, or beings of greater power, but their servants or minions can be Abjured.
The spell requires that the priest strongly present his holy symbol, and also some material inimical to the creature.
The spell does not usually allow a Save, but any Magic Resistance of the subject must be overcome, or the spell fails. In any case, if the spell is successful, the creature is instantly hurled back to its own Realm (usually to its home there, if it has one).
Abjure works upon creatures that are physically present, but also can serve to drive a possessing spirit from an unwilling host. In this case the Abjure can only force it to vacate the host; it will remain in the area and may be able to possess another.
If the attempt fails, the priest must gain a level before another attempt can be made on that particular creature.
The recipient of this spell gains the benefit of a Bless (+1 to To Hit rolls and Saves) and 1d8 additional HP for the duration of the spell.
Aid enables the recipient to have more HP than his normal total. The bonus HP are lost first when the recipient takes damage; they cannot be regained by curative magic.
Aid is not cumulative with the effects of Bless, Chant, Exaltation, Prayer, Sanctify and the like - the most powerful spell will take precedence.
When this spell is cast, the priest causes up to eight animals within the AOE to grow to twice their normal size. It can affect animals of any sort, including Giant and Dire creatures.
The effects of this growth are doubled HD (with an increase in THACO), doubled HP, and doubled damage in combat. Movement, AC and special attacks are not affected.
The reverse, Dwindle Animal, reduces animal size by one-half, and likewise reduces HD, HP, and attack damage.
Animate Rock awakens a great Elemental spirit within any stone object of up to the indicated size. The Animated Rock must be a single separate object, not a part of a larger 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 orders can be given to the Animated Rock, and the directions must be brief, about a dozen words or so.
While the exact details of the animated rock are decided by the DM, its AC is no worse than 4, and it has 1d4 HP per cubic foot of volume. It uses the THACO of the caster. The maximum damage it can inflict is 1d2 points / caster level (or 1 pt of Structural Damage / caster level). Movement for an Animated Rock is 30 ft. / round.
Rock generally weighs from 100 to 300 lbs per cubic foot.
By means of Astral Travel, a priest can project souls into the Astral Realm, leaving their physical bodies and material possessions behind and inert within the Mortal Realm. The soul-forms can then travel to the home Realm of the caster's patron deity, and there form new temporary bodies. Only enchanted items can be brought with them on this journey; mundane objects will have no equivalent elsewhere.
The priest can project the Astral forms of up to six other creatures with him by means of Astral Travel, providing the creatures are linked in a circle with the caster. These fellow travellers are dependent upon the caster for guidance, and can be stranded or lost in the Astral Realm. Otherwise they will go with him to his destination.
During this journey, which might take an indeterminate period of time, the travellers' soul-forms are tethered to their material bodies by silvery cords. If a cord is broken, the affected person is killed, Astrally and materially; however, very few forces can sever a cord. If an Astral form is slain while travelling, the cord simply returns to the original body, reviving it from its state of suspended animation. When a second body is formed in a God's Realm, the silvery cord becomes part of it, until the Astral Realm is entered again.
While elsewhere, the travellers' bodies are vulnerable. If they are slain while their soul-forms are Astrally travelling, the lost souls go to an unknown fate. If the travellers have already formed new bodies in another Realm, they become forfeit to the powers there, and are usually never seen again.
In order to regain their bodies, the caster must use Astral Travel once more for the return trip.
This spell is used to remove the burden of sinful deeds and magical alignment changes from the subject.
The person seeking Atonement must either be truly repentant, or else not have been in command of his own will when the sinful acts were committed. The DM will judge this spell in this regard, noting any past instances of its use.
Some misdeeds are too extreme and cannot be Atoned for without a casting of Quest.
A character who refuses to accept an Atonement is automatically considered to have committed a willful misdeed.
The priest casting Augury seeks to divine whether a given action in the immediate future (within one-half hour) will benefit or harm the party. The specifics of the casting depends on the caster's faith; reading the clouds or a creature's entrails, for example.
There is a base 70% chance (+1% / caster level) of recieving a direct answer of 'good fortune' or 'bad'. This chance may be modified by local circumstances at the DM's discretion. Otherwise the answer will arrive in the form of a cryptic verse, puzzle or pronouncement.
Casting several Auguries about the same action in quick succession will receive identical answers, regardless of the dice rolls.
This spell is centred upon one individual. In its normal form, it suffuses the recipient with holy energies, such that they radiate fearless stout-heartedness.
The recipient becomes immune to all fear-based effects for the duration, and his allies within the AOE gain a +3 to Saves vs. the same. All affected also gain a +1 To Hit and +1 damage caused.
Aura Of Bravery is not cumulative with Cloak Of Bravery. It is cumulative with bonuses from Bless, Aid and the like.
The reverse, Terrible Aura, causes the recipient to radiate a freezing, breath-stopping terror which does not affect them, but forces all enemies who come within the AOE to Save or flee in panic for 2d6 rounds.
Once a Save has been made, a victim can remain within the AOE, but will still experience a terrifying influence. An enemy who fails a Save must re-roll if they later re-enter the AOE while the spell remains.
This spell enables the caster to give animation to the spirit of a healthy tree, allowing it to serve as a protector. The tree upon which the spell is cast must be within a place sacred to the caster, or within 300 ft. of something that the caster wishes to guard or protect.
Awaken Tree-Spirit can be cast upon a healthy tree of small, medium, or large size, according to desire and what is available.
The Spirit will awaken immediately, but not take action unless what it guards is threatened; it will remain immobile and will usually be mistaken for a mundane tree. The Tree-Spirit will move and act to protect the sacred ground or whatever was originally designated by the caster, attacking foes as needed. It will not pursue enemies or attack those who do not threaten what it guards.
Fire hits them at +3, -3 Saves, and does +1 HP / die.
Can cause Structural damage.
Fire hits them at +3, -3 Saves, and does +1 HP / die.
Can cause Structural damage.
Fire hits them at +3, -3 Saves, and does +1 HP / die.
Can cause Structural damage.
A tree enchanted by this spell radiates a magical aura, and can be returned to normal by a successful casting of Break Sorcery, or by the desire of the caster who enchanted it. If dispelled, the tree takes root immediately. If released by the caster, it tries to return to its original location before taking root.
Damage to the tree can be healed with a Plant Growth spell, which restores 3d4 HP damage, but does not increase the size or HP of the Awakened Tree-Spirit.
While an Awaken Tree-Spirit spell cast by a particular caster is in effect, he cannot cast another such spell.
When a priest casts Bark-Skin upon a creature, its skin cracks and darkens, and becomes as tough as bark. This increases its base AC as follows:
It has been observed that if successfully struck, the recipient may bleed sap from his wounds while the spell lasts.
This spell does not function in combination with normal armour, except a shield, or any other magical protection.
At the culmination of this spell, the priest utters a deafening cry which draws the attentions of all hostile creatures within the AOE, except those that are deaf, mindless or undead.
1d4 HD of these creatures / caster level are stunned for 1d3 rounds, losing 2 AC and suffering a -3 penalty To Hit. Creatures with the lowest HD are affected first.
Also, all enemies in the area must Save, or thereafter attempt to physically attack the priest, foregoing any other actions. Their desire to hunt down the priest remains for a further 6 rounds.
At the same time, all friendly creatures within the range of the spell receive the benefit of a Bless spell (+1 to To Hit rolls and Saves). Friendly creatures also receive a +1 to morale rolls as long as the priest remains alive.
Battle Cry is not cumulative with the effects of Bless, Aid, Chant, Prayer, Exaltation, Sanctify and the like - the most powerful spell will take precedence.
This spell brings forth a looming shadowy shape; a bestial spirit that is typically used to guard some area against intrusion.
Any creature approaching the space being guarded may be able to detect its presence before entering; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.
Any creature entering the guarded area may be affected by the Beast. They must roll a successful Save or be struck and stand paralysed for one round / caster level, or until freed by the caster.
A successful Save indicates that the Beast Guardian missed the creature, and the spell remains in place to attack other beings. As soon as a subject creature is successfully struck by the spirit, the paralysis takes effect and the Beast dissipates.
This magic allows the caster to share an animal's perception. It may be cast only on animals (normal, giant or Dire) within range, and the target is allowed a Save to avoid the effect.
Beast Rider does not give control over the animal's movements or actions (another spell may be necessary), but continues for the full duration, even if the animal later moves out of the initial targeting range.
The caster receives full sensory impressions from the target, and can swap back and forth at will between the beast's senses and his own for the duration.
This spell confers upon the recipient a single sensory ability of an animal.
Only mundane animal senses may be conferred with this magic, including a cat's Night Vision, a dog's sense of smell, and so on. The new sense can sometimes be disorientating - each time it is used a Save vs. Int must be made to interpret the sensory input. After three successful Saves the sense is completely integrated and no more rolls must be made.
In general, the end result is a ±3 bonus to all appropriate rolls for Perception, including Non-Weapon Proficiencies, e.g. Tracking.
This spell may be used multiple times upon a given person, but each new sense after the first imposes a -2 penalty to Int for the purposes of understanding the senses.
This spell creates a wall of circling, razor-sharp blades. These whirl and flash around a central point, creating an immobile barrier.
The Blades form a plane at any angle, of any dimensions, to a maximum of 150 ft. square.
Creatures within the area of the barrier when it is invoked are entitled to a Save. If this is successful, the creature can leap backwards; the Blades are avoided and no damage is suffered. Inanimate objects caught within must Save or be destroyed; constructions will sustain 8 pts of Structural Damage each round.
Any solid creature or object attempting to pass through the Blade Barrier suffers 8d8 HP damage.
A Blessing confers the favour of the caster's deity upon his allies within the AOE. They will feel the effects immediately, manifesting as appropriate for the god in question.
A Bless affects only creatures not already engaged in melee combat. It grants a +1 bonus To Hit rolls and to Saves.
Bless is not cumulative with the effects of Aid, Chant, Prayer, Exaltation, Sanctify and the like - the most powerful spell will take precedence.
Alternatively, a single weapon can be Blessed (for example, a crossbow bolt for use against a demon). Blessed weapons are usually able to harm undead and other foes where a mundane item cannot. The effect lasts for a single use, or until the spell duration ends.
When cast by priests of Mastiphal of 10th level or higher, this spell can be used to create Holy Waters of Mastiphal.
The reverse spell is a minor Curse that lowers enemy morale and To Hit rolls by -1. There is an equivalent effect which can be placed upon a weapon to harm other-worldly enemy beings; it may manifest as a buzzing black radiance, leaking blood, or a similar unsettling aura.
This spell causes one tree seed or seedling / caster level to be especially blessed. When the seeds are planted in the ground, growth will begin at an astonishing rate.
In just ten minutes the plants will shoot up to a beginning height of 2 ft., + 1 ft. / caster level. Later, a plant blessed by this spell will grow to be large and healthy, highly resistant to both parasites and disease, and will have a much longer lifespan than ordinary trees of its type.
The reverse of this spell, Wither Tree, causes one plant to blacken and shrink by the above amount; any plant reduced to zero height splinters, collapses, blackens and dies.
Neither version of the spell may be cast upon enchanted, intelligent or other non-mundane plants.
When the priest casts Bones Of The Earth upon an area, the very stones speak to the caster.
They are able to relate complete descriptions of who or what has touched them, as well as what they are currently concealing. They have no ability to describe events or creatures that did not directly contact them, but their memories of the stones reach back uncountable centuries.
However, the spirits of the stones have little understanding of the passage of time, and it may prove difficult to exactly date events that they can recall.
When this spell is cast, it has a chance to negate magic within its AOE.
The caster can always Break his own magics; otherwise, the chance is a base of 11 or higher on 2d10, ± difference in caster levels. Any roll of 2 is an automatic failure and 20 a success. Each effect in the spell's area is checked individually to determine if it is dispelled.
On a success:
This spell can affect magic and magical items from any source, divine or arcane.
Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM's option.
This spell clouds the minds of its victims, causing indecision and the inability to take effective action.
Victims are allowed Saves with a -3 penalty. Those who successfully Save are unaffected by the spell. Confused creatures react as follows (roll 1d10):
*Those affected are checked by the DM for actions at the start of each round for the duration of the spell, or until the 'wander away' result occurs.
Wandering creatures move as far from the caster as possible, using their most typical mode of movement. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
This spell summons an Aerial Servant, a Duke of the Court of Air, to find and bring back an object or creature described to it by the priest. Once the command is given, the Servant will rush away to find its quarry.
When the Servant arrives at its target, it will immediately try to grasp the creature or object. Creatures, or items held by a creature, can resist, but the Aerial Servant Surprises at -3, unless the victim has detected it in some manner. Each round of combat, the Aerial Servant makes a Grappling attack. When a hit is scored, the Servant has grabbed the item or creature it was sent for.
The Aerial Servant will then fly back to its master with the target. A grabbed creature can try to struggle free, rolling Str vs. the Servant's Str of 20. The attempt can be made once per round, but at a -1 penalty to the victim's Str each round after the first. If the target does break free, they will drop out of the Servant's grasp, but it will immediately try to grab them again.
Once the quarry has been dropped at the feet of the caster (even if he no longer lives), the Servant will leave whence it came.
This spell allows the priest to call to 2d6 mundane (non-giant, non-Dire) animals within the AOE.
Only animals not already involved in combat or under some other control will respond, quietly converging upon the priest within 1d3 rounds, forgetting their usual prey until the spell ends.
Once all the animals have arrived, the priest may set one simple task for the group to perform. The DM will decide which mixture of animals are available.
The task may not endanger the creatures, nor involve attacking other beings, but may be to search for a specific place or creature, fetch an object, or anything else that the DM will allow.
When the spell expires, or if the caster dies, the animals will peacefully disperse to whence they came.
This magic only functions outdoors, beneath an open sky. It allows the priest to summon bolts of lightning to strike where he desires. If a storm is in the sky, the spell is more powerful.
During the Casting Time, the priest's divine powers will begin to darken the air and build the storm. All nearby will feel the atmosphere become charged and full of potential; tiny sparks may begin to crackle from metal objects within the spell's range.
Once the spell is prepared, the caster can call down one bolt every ten rounds. The caster need not call a bolt of lightning immediately - other actions, including spellcasting, can be performed; however, the caster must maintain Minimal Concentration for a full round each time a bolt is called. The lightning flashes down in a vertical stroke, and injures every creature within 10 ft. of the point of impact.
Without an existing storm, each bolt causes 2d4 points of damage, + 1d4 / caster level. If a storm is available, each bolt causes 2d6 points of damage, + 1d6 / caster level. In either case a successful save halves damage taken. Any target standing in water or carrying a great deal of metal has a penalty of -3 to their Save.
An existing storm can be of any kind - a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado, including a whirlwind formed by an Air Elemental.
Call Upon Holy Vigour infuses the caster's body with the power of his deity.
This increases one of his attributes by 1 point per 3 caster levels. Only Strength, Constitution or Charisma may be affected by this spell - the caster may choose which. Particular faiths may only allow increases in certain attributes.
This magic can raise an attribute above 18 - Strength goes up by one increment on the % table per added point above 18, Con and Cha to a maximum of 19. Constitution above 15 adds 1 HP / caster level - damage taken is lost from these HP first.
Once the spell duration has expired, the caster suffers the reverse of the added points for 1 hour.
Call Upon Holy Might infuses the bodies of the recipients with the power of the priest's deity. It can only affect man-like creatures of medium size or smaller, and those opposed or disloyal to the faith may be barred from benefitting.
This increases one of their attributes by 1 point per 3 caster levels. Only Strength, Constitution or Charisma may be affected by this spell - the caster may choose which. Particular faiths may only allow increases in certain attributes.
This magic can raise an attribute above 18 - Strength goes up by one increment on the % table per added point above 18, Con and Cha to a maximum of 19. Constitution above 15 adds 1 HP / caster level - damage taken is lost from these HP first.
Once the spell duration has expired, the recipients suffer the reverse of the added points for 1 hour.
Call Upon Holy Power infuses the bodies of the recipients with the power of the priest's deity. It can only affect man-like creatures of medium size or smaller, and those opposed or disloyal to the faith may be barred from benefitting.
This increases one of their attributes by 1 point per 3 caster levels. Only Strength, Constitution or Charisma may be affected by this spell - the caster may choose which. Particular faiths may only allow increases in certain attributes.
This magic can raise an attribute above 18 - Strength goes up by one increment on the % table per added point above 18, Con and Cha to a maximum of 19. Constitution above 15 adds 1 HP / caster level - damage taken is lost from these HP first.
Once the spell duration has expired, the recipients suffer the reverse of the added points for 1 hour.
By means of this spell, the caster is able to summon creatures of the Fae to his location.
This spell works only outdoors in wooded areas. The caster begins the incantation and must continue uninterrupted until a Called creature appears, or twenty minutes have passed.
The caster can call three times, asking for a different type each time. The creature(s) Called by the spell are entitled to a Save (with a -3 penalty) to avoid the summons.
However, if the caller or his associates are evil, the creatures are entitled to another Save, with a +3 bonus, when they come within 30 ft. of the caster and his group. Fae beings immediately seek to escape if their Saves are successful.
Once a call is successful, no other type can be Called without another casting of the spell. If the caster personally knows an individual being, that being can be summoned at double the normal range. If this is done, no other Fae creatures are affected.
Creatures come only if they are within the range of the call, the chance for which is given below:
Creature | Light Woods | Moderate Woods | Dense Woods |
---|---|---|---|
1d4 Centaurs | 5% | 30% | 10% |
One Dryad | 1% | 25% | 15% |
1d4 Satyrs | 1% | 30% | 15% |
One Ent-folk | - | 5% | 10% |
One Unicorn | - | 15% | 25% |
Fae that answer the Call are favourably disposed to the spellcaster and give whatever aid they can. However, if they are asked to engage in combat they are required to make a Reaction Roll, with a modifier if the foes are powerful.
With this spell the caster uses a knife, dagger or other suitable tool to carve a protective symbol, particular to his faith, on an item made of metal or stone (a weapon, a key, a shield, and so on). The item so enchanted may not be smaller than a coin, nor larger than a suit of mail.
A given caster may have only one such Carving in existence at a time, and each is intended for a single owner - they have no power if given away, stolen or lost. A caster cannot make a Carving Of Protection for their own use.
Holding or carrying the item will confer a +2 bonus to a number of Saves equal to half the caster's level (round up). The owner can choose whether or not to use this bonus on a Save, but the announcement must be made before the die roll. Once the bonuses are used, the carved symbol fades and is gone.
To cast this spell, the priest must touch a target creature with his or her holy symbol, which requires a hit if in combat. The priest then by word and gesture 'casts out' the target.
They are allowed a Save, and if this fails, the creature is marked with a symbol of Censure. The mark is visible only to members of the caster's faith, who can see it even through coverings, shapeshifting and disguises, magical or otherwise.
Those able to see the mark will recognise it for what it is, and will usually be hostile to the carrier. The mark is invisible to the one bearing it, who may not realise it exists.
Paladins and priests of allied faiths will instinctively react with fear, hatred, and aversion to a Censured creature, although they may not realise how their feelings arise. This manifests as a -5 penalty to Reaction Rolls.
The mark can be discovered via Detect Divine Influence, and can readily be removed by Break Sorcery.
Placing a Censure upon someone who does not deserve it will bring about divine disfavour.
By means of Chant, the priest brings divine favour upon himself and his party, and disfavour upon his enemies.
When the first verses of the Chant are completed, To Hit, damage rolls and Saves made by allies in the AOE gain +1 bonuses, while those of the priest's enemies suffer -1 penalties.
These effects continue as long as the caster chants the mystic syllables and remains stationary. Any interruption to Full Concentration breaks the spell. Extended use of Chant may incur penalties due to fatigue.
Chant is not cumulative with the effects of Aid, Bless, Exaltation, Sanctify and the like - the most powerful spell will take precedence.
However, an ongoing Chant's effects are cumulative with those of a Prayer.
When this spell is cast, it brings forth a gift from the Bold One; a great glittering chariot pulled by two mighty storm-coloured horses, which appears with a clap of thunder and a flash of lightning.
The vehicle moves at 80 ft. on the ground, 160 ft. flying, and can carry the caster and up to six other creatures of man-size or less. The passengers must be touched by the caster to protect them from the power of the Chariot.
The caster can control the Chariot by giving loud and forceful commands, and can cause the steeds to stop or go, walk, trot, run or fly, and turn left or right as he desires.
The Chariot is surrounded by a crackling nimbus of lightnings and gives forth a continuous low rumbling, audible for a great distance. Creatures other than the caster and his designated passengers that come within 5 ft. of the horses or Chariot sustain 2d4 HP each round. Such creatures suffer no damage if they evade the area by rolling successful Saves vs. Dex.
The vehicle and steeds are injured only by magical weapons or spells. They are AC 0, and will be dispelled by 50 HP of damage. Lightning has no effect upon the vehicle, the passengers or the steeds.
If the caster should die before the spell ends, the Chariot will vanish, as if struck by a thunderbolt. If it happens while flying, this will send any other passengers plummeting to the ground.
A Chariot of Saturnalia / Skirnir can be summoned only once per week.
This spell affects any natural creature of man-size or smaller it is cast upon, bringing them under the sway of the caster.
The target receives a Save to avoid the effect. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another Save, at a bonus of +1 per point of damage received.
Any affected creature regards the caster as a friend and an ally. If communication is possible, the creature follows reasonable requests, instructions, or orders faithfully. If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise.
Any overtly hostile act by the caster breaks the spell, or at the very least allows a new Save against the Charm. Otherwise, affected creatures have periodic chances to break the spell:
The exact timing of the check is secretly determined by the DM.
If two or more Charms simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new Saves that could negate both spells.
The subject retains full memory of the events that took place while they were Charmed.
The Cloak Of Bravery spell can be cast upon one or more willing creatures.
All affected gain a +1 To Hit. The protected individuals also gain a bonus to their Save against any form of fear encountered. The spell can affect one to four creatures, as the caster chooses. If only one is affected, the Save bonus is +4; the bonus is reduced by 1 for each extra recipient.
The Cloak Of Bravery bonus applies to each recipient three times, and then the spell ends, whether or not the creature's Saves were successful. The spell ends after eight hours in any case.
This spell is not cumulative with Aura Of Bravery.
The reverse of this spell, Terrible Cloak can only affect a single target. It causes the creature touched to radiate an icy terror out to a 15 ft. radius. The target, if unwilling, can resist the effect by making a Save.
If the spell takes hold, all other creatures except the caster within the aura must Save or run away in panic for 2d4 rounds. The victim himself does not suffer any ill effects, but the aura remains for 2 rounds / caster level.
Using this spell, three to five priests of the same faith group their abilities so that one of them casts spells and (where applicable) uses granted powers at an enhanced level.
The highest-level priest (one chosen by the group, if two or more are tied for highest) must stand alone, while the others join hands in a circle that surrounds him.
The central priest casts Combine. He temporarily gains one level for each priest in the circle, to a maximum gain of four levels. The level increase only affects granted powers and spell details that vary with the caster's level. The caster does not gain additional spells.
The encircling priests must concentrate on maintaining the Combine effect. They lose all AC bonuses for shield and Dexterity. If any of them loses Full Concentration, the spell ends immediately. If the Combine is broken while the central priest is in the act of casting, that spell is ruined, just as if the caster were disturbed.
This spell allows the caster to speak a single word and force another creature to follow that word as if it were an order. The word must be spoken in a language the target understands.
Only creatures with Intelligence of 13 (high) or more, or those with 6+ HD / levels are entitled to a Save.
The subject will obey to the best of their ability, as long as the Command is clear and unequivocal; 'Suicide!' is ignored. A Command to 'Die!' causes the creature to fall in a faint for one round, but thereafter the creature revives and is alive and well.
Typical Commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, and so on.
No Command affects a creature for more than one round.
With this spell the priest leads a prayer to their patron deity, asking for help in the day to come.
Other persons within the AOE may join the prayer, and each may gain the benefits, if they are judged by the deity to deserve aid. Those benefiting gain a ±1 or ±5% bonus to a single die roll of their choice in the following 24 hours.
Only one Common Prayer may be in effect for a given creature at one time.
Members of other faiths may not join a Common Prayer, and anyone involved who has sinned against the faith may suffer the reverse effect.
This spell enables the caster to question the powers of the forests, gaining knowledge of the surrounding territory.
The spell is most effective in outdoor settings, operating in a radius of one-half mile / caster level. In natural underground settings the range is limited to 30 ft. / caster level.
For each caster level, he can learn a fact about one of the following subjects: the ground, plants, bodies of water, animals and creatures, and the health of the general setting.
The DM may limit the casting of this spell to once per day, per locale.
By use of Commune, the priest is able to contact his deity - or agents thereof - and request information in the form of questions that can be answered in a few words.
If a particularly potent Commune is needed, a proportionate sacrifice may be required. If the offering is insufficient, no information or only partial information is gained.
The priest is allowed one such question for every caster level. They must be asked without the caster pausing or taking other actions.
The answers given are correct within the limits of the entity's knowledge. These beings are not necessarily omniscient, so 'I don't know' is a possible answer. Entities will give answers that further their own purposes.
It is probable that the DM will limit the use of Commune spells to one per adventure, one per week, or even one per month, for the greater powers dislike frequent interruptions.
This spell summons a weapon to the hands of the priest.
The weapon may be of any type allowed by his faith, and will be appropriately decorated and embellished. It will have an unnatural appearance, as appropriate; possibly glowing slightly, licked by flames or giving off an unearthly tone.
It has no To Hit bonus, nor other powers, but will radiate dimly to Detect Divine Influence spells.
Only the caster may wield the weapon, and if he should die it will fade away to nothingness.
Control Weather gives the caster power over the weather in the local area. It requires ten minutes to cast the spell, and an additional 1d4 x 10 minutes for the effects of the spell to be felt.
The current weather conditions are determined by the DM, depending on the climate and season. The spell can change conditions according to the Weather chart, moving up or down both the weather type and the wind tables by up to three steps.
It is possible to increase winds above gale force; the effects of high wind speed are as follows:
* Structural Damage takes place over the course of the spell
Normally weather patterns shift every 8 hours or so; the caster can allow this to happen naturally or fix the weather, forcing it to remain as he chooses.
A few hours in an area affected by Control Weather may allow creatures to realise that something unnatural is in effect; a successful Weather Sense NWP check is needed.
Multiple Control Weather spells are not cumulative.
By means of Control Winds, the caster is able to alter wind force in the AOE.
The spell creates an eye of calmness immediately around the caster within which all is safe; this has a radius of 10% of the full AOE of the spell. If Control Winds is cast in an area smaller than the full AOE of the spell, the eye will shrink proportionately.
The DM will determine current wind strength in the area using the Weather chart; the caster can increase or decrease the wind speed by up to three steps on this table.
It is possible to increase winds above gale force; the effects of high wind speed are as follows:
* Structural Damage takes place over the course of the spell
Multiple Control Wind spells are not cumulative.
With this spell, the priest creates up to 1 lb / caster level of stone (solid or as loose gravel) or 3 lbs / level of sand, dirt, or dust.
The reverse, Destroy Earth, will destroy a like amount of earth or stone at the caster's touch. This will cause 1 pt of Structural Damage / caster level to buildings.
Animate creatures of earth or stone must be hit in combat for the spell to function, suffering 1 point of damage per level of the priest.
When this spell is cast, the priest causes food and drink to appear, of kinds appropriate to the caster's faith and culture.
The food thus created is highly nourishing; each 'meal' sustains a medium-sized creature. Three meals will feed a large creature.
The food and water spoils and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting Purify Food And Drink upon it.
When the priest casts Create Water, a gallon of water is created / caster level, weighing about 8½ lbs.
The water is clean and drinkable; it can be dispelled within a round of its creation; otherwise its magic fades, and it becomes normal water.
The reverse of the spell, Destroy Water, obliterates a like quantity of water, turning it to dust or similar.
Water can neither be created nor destroyed within a creature.
When Creeping Doom is cast, it calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods.
This great crawling mass gathers around the caster, waiting for his command. Once ordered, the swarm creeps slowly forth at 10 ft. / round, moving in a straight line in one direction. If the Creeping Doom travels more than 240 ft, it loses 50 of its number for each further 30 ft.
Creeping Doom inflicts 1 HP damage for each bug to any creature that cannot escape, if that creature is vulnerable to the tiny stings and bites. The damage caused occurs at the end of each melee round, so any creature able to outpace the swarm can usually move away.
Entirely sealed armour or very tough skin will keep a victim safe, as will any number of barriers, including running water and magical protections.
Each pest dies after its attack, so that a maximum of 1,000 HP damage can be inflicted on creatures within the path of the swarm.
By touching the creature afflicted, the priest employing this spell can permanently end blindness or deafness. Creatures that have lost their eyes or ears will regrow them, and regain their senses.
Its reverse, Cause Blindness Or Deafness, requires a successful touch on the victim. The victim can Save to resist whichever of the two effects the caster has chosen, and Cure Blindness Or Deafness can undo it.
A blinded creature suffers a -3 penalty to Surprise rolls, -3 penalty to its To Hit rolls, and a +3 penalty to its AC. The blindness lasts for 1 day / caster level.
A deafened creature suffers a -1 penalty to Surprise rolls and a 25% chance of spell failure for spells with verbal components. Deafness is permanent.
Cure Critical Wounds is a very potent version of Cure Light Wounds. The priest lays his hand upon a creature and heals 70% of the HP they have lost, to a minimum of 12.
Alternatively, the caster can choose to restore lost ability scores (e.g via the ageing touch of a Barrow-Wight). Each casting restores 4 points.
The spell cannot heal unliving creatures, or those without corporeal bodies.
The reverse, Cause Critical Wounds, requires a successful touch, and then inflicts 5d8+3 HP damage.
This spell enables the caster to cure most diseases by placing his hand upon the diseased creature.
The affliction rapidly disappears thereafter, making the cured creature whole and well in from 10 minutes to 10 days, depending on the type of disease and how far it has advanced when the Cure takes place.
When cast by a priest of at least 12th level within three days of the infection, this spell can cure lycanthropy.
The spell does not prevent reoccurrence of a disease if the recipient is exposed again.
The reverse, Cause Disease, requires a touch attack and allows a Save by the victim to negate the effect. It cannot affect the undead, non-corporeal or other-worldly creatures.
The severity of the disease is decided by the priest; debilitating or fatal:
Cure Light Wounds can heal most forms of injury. The priest lays his hand upon a creature and heals 30% of the HP they have lost, to a minimum of 4.
Alternatively, the caster can choose to restore temporarily lost ability scores (e.g via the ageing touch of a Shadow). Each casting restores 2 points.
The spell cannot heal unliving creatures, or those without corporeal bodies.
The reverse, Cause Light Wounds, requires a successful touch, and then inflicts 1d8+1 HP damage.
Cure Serious Wounds is a more potent version of Cure Light Wounds. The priest lays his hand upon a creature and heals 50% of the HP they have lost, to a minimum of 8.
Alternatively, the caster can choose to restore lost ability scores (e.g via the ageing touch of a Barrow-Wight). Each casting restores 2 points.
The spell cannot heal unliving creatures, or those without corporeal bodies.
The reverse, Cause Serious Wounds, requires a successful touch, and then inflicts 3d8+2 HP damage.
This spell causes the victim to be offensive to mundane (non-giant, Dire and natural) animals for the duration.
Horses will shy from them, attempting to buck them off if ridden, dogs will bark at them, bulls will charge, hunting birds will fly at them, and so on.
Only the most aggressive animals will attack without provocation, others attempting to avoid the victim until the spell ends.
This Curse will even affect beloved steeds or pets, although familiars and Paladin steeds will resist the spell. Familiars will be very aware of the effect, however, and may well communicate it to their master.
A successful Lift Curse will dispel this magic.
This spell allows the priest to temporarily Curse the victim, as long as the intended target can hear the priest's voice. A Save will negate the effect.
Particular faiths tend towards one or more specific Curses, from the list below:
A given creature may only bear either a single Lesser Curse or a single Curse from a given faith at one time.
A successful Lift Curse will break this spell.
This spell allows the priest to Curse the victim, as long as the intended target can hear the priest's voice. A Save will negate the effect.
Certain faiths tend towards one or more specific Curses, from the table below:
A given creature may only bear either a single Curse or a single Lesser Curse from a given faith at one time.
A successful Lift Curse will break this spell.
Curtain Of Fire brings forth an immobile, blazing curtain of magical flames.
The spell creates either a sheet of flame up to one 20 ft. x 20 ft. square / caster level, or a ring with a radius of up to 10 ft., + 5 ft. / two caster levels. In either form, the Curtain Of Fire is 20 ft. high. It must always be vertical.
One side of the Curtain, selected by the caster, sends forth waves of heat, inflicting 3d4 HP damage within 10 ft., and 2d4 HP damage within 20 ft.
The Curtain inflicts 4d6 HP to any creature that passes directly through it.
Creatures especially subject to fire may take additional damage, and undead always take twice normal damage.
Attempting to catch a moving creature with a newly-created Curtain Of Fire is difficult; a successful Save enables the creature to avoid the Curtain, while its rate and direction of movement determine which side of the barrier it is on.
The Curtain lasts as long as the caster maintains Minimal Concentration, or one round per caster level without.
When used by a priest, this spell can detect if a person or monster is under the influence of a Charm spell or similar, such as hypnosis, Suggestion, beguiling, and so on.
Up to 10 different creatures (one each minute) can be checked before the spell wanes.
A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. If the creature is under more than one such effect, only the information that the charms exist is gained; the type is impossible to determine.
The reverse of the spell, Hidden Charm, masks all charm magics on a single creature from the normal version of this spell for 24 hours.
When Detect Divine Influence is cast, the priest detects divine magical emanations in a path 10 ft. wide and up to 60 ft. long, in the direction he is facing. The caster can turn to scan a new 60-degree arc per round.
A stone wall 1 ft. or thicker, solid metal of 1 inch thickness, or 3 ft. or more of solid wood blocks the spell.
The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming). The caster also has a 30% chance per level to recognize if a certain faith's powers (e.g. that of Azmobaana, or Maryd) are present.
Powerful divine magics may confuse or conceal other, weaker emanations.
This spell will not detect magic of an arcane nature.
By casting this spell, the priest can determine whether there are creatures within the AOE that bear hostile intent towards him.
The spell will reveal the rough direction of the enemy, even if the creatures are invisible or Ethereal, but will not give distance or other information.
It does not reveal anything about the alignment or motives of the creatures in concern, only their antipathy.
This spell discovers emanations of evil, or of good in the case of the reverse, from any creature, object, or area.
The spell has a path of detection 10 ft. wide in the direction the priest is facing. They can turn to face a different direction each round. The priest must concentrate to receive a reading.
The alignment of creatures is rarely powerful enough to be discovered by Detect Evil; if they are not supernatural, only the strongly aligned of 9+ HD / lvl will be found. Supernatural or other-worldly monsters send forth emanations even if Shapeshifted.
Objects that bear a curse, are enchanted with aligned magic, or that have been recently handled by a powerfully-aligned being may show up as evil to this spell. Similarly, areas that have been occupied by such a creature, are themselves cursed, or dedicated to a particular faith, may be revealed as such.
The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, and so on) can be noted. If the evil is overwhelming, the priest has a 10% chance / level of detecting its general bent (lawful, neutral, or chaotic).
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 spell's reverse, Serpent's Tongue, prevents the magical detection of lies spoken by the creature for 24 hours.
This spell enables the priest to determine if an object or creature has been poisoned or is venomous.
One object, one creature, or one 5 ft. cubic mass can be checked each minute.
The caster has a 5% chance / level of being able to determine the exact type of poison and what its effects might be.
Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a path 10 ft. wide and 40 ft. long.
Such hazards include simple pits, deadfalls, the snares of creatures, and primitive traps constructed of natural materials (mantraps, trip ropes, hunting snares, and so on). The caster can change his facing to investigate in a different direction once each round while the spell continues.
The spell does not detect magical traps (except Nature's Blades, Spike Stones, Trip, and Thorns And Barbs). It will not find traps that are mechanically complex, nor those that have been rendered safe or inactive.
The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger, but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it.
This spell is an more forceful version of the Command spell. It allows the caster to speak a single word and force a group of creatures to follow that word as if it were an order. The word must be spoken in a language the targets understand.
Only creatures with Intelligence of 15 or more, or those with 7+ HD / levels are entitled to a Save.
The subjects will obey to the best of their ability, as long as the Command is clear and unequivocal; 'Suicide!' is ignored. A Command to 'Die!' will cause the creatures to fall in a faint for one round, but thereafter the creatures are revived and are alive and well.
Typical Commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, and so on.
No Command affects a creature for more than one round.
The priest using this spell gathers together holy energies and concentrates them in his hands; they can be used to drive other-worldly and summoned foes back to their homes, or to break enemy enchantments.
These energies can be held for up to one round / caster level, or expended by a touch against a target. It affects enemy creatures from another Realms and creatures summoned by an enemy caster. While the spell is held in abeyance, all such foes suffer a -3 penalty To Hit the caster.
A successful hit by the caster on an enemy forces the target to return to its own Realm or home, and discharges the spell. If the creature has formed a body from local materials (e.g. an Elemental) that form disintegrates and is no more. Magic Resistance applies.
The caster's touch can also be used to dispel an enemy enchantment that is subject to a normal Break Sorcery. This expends the Dispel Powers effect.
Divination is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within seven days. The specifics of the casting depends on the caster's faith; reading the clouds, the dancing of flames or a creature's entrails, for example.
Divination requires a sacrificial offering appropriate to the faith, and the use of the priest's holy symbol. If an unusually important divination is attempted, a particularly valuable sacrifice might be necessary.
The advice which is received can be as simple as a short phrase, or may take the form of a cryptic rhyme or omen. Unlike Augury, this gives a specific piece of advice.
The base chance for a correct divination is 60%, + 1% / caster level. This chance may be modified by local circumstances at the DM's discretion. The caster will know if the spell fails, unless specific magic yielding false information is at work.
A party casting several Divinations about the same action in quick succession will receive identical answers, regardless of the dice rolls.
Via Divine Protection, the priest renders a creature touched immune to the effects of a single specified spell (arcane or priestly) of 4th level or lower. In order for the magic to function, the caster must have directly experienced the effect of the chosen spell.
Divine Protection can shield against a spell, an effect of a magical item, or an innate ability of a creature. It does not protect against breath weapons or gaze attacks.
When this spell is cast, it protects the caster and those within the AOE against extreme weather conditions. Those aided can stand comfortably in tunics during the worst blizzard, or wear sealed helms and plate armour during a scorching heat wave.
The spell also provides protection from intense normal and magical heat or cold attacks, reducing the damage caused by 5 points / caster level. Normal Saves are still allowed, and the reduction is taken after the Save is made or failed. Once struck by such an attack, the spell immediately collapses.
This spell is not cumulative with Endure Chill Or Heat or Resist Ice Or Flame.
When this spell is employed, the priest calls upon one or more powerful servitors from his deity's home Realm and requires of them some duty or quest.
Unlike Gate Between Realms, the call of this spell cannot be refused by the chosen subject. The call is accompanied by a promise of recompense or reward, which much be reasonable and balanced.
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, according to its nature.
If the situation is left 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. Agreeing to a future Service or release in the event of catastrophic failure are common caster pledges in securing Divine Service.
Immediately upon completion of the service, the being is transported to the vicinity of the priest, and the priest must then and there give over the promised reward. After this is done, the creature is instantly freed to return to its own Realm.
Failure to deliver the reward to the letter results in the priest being subject to Divine Service by the subject creature, or by its master, 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.
Door Into Logres opens a magical passageway via trees, undergrowth, thickets, or any similar growth, as long as the plants are large enough to conceal the caster within, and as long as the same plant can be found at both ends of the journey. Even plants of a magical nature can serve. The location chosen becomes a path through the True World Beyond; travelling along it takes mere moments, in either direction.
The Door Into Logres can only be used by the caster, higher level priests of the same faith, and the Ent-folk; others must be led by one of the former to pass through it.
Once placed, the path cannot be shifted; it always leads to and from the same points in the Mundane Realm, and lasts until the duration expires, the anchoring plants are destroyed, or the magic is dispelled.
While it exists, the Door can be traversed any number of times, in either direction, by those able to use it.
It is believed possible for denizens of Logres to intercept travellers using a Door.
This spell summons a Least Spirit of Earth to stand guard under an area of stone or soil.
If a creature weighing more than 1 lb moves across or under the AOE, the Elemental will cause a small earth tremor, which will wake sleeping people and dislodge small items. It can be avoided by the use of Flight, Levitate or similar, and cannot detect Ethereal or insubstantial creatures.
The Guardian can also form a clumsy hand and attempt to trip intruders, necessitating a Save vs. Dex from the victim. It may attempt this once for each intruder. The Guardian is semi-intelligent and may be given simple instructions, such as to ignore certain individuals.
An Earth Guardian may be slain by a true Earth Elemental with a touch, or by magical attacks such as Lightning Bolt or Magic Missile, directed into the ground.
If the caster should die, the Guardian will return whence it came.
When this spell is cast by a priest, a great rumbling tremor is sent through the AOE, splitting the ground apart and causing devastation in its wake.
The Earthquake affects terrain, trees, structures, and creatures in its AOE, as follows:
Cracks open, causing a proportion of creatures to fall in:
These creatures land at the bottom of a series of crevasses 5d10 feet deep, sustaining 5d6 damage.
* Solidly built structures with foundations reaching down to bedrock sustain one-half damage.
A Elemental Duke Of Earth opposed to the caster in the AOE can negate the Earthquake entirely.
This spell awakens Elemental spirits to form a short-lived stationary barrier.
It covers a 10 ft. x 10 ft. square / level; the thickness varies depending on the element. This surface may be arranged in any manner to form a rectangular Wall, as long as neither flat dimension falls below 5 ft.
The barrier's specific properties differ based on its composition:
A Wall of violently disturbed air, 2 ft. thick:
Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a Wall Of Air. Passing arrows, quarrels, sling stones and other missiles under 2 lbs in weight receive a -3 penalty To Hit.
Gases, most breath weapons, and creatures in gaseous form cannot pass a Wall Of Air, although it is no barrier to non-corporeal creatures.
A Wall of swirling dust that is 10 ft. thick.
This distortion causes all missile and melee combat attacks through it to be made with -2 penalties. It applies a +1 bonus to Saves for any direct magical attack that travels through the Wall.
This spell allows the priest to uncover the emotions of nearby creatures. It functions only on creatures sophisticated enough to possess them; beasts will show only primitive impulses such as fear and hunger.
The priest must be able to look into each target's eyes, and a Save negates the reading. Actual thoughts are not heard, but may be inferred from emotional content.
The caster may continue to read the same creature as the spell continues, or may switch to a new target each minute.
The creature receiving this spell is protected from normal extremes of cold or heat (depending on which version of the spell the priest casts). Some faiths provide only one of the two versions:
The spell also provides protection from damaging cold (or heat) attacks, protecting from the first 5 HP suffered. Normal Saves are still allowed, and the reduction is taken after the Save is made or failed. Once struck by such an attack, the spell immediately collapses.
This spell is not cumulative with Divine Sanctuary or Resist Ice Or Flame.
With this spell, the caster is able to cause plants in the AOE to Entangle creatures. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration.
Any creature entering the area is subject to this effect. A creature that successfully Saves can escape, moving at only 10 ft. / round until out of the area; otherwise they must remain immobile, although they can use weapons and cast spells.
Exceptionally large or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the Entangling plants.
A priest using this spell can Enthrall an audience that can understand his language. To cast the spell, the caster must speak without interruption for a full minute.
Creatures with 4+ levels / HD, or with Wisdom 14+, are unaffected. Otherwise, those in the AOE must successfully Save or give the caster their undivided attention, ignoring their surroundings. Those naturally unfriendly to the caster have a +3 bonus to the roll.
Those Enthralled take no action while the priest speaks, to a maximum of ten minutes, and for 1d6 minutes thereafter while they discuss the matter. Those entering the AOE later must Save or also become Enthralled.
If other creatures interrupt with jeering or the like, the rest are allowed a new Save (once per ten minutes at best).
The effect ends if the priest or any member of the audience is attacked, or if the priest performs any action other than speaking. If the speech has been violently interrupted, the audience immediately makes a Reaction Roll at a -2 penalty against the source of the interruption.
This spell opens a rift into the Realm Ethereal, through which images and sound travel, in both directions.
The Gap can be targeted on any location or person in the Realm that the caster knows. If the target is an enemy, they can block the Gap and spoil the casting by making a successful Save.
The Gap may be shifted, if time remains, to further locations. Each shift takes 1d4 minutes, during which time nothing can be seen through the portal.
Only sound and vision may pass through an Ethereal Gap, except creatures and effects that are naturally able to cross between Realms, such as Phase Spiders and Shadows. There have been reports that such creatures are drawn to portals of this kind, and greatly resent intrusions.
This spell is believed to be of ancient and mysterious origin.
With this spell, the priest makes a great and overwhelming plea to his deity to fill the surroundings with holy energies. It requires both the caster's holy symbol and a loud and forthright declaration, obvious to all within the AOE.
Once completed, the locale becomes suffused with an atmosphere appropriate to the god - glowing or darkening; warming or cooling, with chanting or music from unseen voices and scents, pleasant or otherwise.
All worshippers of the caster's faith within the AOE gain +2 To Hit, +2 to damage, and +2 to all Saves, while enemies of the faith suffer the opposite. These effects continue for the full duration, even if those affected subsequently leave the AOE.
Exaltation's effects are not cumulative with those of Bless, Chant, Prayer, Sanctify and the like. It can be used within an area protected by Forbiddance.
A Benison is a gift of some of the caster's power to a devout follower of his faith. This recipient must be of lower level / HD than the caster, and have Int and Wisdom of 9+. They must also carry some valid facsimile of the priest's own holy symbol. Creatures who are less than faithful cannot be the subject of Faith's Benison, although the caster may not know of their status until the spell fails.
During the Casting Time the caster may incorporate as many of his memorised spells whose own Casting Times will fit into it. These spells are not cast as such, but instead are granted to the recipient to use when required.
The recipient may cast the spells he has been granted at his own level, even if he himself would usually be unable to use them. The DM may need to adjudicate level-based effects.
While held by the recipient, the caster of Faith's Benison is assumed to have lost an equivalent number of spell slots from his own allowance.
Once the Benison's duration has expired, the granted spell slots fade from the recipient's grasp and return to the original priest, ready for use after the usual period of prayer.
A spell may not be granted to another priest and then moved on from that priest to a third.
This spell enables the caster to outline one or more objects or creatures with a pale glowing light.
The number of subjects outlined depends upon the number of square feet the caster can affect. About 10 sq. ft is enough to cover a man-sized target; 5 ft. for small-sized; 20 ft. for large-sized. Sufficient footage enables several objects or creatures to be outlined by Faith's Corona, but targets cannot be partially covered, and all must be within the AOE.
Outlined objects or creatures are visible at 240 ft. in the dark and 120 ft. if the viewer is near a bright light source. Outlined creatures are easier To Hit; opponents gain a +2 bonus in darkness or moonlight and a +1 bonus in twilight or better.
The Corona can render otherwise invisible creatures visible. However, it cannot outline incorporeal, Ethereal, or gaseous creatures.
The caster initiates this spell by lifting his head and howling. This sound affects all those with a sense of hearing in the AOE.
Those affected must Save or flee in terror for the duration of the spell. Any victim who has previously been affected by a Fearful Howl before saves at a +2 bonus.
This spell also attracts 1d4 mundane wolves, as long as they are within a mile. They will arrive in 2d6 minutes. The wolves will be friendly to the priest, although some other form of communication must be used to request aid.
The recipient of this spell can find the shortest, safest, most direct physical route to a place that he seeks.
The spell works to find locales, not objects or creatures. It could not find the way to 'a forest where a dragon lives' or to the location of 'a hoard of silver pieces'. The location must be in the same Realm as the recipient.
The spell enables the subject to sense traps or impedences, and know how to avoid them, including magical traps such as Glyphs Of Warding, Symbols and Great Sigils. The spell ends when the destination is reached, or when the duration has elapsed.
A previous victim of The Simpleton Sent Astray will be immediately freed by Find The Path, and will be kept safe from future castings of the same spell for the duration. It also prevents the working of Meandering Path; the recipient will not step upon the false trail.
The reverse of the spell, Lose The Way, requires a touch attack, and makes the target totally lost and unable to find its way along even the simplest and most familiar routes. They will be - although it can be led or carefully guided.
Each version of the spell will counter its opposite.
When a priest casts Find Traps, all traps of a mundane nature become apparent to him along the AOE as a path. If needed, the caster can change facing once a round to check in other directions.
The caster will become aware of any inanimate device that might harm him or warn his foes, such as a pit or alarm. The caster learns the general nature of the trap but not its exact effect, nor how to disarm it. Close examination will, however, enable the priest to sense what intended actions might trigger it.
The spell does not detect traps that are magical, have been disarmed or are otherwise inactive.
Fire Seeds turns acorns or holly berries into dangerous weapons that burn with great heat.
The spell can be cast to create either Bursting Acorns or Flaming Berries, as chosen when the spell is cast. Once created, the resulting Seeds can be used by any creature; they will seem unnaturally warm to the touch.
When the duration expires, or if the caster dies, the Seeds will burn away harmlessly to cinders.
When Fire Storm is cast, the AOE is shot through with sheets of roaring flame. The caster can divide up the available AOE into separate areas, if desired.
Creatures within the AOE receive 5d8 HP damage, +1 HP / caster level, for each round they remain. Creatures that roll successful Saves suffer only one-half damage. Inanimate objects within the area must also Save each round, or be destroyed.
The reverse of the spell, Quench Fire, automatically smothers magical fires within the AOE, and normal fires within twice that area. Fire-based creatures such as Elementals have a 5% chance / caster level of being extinguished.
If Quench Fire is cast directly upon a flametongue sword, the sword must roll a successful Save or be rendered non-magical.
With this spell, the caster causes a blazing beam of flames to spring forth from his hand.
The caster can wield this blade as if proficient in its use. If the caster successfully hits with the Flame Blade, the target suffers 1d6+4 HP damage, 1d6+8 if the creature is undead, or is especially vulnerable to fire. Creatures immune to magical flames will not be harmed.
The Flame Blade can ignite combustible materials on touch.
When the priest evokes a Flame Strike, a vertical column of fire roars downward upon the target AOE.
All creatures within the AOE must roll a Save. Failure means the creature sustains 5d8 HP damage, +1 HP / caster level; otherwise, the damage is halved. The magic will also ignite flammable materials in the area and usually leaves the ground scorched and blackened.
By means of this spell, the caster empowers one or more creatures to withstand non-magical fires, however fierce - for example, they could walk upon molten lava. For every caster level over 5th, the priest can affect an additional creature.
The spell also provides protection from magical fire, reducing the damage caused by 4 points / caster level. Normal Saves are still allowed, and the reduction is taken after the Save is made or failed.
This spell is not cumulative with Resist Ice Or Flame or similar protections.
This spell can be used to permanently secure an area against intrusion by non-believers. The area must already be consecrated to the caster's faith. If this consecration is disturbed, the Forbiddance falls too.
The effect on those entering the enchanted area is based on their faith (or alignment, for other-worldly or strongly-aligned beings), relative to the caster's:
Any creature who successfully enters the area, leaves and attempts to re-enter must undergo the same test.
A Forbiddance does not block missiles or spell casting across the barrier, but the spell does also prevent entry via Teleport and similar magics, including Ethereal intrusion.
The area within a Forbiddance can be further protected by either a Sanctify or an Exaltation.
By means of this spell, the caster and his carried gear are able to assume the form of a small living tree, shrub or a large dead tree trunk with only a few limbs. While changed, the caster is able to observe all that goes on before him, just as if he were in normal form.
The AC, Saves and HP of the plant are those of the caster, although a Warp Wood spell cast on the Tree by an 8th- or higher-level caster will cause 1d6 damage / caster level.
The caster can end the spell at any time, instantly changing back, and is immediately able to take actions.
Only magic can detect the special qualities of the plant; any kind of normal inspection will not suffice. If the caster of Form Of A Tree is slain in his new shape, he will change back to his normal form.
The Tree form cannot be used as the anchor for Door Into Logres or Step Through Trees, and any attempt will reveal the changed nature of the Tree to a spellcaster.
This spell enables the creature touched to move and attack normally for the duration of the spell, even if under the influence of impeding magic (such as Web, Tzunk's Iron Shoes, paralysis and hold effects), while under water, or while buffeted by high winds.
Under water, the individual moves at normal surface speed and inflicts full damage, provided that weapons are wielded in the hand rather than hurled.
Casting this spell fills the priest with berserk rage. While in this Fury, the priest cannot cast spells, for he is completely enveloped in the battle at hand.
It raises the priest's Strength to 18/00 (+3 To Hit and +6 to damage), and it Hastes the priest (double normal movement and -4 on initiative rolls). The priest suffers a +2 AC penalty and loses any bonus to AC for Dexterity. The caster may make no defensive actions, and cannot retreat from combat.
A more dangerous drawback is the strain put upon the body of the priest. For every round the priest remains in the Fury, he suffers 1d4 HP damage from muscles tearing and blood vessels rupturing. Once the spell ends the caster will often be left panting, sweating and foaming at the mouth, with terribly bloodshot eyes.
The spell duration may not be cut short by the caster, and so it may become necessary to physically restrain them if the battle should end prematurely. Otherwise the caster will charge off, in search of other enemies.
Casting a Gate has two effects: it opens a doorway between the Realm the caster occupies and that of his patron deity, and it delivers a plea or request to a being that dwells there. This might be the God in person, or one of their underlings.
The result is that the sought-after being can step through the portal, if it so desires. The actions of the being that comes through depend on many factors, including the caster's recent behaviour, 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.
Casting this spell ages the priest by 10% of their normal lifespan.
By means of this spell, the priest can bloat one or more normal-sized insects (including arachnids) into larger forms. The resulting creatures are under the command of the caster.
If the casting is interrupted for any reason, or if the insects are currently subject to any other magical effect, the insects die and the spell is ruined.
Only one type of insect can be altered at one time and all insects affected must be grown to the same size. The DM decides how many normal insects of what type are available. The number of insects and the size to which they can be grown depends upon the priest's level:
Caster level | Maximum insect HD | Total HD |
---|---|---|
7th-9th | 3 | 9 |
10th-12th | 4 | 12 |
13th or more | 5 | 15 |
Insects can carry 80 lbs / HD; large enough flying insects could carry a human rider.
If the insect created by this spell matches an existing monster description, use the monster description. Otherwise, these are example statblocks:
The Giant Insects do not attempt to harm the priest, but his control of such creatures is limited to the simplest of commands ('attack,' 'defend,' 'follow', 'stop,' 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 the size of any unintelligent giant insect. The number of HD affected by the priest is subtracted from the HD of the insects, and any insect reduced to 0 HD has been shrunk to normal size.
By casting this spell the priest creates a specially prepared object, of a kind appropriate to his faith, as a powerful gift for another creature. When enchanting the object, the caster must choose which of the two possible effects it can use: it can transport the possessor to the priest's sacred abode, or bring the priest to them.
Once the item is enchanted, the priest must give it to the chosen individual and tell him the command word or phrase. No other creature can use the power, even if they can take the object and know the command. Only one such empowered object can be created by a given priest; if they create a second, the first loses all power.
When the first version of the spell is activated, the individual and his possessions are instantly transported to the abode of the priest. This must be a singular place, consecrated to his faith. If the area is deconsecrated, this version of Gift Of Succour will fail when it is triggered. In either case, the power in the item is ended. The priest does not have to be present in the area for the traveller to arrive there.
The second version of the spell transports the priest and his carried possessions to the immediate vicinity of the item. Again, this discharges the enchantment in the object.
Both versions of Gift Of Succour can operate across Realms, although magical effects that impede teleportation magic will block the effect.
The enchanted item is subject to physical destruction and magics such as Break Sorcery and Dispel Powers. It may be protected with defensive magics of the caster's faith (such as Glyph Of Warding) to help prevent it being harmed.
This spell confers intelligence upon a mundane animal. The long Casting Time involves constant companionship of the animal, during which period no harmful influences must be allowed to affect it, nor may the caster approach or associate with another beast. Aggressive animals may resist companionship and so require some other magic or talent to keep them amenable.
Once the spell is cast, the beast must make a Save vs. Con. Failing the roll pains and confuses the animal - predators will usually turn to attack the caster; others will flee his presence.
Success indicates that the creature's Intelligence is increased to 1d4+5. The animal also acquires a basic understanding of one language known by the caster. This spell does not usually grant the recipient the power of speech, since few animals can produce the complex sounds. However, certain birds known to mimic human speech may become able to converse properly.
Only a Petty Wish or Wish will reverse this spell's effects. Awakened intelligence is not passed on to offspring.
This spell is similar to Glyph Of Warding, in that it inscribes a rune or sigil of power upon a surface which discharges its energies into a victim.
Unlike that spell, Glyph Of Smiting is cast upon a melee weapon wielded by the priest. To do so, the caster must draw the symbol upon the weapon, where it will remain, distinct and visible, perhaps glowing or smoking, as appropriate to the caster's faith.
In combat, the first successful attack with the weapon discharges the Glyph. The magic affects only the creature hit, but will destroy the weapon unless a Save is made. Damage from the Glyph replaces any normal weapon damage, and applies even if the weapon itself would usually be unable to harm the target.
Glyph details by faith.
A Glyph Of Warding is a powerful inscription magically drawn to prevent enemies from passing, entering, or opening whatever it protects. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Multiple Glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded.
When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. The sigil can be placed to conform to any shape up to the limitations of the caster's total square footage. When the spell is completed, the tracery fades and becomes invisible.
The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the Glyph is subject to the magic it stores.
Alternatively, a Glyph can be set to activate according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster's faith. They cannot detect class, HD, or level.
Glyphs can be dispelled by magic, or foiled by a successful Find / Remove Traps at a penalty of -5.
Casting Good Berry upon a handful of freshly picked berries makes 2d4 of them magically nourishing.
The caster, any other 3rd+ lvl priest of the same faith, or a casting of Detect Divine Influence can immediately discern which berries are affected and which are not. Eating enchanted berries will immediately reveal which have received the benefits of the spell; they will be sweet and delicious, with a flavour unlike any other.
A single enchanted Good Berry provides enough nourishment to sustain a man-sized creature for a day, and also cures 3 points of HP damage. A creature can only eat a maximum of three Berries in a day.
This spell brings into existence a great image of a holy symbol of the priest's faith, which hangs in the air before the caster.
While it remains, the caster must meditate upon his faith, maintaining Full Concentration. Any follower of that faith who can keep the Sign in view receives a +1 bonus To Hit and damage. Similarly, any priest or devout follower of an enemy cult suffers a -1 penalty To Hit and damage while the symbol remains in their view. Followers of faiths neutral to the caster are unaffected.
Keeping the eyes averted will negate all effects of this spell, but will mean that a creature suffers a penalty of -2 To Hit in melee. Various other magics or phenomena can block sight of the Great Sign.
This spell's effects are not cumulative with those of Bless, Prayer, Chant or similar magics.
The very potent Heal enables the priest to wipe away disease and injury in the recipient.
It completely cures all diseases, deafness and blindness of the recipient and heals all HP damage suffered. It also restores any lost attribute points, and removes mental disorders caused by spells or injury to the brain, including Elruss' Enfeeblement Of The Cognate Mind.
The reverse, Harm, requires a successful touch, and infects the target with a disease of the caster's choice, as well as removing all but 1d4 HP.
Neither version of the spell can affect unliving creatures or those without corporeal bodies.
This is the equivalent of Cure Light Wounds, but can only affect a true, Dire or Giant animal. It does not function for lycanthropes or similar creatures. Damage healed is 30% of lost HP, with a minimum of 4 points restored.
The reverse, Harm Animal, inflicts 2d4+1 HP damage on a successful touch, again only to true, Dire and Giant animals.
This is the equivalent of Cure Serious Wounds, but can only affect a true, Dire or Giant animal. It does not function for lycanthropes or similar creatures. Damage healed is 50% of lost HP, with a minimum of 8 points restored.
The reverse, Injure Animal, inflicts 2d8+2 HP damage on a successful touch, again only to true, Dire and Giant animals.
This is the equivalent of Cure Critical Wounds, but can only affect a true, Dire or Giant animal. It does not function for lycanthropes or similar creatures. Damage healed is 70% of lost HP, with a minimum of 12 points restored.
The reverse, Wound Animal, inflicts 3d8+3 HP damage on a successful touch, again only to true, Dire and Giant animals.
When this spell is cast, every chosen creature in the AOE (including the priest) feels the benefits of a Cure Light Wounds spell.
The spell will restore 30% of lost HP, with a minimum of 4, or else 2 points of ability score temporarily lost (e.g. through the touch of a Shadow). For each recipient the priest can choose which kind of healing is granted.
By means of Heat Metal, the caster is able to make metal objects extremely hot. Items made of any True Metal are not affected, and magical metals receive a materials Save (at a penalty of -4) to avoid being heated.
On the first and seventh rounds of the spell, the metal is very warm and uncomfortable to touch. In the second and sixth rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal is searing hot, causing damage to exposed flesh. These effects are shown below:
Rounds | Heat | Damage |
---|---|---|
1st and 7th | Very warm | - |
2nd and 6th | Hot | 1d3 |
3rd, 4th | Searing | 1d6* |
5th | Searing | 1d8** |
* Materials such as wood, leather, or flammable cloth smoulder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round.
** On the 5th round, the afflicted creature must roll a successful Save or suffer one of the following disabilities: hand or foot - becomes unusable for 2d4 days; body - becomes disabled for 1d4 days; head - fall unconscious for 1d4 turns. This injury can be completely removed by a Heal or by normal rest.
Fire resistance (spell, potion, or ring) or Protection From Fire totally negates the effects of Heat Metal, as does immersion in water or snow, or exposure to an Storm Of Ice or similar magic. This version of the spell does not function under water.
The reverse of the spell, Chill Metal, counters Heat Metal, or else causes metal to become blisteringly cold. Damage and effects are as above. Liquids in a metal container that reaches the icy temperatures of the 3rd to 5th rounds may freeze solid.
Chill Metal is countered by Resist Ice Or Flame, or by any great heat (hotter than a torch) - proximity to a blazing fire, a magical flaming sword, a Wall Of Fire, and so on. Under water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.
This spell enables the priest to bring forth a great and delicious banquet that serves one creature per caster level.
The spell creates a magnificent table, chairs, service, and a sumptuous quantity of excellent food and drink. The feast takes one full hour to consume, and the beneficial effects do not set in until after this hour is over.
Those partaking of the Feast are cured of all diseases, are rendered immune to poisons for 12 hours, and are healed of 1d4+4 HP damage. They also gain the benefits of a Bless that lasts for 1 hour.
If the Heroes' Feast is interrupted for any reason, the spell is ruined and all its effects are negated.
By means of this spell, the caster holds one to four animals rigidly immobile. Animals affected are normal, Dire or giant-sized natural creatures, but not monsters, to a maximum of 400 lbs / animal / caster level.
Hold Animal affects targets selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being Held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
This spell holds 1 to 4 humanoid, man-sized or smaller creatures rigidly immobile. Certain creatures, such as the undead, cannot be Held.
Hold Person affects targets selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
Held creatures cannot move or speak, but they remain aware of events around them, and can use abilities that do not require motion or speech. Being Held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Hold Plant affects plants as follows:
The spell effects apply to all forms of vegetation, including those magically animated or empowered. It affects green slime, molds of any sort, shambling mounds, shriekers, Ent-folk, and the like.
Hold Plant affects the target or area selected by the caster within the AOE. All affected can Save to resist, with a modifier as follows:
Held creatures cannot move or speak, but they remain aware of events around them, and can use abilities that do not require motion or speech. Being Held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
By means of this spell, the caster creates a sudden burst of flame over an area.
The fire produced by the spell inflicts 4d8 HP damage, +1 HP / caster level, upon creatures within its area. Victims can Save to take half damage. The Bonfire can ignite combustible materials, so as to cause continued burning.
The reverse, Dampen Fires, instantly extinguishes any normal fire within the AOE. It cannot affect magical flames.
This spell enchants the caster's priestly clothing, providing divine protection. This increases its base AC as follows:
This protection is not cumulative with any other armour, but can be improved with other magical protection or a shield.
The magic ends if the caster loses consciousness.
This spell summons an enchanted weapon appropriate to the priest's faith, obvious to onlookers as of divine origin. It appears in the caster's hands, and may not be wielded by another.
A Holy Weapon strikes at +3 To Hit and does 3d6 damage (4d6 to undead). It is able to injure creatures immune to normal weapons.
Whenever it hits, or three rounds after the round of its casting (whichever comes first), the Weapon vanishes, withering away or disappearing in a burst of light.
Uttering a Holy Word summons a divine force of tremendous power.
It drives off other-worldly creatures, even those bodiless types possessing other beings, forcing them to return to their home Realms. A normal Magic Resistance roll applies.
Creatures so banished cannot return to the Mortal Realm for at least 100 years, unless summoned by another.
The spell further affects mundane creatures of enemy faiths, as shown on the following table. These creatures must be able to hear the Word being spoken:
Creature's HD or Level | Effect | Save |
---|---|---|
Less than 6 | Kills | No save |
6-9+ | Paralyses for 1d4 x 10 rounds | No save |
10-11+ | Tzunk's Iron Shoes for 2d6 rounds | Save at -3 to resist |
12 or more | Deafens for 2d4 rounds | Save at -2 to resist |
This spell can only be used upon non-magical hooved creatures, such as cattle or horses. It imbues them with a vital but exhausting energy - the affected animals will begin to pant heavily and become restless and wild-eyed, eager to gallop off.
Animals that are not being ridden will need to be calmed via an Animal Handling NWP roll, or will charge off in a random direction for the duration. Mounts can be directed, but if their rider wishes to slow an animal down from a full gallop a Riding NWP roll will be needed to restrain them.
The animals' normal maximum speed is increased by 25%, and they become able to jump 50% higher and further. Once the duration expires, the animal will all but collapse, being unable to jump or move faster than a slow walk for 10 x the duration in minutes.
This spell can be used on the same animal more then once a day - but each time, after the first, has a 20% cumulative chance of causing the creature to collapse and die once the duration expires.
This spell summons an unseen spear to the hands of the caster, who may throw it at any human within range. The Spear remains for three rounds if not thrown, vanishing thereafter.
A roll To Hit must be made, discounting mundane armour and Dex bonus. A successful hit is imperceptible to the target, but causes them to briefly fall passionately in love with the next eligible creature they meet. This effect does not alter their essential nature or demeanour, and may produce some interesting results.
The spell duration is not known by the caster, and may expire at an embarrassing moment.
When this spell is cast, an area of phantom trees comes into existence.
The illusionary forest appears to be perfectly natural and is indistinguishable from a real forest, with appropriate sounds and odours. The trees, local animals and plantlife can be touched and interacted with in a believable manner. Druids and fae creatures such as satyrs and Ent-folk will always recognise the forest for what it is.
Travelling through the Images Of Logres is at the appropriate rate for the density and size of the woodlands.
Unlikely or poorly-imagined Images Of Logres (perhaps created on bare tundra) may allow a passive attempt to Disbelieve. In any case, a successful Disbelief attempt will let an observer realise that the forest is an illusion.
Impose Silence prevents all sound not caused by speech from leaving the AOE.
Silenced sounds include footsteps, musical instruments, creaking doors, the clashing of sword on shield, and the like. It does not prevent spellcasting that does not rely on an audible effect, the effects of bardic singing or similar.
This spell can be centered on an area or on a target creature. An unwilling recipient can avoid the spell by making a successful Save; this will cause the spell to be centered on the ground at their feet.
If Impose Silence is placed on a creature, it moves with them and blocks sounds for 15 ft. around them. This effect may be noticed by those that unwittingly enter the zone.
When this spell is cast, a horde of creeping, hopping, and flying insects gather and swarm in a vast thick cloud. In an environment free of normal insects, the spell fails. Otherwise, the Plague remains at the spot designated by the caster and fills the AOE.
Insect Plague obscures vision, limiting it to 10 ft. within the swarm. Creatures in the cloud not in sealed coverings suffer 5 HP damage / round from hundreds of bites and stings; spellcasting within the swarm requires a Concentration roll.
Living creatures with 2 HD / lvls or less caught in the Insect Plague will automatically flee as fast as they can in a random direction, until they are more than 800 ft. away from it. Creatures with 2+3 to 5 HD / lvls can Save vs. Wisdom to resist this terror; those with more HD / lvls are immune to it.
Strong winds, heavy smoke, poison gases and large fires will drive the insects away within their own AOE, although a smaller fire, such as a torch, is ineffective. If such an effect can cover the entire Plague area, it will end the spell by dispersing the swarm. Blows, lightning and cold have no effect.
If the caster should die, the insects will immediately return whence they came.
This spell can only be used upon the caster himself. It bolsters his body with holy energies, to give him great internal fortitude and allow him to withstand privation.
For the duration, the caster does not need to rest, sleep, eat or drink. He will, however, still require 8 hours meditative rest to recover spells. He is also able to survive and operate in freezing or scorching weather without injury (this has no effect on magical or damaging heat and cold).
Once the spell duration has expired, the caster must immediately eat and drink heartily and rest for 12 hours, or risk collapse (roll Endurance NWP, at -2 per day of Vigil beyond the first, to remain active after the spell).
The caster cannot re-cast Iron Vigil upon himself until he has broken fast and rested.
Know Alignment enables the priest to read the aura of a creature or an aligned object. Only very strongly aligned targets (other-worldly beings or certain creatures of 9+ HD / lvl) will show up; most creatures will not.
The caster must remain stationary and concentrate on the subject for a full minute. If the creature successfully Saves, the caster learns nothing about that particular creature from the casting.
The reverse, Undetectable Alignment, conceals the alignment of an object or creature for 24 hours. This will confound Know Alignment, Detect Evil and similar powers.
Using this spell the priest is usually able to remove a curse on a person, or in the form of some evil presence. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.
Lift Curse does not remove a curse from an object, but will enable a person afflicted with the item to get rid of it.
The magic requires the caster to maintain contact with the cursed item or creature for the entire Casting Time, so an unwilling beneficiary must usually be restrained.
This spell can also drive out an other-worldly spirit possessing a mortal, although it cannot force it back to its home Realm. Magic Resistance applies.
A caster of 12th level or more can cure forced lycanthropy by casting Lift Curse upon a creature in animal form. The were-creature receives a Save and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's centre. The spell is centred on a point selected by the caster, and he must have a line of sight and unobstructed path when casting.
The effect is immobile, and cannot be cast upon an object or a creature.
The reverse of the spell, Darkness, creates a shadowy twilight in the same AOE and under the same conditions, but with half the duration. Any normal or magical light source of lesser intensity than Light does not function there.
Darkness cast against Light cancels both, and vice versa. Cast against a Continual version of the spell, it will remove the Continual effect for the lesser spell's duration.
This spell is similar to Light, except that it produces a source as bright as full daylight, and that it lasts until negated by magical darkness or by Break Sorcery.
The effect is immobile, and cannot be cast upon an object or a creature.
Certain creatures, such as Orcs and many undead beings, will instinctively avoid a zone of Continual Light, finding it painful and unpleasant.
The reverse of the spell, Continual Darkness, causes pitch blackness similar to Darkness, but of greater density and AOE. It has the same effect as Continual Light if cast directly on a creature.
Continual Darkness cast against Continual Light cancels both, and vice versa. If it is cast against a lesser version of the opposite spell, it will overpower the lesser spell, but remain in force itself.
This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and senses when he is facing in the right direction, provided an example of the object is within range. The spell can only locate inanimate objects, such as apparel, jewelry, furniture, tools, weapons, or a ladder or stairway.
Attempting to find a specific item, such as The Three-Horned Mask of Dolchstoss, requires an accurate mental picture; if the image is not close enough to the actual, the spell does not work. Creatures cannot be found.
This spell is blocked by True Lead.
The reverse, Obscure Object, hides an inanimate item from location by Locate Object, Reflecting Pool, Magic Mirror, crystal ball, or similar means for eight hours. The caster must touch the object being concealed, which cannot be larger than 10 cu. ft / caster level.
Logres' Gift enables the caster to choose either of two different effects:
If the area contains brush and trees, this effect causes the vegetation to grow, entwine, and entangle into a thicket that creatures must hack or force a way through. It reduces man-sized creatures to a movement rate of 10 ft. / round (20 ft. / round for larger creatures).
The AOE is a 20 ft. on a side / caster level, in any square or rectangular shape that the caster decides upon. The spell's effects remain until it is physically cleared or magically dispelled.
The second use of the spell affects a one-mile square area. The DM secretly makes a Save (based on the caster's level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, doubling yields..
The spell does not prevent natural or unnatural disasters in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected.
This effect lasts for one season. Only one casting of this version of Logres' Gift can be used on a given area each year.
Lower The Waters causes water or similar fluid in the AOE to sink away. The depth can be lowered by up to 2 ft. / caster level, to a minimum of 1 inch.
When cast on Water Elementals and other water-based creatures, this spell acts as Tzunk's Iron Shoes. The spell has no effect on other creatures.
In shallow bodies of water, swimmers may become unable to move and vessels grounded, depending on the depth that remains. Water-breathing creatures may also suffocate.
In extremely large and deep bodies of water, such as the deep ocean, the spell creates a whirlpool that can prove hazardous to swimmers and vessels:
Its reverse, Raise The Waters, causes water or similar fluids to deepen by a maximum of 2 ft. / caster level. This can cause floods, make fords impassable, float grounded vessels, and may even sweep away bridges. It negates Lower The Waters and vice versa.
By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The Magical Stones can then be hurled or slung at an opponent.
They can be projected up to 90 ft., and all three can be thrown in one round. The character must roll To Hit, as if proficient and at +1. Each Stone that hits inflicts 1d6 HP damage (2d4 against undead).
The magic in each Stone lasts only for half an hour, or until used.
With this spell, a priest is able to alter the movement of natural or magical smokes, gasses and vapours, including Incendiary Fluxes, Smoke Ghosts, breath weapons, and creatures in gaseous form.
Within the AOE all breezes and winds of less than gale force are negated, even if of magical origin, and the druid is able to hold vapours stationary or move them up to 5 ft. / caster level / round, in any direction. If the vapour passes out of the stationary AOE of the spell, further control is lost.
The caster can also decide to break up, split or disperse non-sentient vapours, making them inert within 3 rounds.
Creatures in gaseous form and those Walking The Winds receive no Save against this spell. The druid cannot force such creatures to remain in gaseous form if they wish to change back.
With this spell, the druid causes an confusing trail to appear. It will function only in a natural setting with abundant plant growth, such as a forest.
The druid needs two branches from an oak tree to cast the spell. The first branch is planted at the beginning of the trail. The druid then walks the route that he wishes the Meandering Path to follow. At the end of the path the other branch is planted, and the spell is cast.
The Meandering Path may seem to be newly laid, old and overgrown, or any in other state that the caster can visualise. Those who happen on the Path must attempt a Save (one roll for a group, based on the best chance amongst them). If the Save fails, the trail will appear to be heading in their direction. A successful Save indicates that the group is not drawn onto the Path. The caster and anyone he is leading are immune.
Creatures travelling on this trail will actually be moving along a lengthy, meandering route that is partially through the otherworldly Realm of Logres, with many switch-backs and false trails, although to them the path will appear to turn as normal. Their journey will take five times longer than usual, and may be planned by the druid to avoid or pass through certain areas, anywhere within three miles of the true route. Creatures encountered by a group moving on the Path Surprise them at a -3 penalty, seeming to appear from around a previously unseen turning.
Should a traveller try to leave the trail, they will find that it is bordered by (previously unseen) heavy thorn bushes, blocking passage with equivalent effects to the spells Wall Of Thorns and Entangle. Digging, tunnelling, flying or Levitating away are also not possible; any progress apparently made will bring would-be escapees back to the same point.
Because of the confusing nature of the Path, spells such as Teleport, Open The Way and Dimension Door also bring the caster back to the trail where they left it, unable to visualise their actual position. Pass Without Trace and Tree are also countered by the Meandering Path.
The only ways of escaping the trail are to enter the Realm Ethereal, to use Find The Path, or to Break the effect. Otherwise, it must be travelled to its end.
Once a given creature has travelled the entire Path, they may in future move along it without a time penalty, and lead others so they can ignore the effects.
This spell enables the priest to fuse his body and possessions into a single block of stone, be it a castle wall or a sizeable boulder. The stone must be large enough to completely accommodate his body. When the casting is complete, the priest and not more than 100 lbs. of non-living equipment merge with the stone.
While within, the priest remains in contact with the face of the stone by which he entered, and can feel whatever may touch it, although he is unable to see or hear. The priest remains aware of the passage of time.
Minor damage to the stone does not harm the priest, but its partial destruction, enough so that the caster no longer fits, expels the priest with 4d8 HP damage. Complete destruction of the stone expels the priest and slays him instantly, unless he rolls a successful Save.
The magic lasts for 20+1d8 rounds, with the variable part rolled secretly by the DM; once it expires the caster is ejected from the face of the stone.
The following spells affect the priest if cast upon the stone that he is occupying:
Any kind of Earth Elemental larger than a Least Elemental Spirit will be able to detect the hidden priest and force the spell to end, merely by touching the stone.
A priest uses this spell to summon a small flying animal, usually a bird, to serve him as a Messenger. It will work only if there is such a beast within range. If the animal has more than 2 HD or possesses more than 12 Intelligence, it may Save to negate the summons.
A message may be attached to the animal by whatever means present themselves. It will then fly off to find a specific individual of the caster's choice, whom the priest must describe in detail and whose approximate whereabouts are known. The area it will search may be up to 10 square miles in size, but it must be accessible to the animal. The recipient must be in the area when the animal arrives or the message will not be delivered.
It is possible for the Messenger to be slain by natural predators or other hazards while travelling, as specified by the DM. The base chance is 10%, modified by the place and time of the casting, the recipient's locale and other such factors.
Once the recipient is found, the animal will persistently attempt to present itself, circling overhead and calling out, then perching nearby. If it is attacked by the recipient the spell is broken and the animal usually flies away.
The caster does not learn if the Messenger succeeded or failed.
This spell causes a beam of soft, pale light to be cast down from overhead, illuminating the AOE. When outside, it is plain that the beam strikes down from the Moon itself.
The spellcaster can have the Moonbeam shift to any area that he can see. This makes the spell an effective way to spotlight an opponent or object. The moonlight allows colours other than shades of black, gray, or white to be seen only vaguely. The reflected light from this spell reaches 30 ft. beyond the AOE, but only dimly; enough to indicate movement.
The caster can dim the beam to near darkness if desired.
A Moonbeam has all the properties of true moonlight, and can induce a lycanthropic change.
By using this spell, the priest may cause leaves to become rigid and sharp. These Blades can be wielded or thrown, as if they were daggers. They can injure creatures only harmed by +1 magical weapons.
Alternatively, if the leaves are crumbled before the spell is cast, then the resulting pieces are similar to caltrops. One leaf-caltrop is required to cover an area 5 ft. x 5 ft., causing 1d4+1 HP damage to the first creature to enter. Creatures with particularly hard skin are immune to injury from stepping on Nature's Blades. Detect Snares And Pits will find the trap if used in the area..
Once the spell expires, the leaves soften and become harmless again.
Via Neutralise Poison, the priest detoxifies any sort of venom in the creature or substance touched. An unwilling opponent, or an envenomed weapon held by an opponent, requires the priest to make a To Hit roll.
If cast before death occurs, this spell can end the effects of poison in a victim.
The spell can only temporarily remove poison from a creature that generates new venom; it will create more in a day or so.
The reversed spell, Envenom, can be used to fill the veins of a single target by touch, or to make a single meal or five pints of liquid poisonous.
If used as a touch attack, the victim is allowed a Save. If the latter is unsuccessful, the victim is immediately incapacitated, and will die within 10 minutes.
If used to poison a meal or drinks, Envenom will make them permanently poisonous. Those who eat or drink them are allowed a Save to detect the odd taste. If they fail, they will become incapacitated within 2d6 minutes and die within 6d6 minutes.
This spell causes a dense immobile gloom to arise around the caster. The height of the vapour is restricted to 10 ft., although the cloud will otherwise expand to fill confined spaces, up to the maximum AOE.
It reduces the visibility ranges of all types of vision within the AOE to 5 ft., applying a penalty of -2 To Hit to all missile attacks, and increasing Hide In Shadows chances by +3.
A strong wind (such as Gust Of Wind) can cut the duration of an Obscurement to 1 round / caster level.
This spell grants the priest a great prophetic vision of what is to come. It can be cast on behalf of another creature, who must be present, or else for the purposes of the caster himself. If cast to discover the fortunes of another, that creature must offer up a great sacrifice to the faith, as appropriate. Valuable goods that are sacrificed will go into the coffers of the faith, or else be destroyed and gifted to the deity in question.
The casting of Oracular Vision sends the priest into a hazy trance, during which time they may speak in strange tongues and with alien voices not their own. They may also collapse, or convulse, even foam at the mouth, and may bleed from eyes and ears, such is the urgency and power of the sights coursing through them.
What is revealed is always the truth, although usually couched in dreamlike metaphor and allegory. Very few details will be given, and it is rare that exact timings can be deciphered. The fortunes of powerful beings such as kings are bound up with their holdings, and may involve their entire kingdom and subjects.
Many casters cannot recall their words or actions during a Vision; often such episodes are recorded by scribes or the like.
A given caster can use this spell no more than once a month, or else they may perish from the strains involved.
By employing Part The Waters, the caster is able to cause water or similar liquid to move apart, forming a rift.
The gap remains as long as the spell lasts, or until the priest who cast it chooses to end it. Existing currents appear to flow through the parted water, although swimming creatures and vessels cannot enter the rift without strenuous and deliberate effort, then to tumble to its floor.
If cast underwater, this spell creates a cylinder of air, of appropriate length and diameter.
If Part The Waters is cast directly on a Water Elemental or other water-based creature, the creature suffers 4d8 HP damage and must roll a successful Save or flee in panic for 3d4 rounds.
When this spell is cast, the recipient can move through any type of terrain and leave no footprints, nor scent, nor accidental marks on foliage and the like.
Tracking a person or other creature covered by this spell is impossible by normal means. However, the area passed over will dimly radiate magic for 1d6 x 10 minutes after the affected creature passes.
By gazing into still, clear water and casting Pool Of Past Times, a priest may view a scene of his choice from the past.
The image he receives is somewhat indistinct and silent, but may be of any event that originally took place within 10 miles of the caster's location.
The base chance of viewing the chosen event is 60%, modified as follows:
A failed roll will show a scene from anywhere and any past time; usually something innocuous. Once failed, the caster may not try to view the same event until a month has passed.
This spell is an more forceful version of the Command spell. It allows the caster to speak a single word and force another creature to follow that word as if it were an order. The word must be spoken in a language the target understands.
Only creatures with Intelligence of 15 or more, or those with 7+ HD / levels are entitled to a Save.
The subject will obey to the best of their ability, as long as the Command is clear and unequivocal; 'Suicide!' is ignored. A Command to 'Die!' causes the creature to fall in a faint for one round, but thereafter the creature revives and is alive and well.
Typical Commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, and so on.
No Command affects a creature for more than one round.
By means of Prayer, the priest brings special favour upon himself and his allies, and disfavour upon his enemies.
When this spell is completed, To Hit, damage rolls and Saves made by allies in the AOE gain +1 bonuses, while those of the priest's enemies suffer -1 penalties.
If another priest of the same faith uses a Chant in the same area, the effects combine to +2 and -2.
However, Prayer is not cumulative with the effects of Aid, Exaltation, Sanctify and the like - the most powerful spell will take precedence.
When Produce Flame is cast, a flame as large and bright as a torch springs forth from the caster's palm. The Flame does not harm the caster, but it will combust flammable materials.
The caster can hurl the magical fire as a missile. The Flame flashes on impact, igniting combustibles within 5 ft. of its impact, and then it goes out. A creature struck by it suffers 1d4+1 HP damage, and may suffer worse if its possessions are ignited. A miss is resolved as a grenade-like missile.
If any duration remains to the spell, another Flame immediately appears in the caster's hand. The priest can hurl a maximum of one Flame / caster level, at a rate of one / round. While holding a Flame, a priest cannot cast other spells or make attacks, but may move and take other actions.
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 ft. The barrier moves with the recipient and has three major effects:
The Aura ends if the protected creature makes a melee attack against a blocked creature or tries to force the barrier against one.
The globe of protection of this spell is identical in all respects to a Protective Aura, except that it encompasses a much larger area.
The effect is centred on and moves with the creature touched. Any protected creature within the circle can break the warding against conjured monsters if they enter melee against them.
If a creature too large to fit into the AOE is the recipient of the spell, the spell acts as a normal Protective Aura spell, for that creature only.
The Aura ends if the central protected creature makes a melee attack against a blocked creature or tries to force the barrier against one.
The effect of a Protection From Fire spell differs according to whether the recipient of the magic is the caster or some other creature.
If the spell is cast upon the caster, it confers complete invulnerability to normal and magical fires of all kinds. The Protection lasts until the duration expires, or until it has absorbed 10 points of damage / caster level, at which time the spell is negated.
If the spell is cast upon another creature, it gives invulnerability to normal fire, a bonus of +3 to Saves vs. fire attacks, and reduces damage sustained from magical fires by 50%.
The effect of a Protection From Lightning spell differs according to whether the recipient of the magic is the caster or some other creature.
If the spell is cast upon the caster, it confers complete invulnerability to normal and magical lightnings of all kinds. The Protection lasts until the duration expires, or until it has absorbed 10 points of damage / caster level, at which time the spell is negated.
If the spell is cast upon another creature, it gives invulnerability to normal lightning, a bonus of +3 to Saves vs. lightning attacks, and reduces damage sustained from magical lightning by 50%.
This spell summons a safeguard for the priest's spirit, in the form of a creature of a type appropriate to his faith; usually a small bird, fish or mammal. The animal will accept a fragment of the caster's soul and keep it safe until needed.
In order to cast Protector Of The Spark, the priest must be in a natural area where such a creature may normally be found. When the Casting Time has been completed, the animal will arrive. The caster must touch it, and at that time choose to transfer a number of HP, to a maximum of 1 / level. The animal will then leave.
While the beast lives, the caster loses an equivalent number of HP. They can be injured and knocked unconscious as usual, but will not bleed once their new HP total drops below 0. Only more injuries will reduce their HP further. They are also immune to the effects of the following spells:
At that time, if they can be reached, the Protector will make their way to the caster, arriving in 2d6 minutes. If they cannot be reached, the Protector will wait until they are in an accessible place. Once it arrives, the touch of the animal will restore the gifted HP, and end the spell.
While the magic persists, the Protector will show an aura as appropriate to the caster's faith. It will avoid all contact with other beings, but can be killed by 1 HP of damage from any source. If it is slain, the caster is immediately rendered unconscious, and will begin to bleed. This injury can be healed by normal or magical means.
The priest can choose to end the spell at any time by recalling the animal. This will take 2d6 minutes, and require that the caster be in an area accessible by the creature. Again, the touch of the creature will restore the gifted HP.
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage.
Purify Food And Drink will ruin the Holy Waters of another faith, but the spell has no effect on creatures of any type, nor on magical potions.
The reverse of the spell is Putrefaction, which makes food and drink inedible, tainted and malodourous; any normal creature will be sick if it is ingested.
The Quest spell requires the affected creature to perform a service and return to the priest with proof that the deed was accomplished. The target must be intelligent, conscious, and able to understand the caster, and cannot be under the effects of a Charm or similar powers.
If cast upon a subject who follows a foreign faith, the victim is allowed a Save. However, if a Quest is just and deserved, a follower of the priest's faith cannot avoid it, and any creature of the priest's alignment has a -3 penalty to the Save.
If the service is not properly followed due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its Save rolls each day. The effects of this debilitation may be visible upon the quest-bearer as marks, bruises, a feverish lassitude or similar, as appropriate to the faith of the caster. If the Quest is properly pursued again, this penalty is reduced by 1 every 3 days.
A Quest cannot be dispelled, but it can be removed by a priest of the same faith and a higher level than the caster. The caster can also choose to end the obligation at any time.
When a priest casts Raise Dead, he can restore life to a dwarf, gnome, half-elf, hobbit, or human. Pure-blooded Elves cannot be Raised, for reasons unknown. This spell will also fail (and the caster will understand why) if the the intended recipient has pledged their soul to another.
A priest can Raise a body that has been dead no more than one day / caster level. The body of the person must be whole, or otherwise missing parts remain missing when the person is brought back to life. Likewise, existing ills, such as poison and disease, are not negated.
The recipient must roll a System Shock check, and permanently loses 1 point of Constitution. The Raised person returns weak and helpless, with 1 HP, needing a minimum of one full day of rest for each day they were dead. Often, the Raised person will forever bear some mark or scar that shows the injuries that slew them.
A character with a Con of 1 cannot be Raised.
The reverse of the spell, Slay Living, grants the victim a Save. Failure means the victim dies instantly. If the Save is successful, the victim sustains 3d8+3 damage.
With this spell, the caster can evoke one dazzling beam of sunlight each round, as long as they take no other action except for normal movement. By tradition, the beams issue from high above and lance upon the chosen target area, momentarily illuminating them with an intense sunlit glow.
The effects of being caught by a Ray depend on the target creatures:
The spell allows the priest to use a pool of clear, still water as a scrying device. The waters become similar to a crystal ball. The caster is not able to scry upon other Realms via a Reflecting Pool.
The chance of success is as shown below. Any failure prevents a second attempt upon the same subject for 1 day.
The caster can attempt to cast the following spells cast through the Reflecting Pool, with a 5% / caster level chance that they function:
There is always a chance for the subject to realise that they are being scryed upon. This is equal to the subject's Int as a percentage, modified as follows:
A successful roll will indicate that the subject has a strong nagging feeling of being watched; they will usually take action.
The spell allows the priest to use a pool of clear, still water as a scrying device. The waters become similar to a crystal ball, and are able to peer into the Ethereal as well as locations in the Mundane Realm.
The chance of success is as shown below. Any failure prevents a second attempt upon the same subject for 1 day.
Once established, the caster can attempt to cast any of the following spells through the Greater Reflecting Pool, with a 5% / caster level chance that they function:
There is always a chance for the subject to realise that they are being scryed upon. This is equal to the subject's Int as a percentage, modified as follows:
A successful roll will mean that the subject gets a strong nagging feeling of being watched; they will usually take action.
When Regenerate is cast lost body members, bones, and organs can be reattached or will grow back. It will function only on living creatures. A surviving multi-headed creature can have a missing head restored with this spell.
The process of Regeneration requires one round if the severed members are available and reattached, 2d4 x 10 minutes if not.
If the severed member is not present, or if the injury is older than one day / caster level, the recipient must make a System Shock roll.
The reverse, Wither, causes a member or organ to cease functioning in one round, rotting away entirely in 2d4 x 10 minutes and necessitating a System Shock roll. Creatures must be touched for the harmful effect to occur.
With this spell, the priest can bring back the spirit of a dead creature in a new body, if death occurred no more than one week before the casting of the spell, and if the majority of the corpse is at hand. It functions upon any humanoid creature, excepting only pure-blooded Elves, for reasons unknown.
Reincarnation does not require a Save or System Shock roll. The corpse is touched, and a new incarnation of the person arrives in the area in 1d6 hours, as if they had travelled there.
The Reincarnated being recalls the majority of his former life, as if from a waking dream. The new incarnation is determined on the following table or by DM choice. If a human is indicated, the character must be created.
The DM may allow non-human creatures to earn experience and advance in levels, although this might not be in the same class as before.
If the character returns as a human with a new character class, his HP are half his previous total, but he must begin again at 1st level.
A Wish can restore a Reincarnated character to its original form and status.
The priest casting this spell instils courage in the recipients, giving them +3 to Saves against magical fear attacks for 10 minutes. If the recipients are currently under a Fear effect, the spell immediately grants another Save with a +2 bonus.
The reverse of the spell, Gift Of Terror, causes one creature to flee in panic at maximum speed away from the caster for 1d4 rounds. A successful Save negates the effect.
Gift Of Terror can be automatically countered by Remove Fear and vice versa.
By the use of this spell, the priest can free one or more creatures from the effects of paralysis and related effects. This includes:
If the spell is cast on one creature, the paralysis is automatically negated. If cast on two creatures, each receives another Save at +3. If cast on three or four creatures, each receives another Save at +2.
When this spell is cast, the priest creates an invisible barrier to all sorts of insects and arachnids.
Normal insects cannot approach within 10 ft. of the caster while the spell is in effect, and giant insects with HD less than 1/3 of the caster's level are also repelled. Insects with more HD can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful Save. Those that do sustain 1d6 HP damage from passing through the magical barrier.
This spell provides protection against Creeping Doom, Irksome Gnat, Insect Plague and some forms of Summon Vermin.
This spell affords the recipient a one-time protection from the touch of powerful undead and similar necromantic forces.
This includes the following:
If such a protected creature is struck by such an attack, the energies cancel out with a bright flash of light and a thunderclap. The protected creature suffers only normal HP damage from the attack, with no attribute drain. If the attack was the touch of an undead creature, it suffers 2d6 HP damage from the backlash.
Once it has discharged, the spell effects dissipate.
The creature receiving this spell is completely protected from normal extremes of cold or heat (depending on which version the priest chooses). Some faiths provide only one of the two versions.
The spell also provides protection from damaging normal and magical heat or cold, reducing injury by 3 HP / caster level. Normal Saves are still allowed, and the reduction is taken after the Save is made or failed. Once struck by such an attack, this spell immediately collapses.
This spell is not cumulative with Endure Chill Or Heat or Divine Sanctuary.
By bestowing Resurrection upon a dead creature, the priest is able to restore life and complete strength to them. The creature can have been dead for up to 10 years / caster level, and need not be whole in body, as long as some part of their remains is available. It is not possible to Resurrect a pure-blooded Elf, for reasons unknown.
This spell will also fail (and the caster will understand why) if the the intended recipient has pledged their soul to another. Certain unpleasant cults know of ritual methods to bar a being from Resurrection by taking their essence for themselves.
The recipient must make a System Shock roll, but is otherwise immediately restored to full HP, and can perform strenuous activity. The spell cannot bring back a creature that has died of old age. Those that return will forever carry a strange and otherworldly aura, which marks them as a bearer of great divine mercy.
Casting this spell greatly depletes the priest's own strength, making him unable to cast further spells or engage in combat. This continues until he rests for one day per lvl / HD of the recipient. The caster also ages 5% of their normal lifespan upon casting this spell.
The reverse, Utter Destruction, requires a touch, either in combat or otherwise, and does not age the caster. The victim is allowed a Save (with a -3 penalty). If the Save is successful, the victim receives 8d6 HP damage. If not, the victim instantly crumbles to dust. A Resurrection or Wish is required to recover them.
This spell temporarily shows magically hidden objects and creatures within the AOE, briefly wiping away concealing spells for all to see.
For one round it removes any of the following:
Reveal will also, for its brief duration, plainly show up hidden marks such as those produced by any of the following:
Other than the above, the spell will not Reveal magics of 4th level or above.
Once the round has ended, the magics will re-assert themselves and continue working, although they will have lost 1 round from their durations.
Reveal has no effect on creatures or objects that are mundanely hidden.
The Ring of this spell's title is a defensive circle formed by priests of the same faith, within which others benefit from a protective force.
The spell must be cast simultaneously by two or more priests. After casting, the priests link hands so as to form an unbroken circle, usually around one or more persons they wish to protect, with the priests facing outwards.
The Ring is of a 3 ft. radius for each participating priest, and can protect medium-sized creatures as follows:
Larger creatures take up a proportionate amount of space.
All the priests and those within the Ring gains a +3 bonus to Saves and +3 AC, and are immune to mind-controlling magics emanating from outside.
The Ring is immobile; the priests involved cannot fight nor cast spells, although they retain full AC, excepting shields. Those protected within the Ring may cast spells or use missiles and polearms to attack foes outside, but suffer a -2 penalty To Hit.
A Ring Of Hands ends if any of the participating priests is knocked unconscious, can no longer stand, or if the handclasps are broken; a heavy enough impact will suffice.
This spell is not cumulative with Bless, Chant, Sanctify or the like.
The recipient of Sacred Chain is mystically linked with the caster over any distance, in order that the caster's faith may watch over them.
Depending on the caster's faith, the recipient of this spell will usually receive a token that represents this link.
The spell lies dormant until the recipient is in immediate mortal danger, whereupon the caster receives an instant mental signal to that effect. If the caster is 5th level or higher, the signal also includes a momentary image of the recipient and his immediate surroundings.
Sacred Chain functions only once per casting.
This powerful, if lengthy, ritual may be cast only while the priest is in an area of importance to no other faith - it is usually used to allow ground to be further consecrated.
The spell's AOE tends to take on appropriate characteristics while the spell lasts, becoming darker or lighter, with a faint choral sound or perhaps a low moaning, as appropriate to the faith.
While it lasts, all followers of the caster's faith in the AOE gain +1 To Hit, +1 to Saves and +1 level of effect for priestly Granted Powers, while followers of all other faiths suffer the opposite. Those who follow no god are unaffected.
Sanctify is not cumulative with Bless, Chant, Prayer, Exaltation, or the like. It can be combined with a Forbiddance effect.
This spell cloaks the priest in an aura that makes him hard to perceive from moment-to-moment and difficult to harm.
Any opponent attempting to directly attack the recipient must make a Save. This includes attacks with melee and missile weapons, but not offensive spells. If the Save is successful, the opponent can attack normally and is unaffected by that casting of Sanctuary. If the Save is failed, the opponent loses track of the warded creature for the duration of the spell, and will ignore them.
Those not attempting to attack the subject remain unaffected and can observe him without difficulty.
While protected by this spell, the subject cannot make direct attacks without breaking Sanctuary, but may use non-attack spells, or otherwise move and take actions.
When cast, Secret Speech enables the priest to converse with any creature that has a form of communicative ability.
All creatures of the same type as that chosen by the priest can likewise understand, if they are within range. The priest can communicate with many different kinds of creatures, but he must speak separately to each.
The caster of this spell can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such thing is within range. If so, the distance and approximate number present will be discovered.
The caster can turn to face a new direction once per round.
In general the chances for a given thing to be present are: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.
This spell is a more effective version of Spiritual Weapon. Like that spell, it summons an animate enchanted weapon, of a type appropriate to the faith of the caster.
It does not require Concentration to use, guided as it is by divine forces. Instead, it may strike at any target within range while the caster performs other actions, makes attacks or casts other spells.
A Seeking Weapon can make two strikes a round, changing targets if necessary. It has the THACO of its caster +1, attacking as a +1 magical weapon. It inflicts 2d4+1 damage.
By use of this spell, the priest is able to divine exactly what direction his home grove is in relation to his current position.
Only the direction is found, not the distance to the grove, but other directions may then be deduced.
With this spell, the caster can form an existing, mundane piece of stone or rock into any shape that suits his purposes. It cannot be used upon enchanted or animated stone.
A Stonemasonry roll can be made to determine the detail, quality and artistry of the result.
This spell enables the caster to change a wooden cudgel or unshod staff into a magical weapon.
The enchanted weapon gains +1 To Hit and inflicts 2d6 HP damage; it attacks as a +1 magical weapon.
Only the caster can wield the Shillelagh.
When this spell is placed upon a poisoned individual, it greatly slows the effects of venom. The spell must be cast during the poison's normal onset time, or else it is too late.
While this spell does not neutralise the venom, it does prevent it from harming the individual for the duration. Once Slow Poison expires, the onset time of the venom continues from where it was halted.
This spell causes one or more snakes in to become fascinated with the caster, rising up and swaying from side to side, and taking no other action.
The caster can affect snakes whose total HP are less than or equal to their own.
Normal, Dire and Giant snakes do not get a Save against Snake Charm. Unnatural, enchanted and intelligent snake-creatures may be affected by this spell, but they can resist with a Save. The duration in this case is always 1d4+4 rounds.
The spell will be immediately broken if a serpent is harmed.
Otherwise, the duration of the effect depends on the state of arousal of the serpents, as follows:
This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects.
The priest can speak one additional Tongue / three caster levels, choosing from those he hears during the spell's duration. Only languages spoken by intelligent beings can be chosen; animal tongues cannot be understood via this spell.
While it gives the caster perfect spoken fluency and appropriate accents, Speak In Tongues does not give the caster literacy in an unknown language.
The reverse of the spell, Babbling Curse, affects all except the caster within 30 ft. A Save is allowed for each creature in the AOE; any who fail become incapable of understanding speech or producing an intelligible sound; hearing and talking in a meaningless stew of words.
Moving away allows normal communication to resume, but those who return to the region must make another Save.
This spell empowers the priest to comprehend and communicate with any normal, Dire or giant animal.
The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Wary and cunning creatures are likely to be terse and evasive, and might ask for recompense before revealing the full truth.
When cast, Speak With Plants enables the priest to converse, in very rudimentary terms, with all sorts of vegetation (including plantlike monsters, such as shambling mounds). It also gives him limited control over normal plants, although not monsters or plantlike creatures.
Thus, the caster can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services. The spell does not enable plants to uproot themselves and move about, but any movements within the plants' normal capabilities are possible.
This spell can be used to nullify the effects of Entangle.
Spike Stones causes rock to shape itself into long, sharp, camouflaged points which impede progress through an area and inflict damage. These Spikes blend into their surroundings and are almost invisible from most angles. It is effective on both natural rock and worked stone.
If the area is carefully observed, creatures can make a Save vs. Perception with a -3 penalty to notice the extrusions. Detect Snares And Pits will find the trap if used in the area.
Otherwise an intruder only realises that they are in danger once they take damage; their movement will continue and the Spikes remain unnoticed.
Those moving within the spell's AOE are attacked each round at the caster's To Hit, and suffer 2d6 HP damage (3d6 if running).
A creature that falls into a pit affected by Spike Stones is attacked three times / 10 ft. of pit depth, as well as sustaining the normal falling damage.
This spell strikes the target with a violent bolt of spiritual blight, causing 1d4 HP damage per caster level. A Save (modified by Wisdom) allows the target to entirely resist the damage caused.
Those who suffer its effects are often staggered, and may bleed from their ears and nose. Those who are greatly harmed occasionally find their hair whitened.
The Spirit Bolt is invisible and silent; often the only indications that it has been cast are the actions of the caster, who must fix the target with a vicious gaze, and the victim's reaction.
This spell conjures up a Least Spirit of Earth, usually appearing as a lumpen toad, mass of clay and rock, or other small earthern beast. This spell requires that about 50 lbs of clay, soil or unworked rock be within range.
The creature will follow the spoken commands of its summoner, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Earth - even another Spirit of Earth - can disperse a Spirit with a single blow.
This spell conjures up a Least Spirit of Air, usually appearing as a small bird, a moth or dragonfly-shape, or sometimes a set of silvery pinpoints.
The creature will follow the spoken commands of its summoner, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Air - even another Spirit of Air - can disperse a Spirit with a single blow.
This spell conjures up a Least Spirit of Flame, usually appearing as a hovering, blazing jewel, a flaming peacock or a floating goblet of fire. A sufficient quantity of flaming material must be within range when the spell is cast for the Spirit to manifest.
The creature will follow the spoken commands of its summoner, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Fire - even another Spirit of Flame - can disperse a Spirit with a single blow.
This spell conjures up a Least Spirit of Water, usually appearing as a sculpture of foam, a bright fish or a watery serpent with eyes of pearl. A sufficient quantity of water must be within range when the spell is cast for the Elemental to manifest.
The creature will follow the spoken commands of its summoner, and can leave the water to swim through air, but will automatically vanish if it passes more than 90 ft. from the caster, or if the caster should die.
Any creature native to the Elemental Court of Water - even another Spirit of Water - can disperse a Spirit with a single blow.
This magic requires that the caster remain undisturbed for both the Casting Time and duration, as they must enter a light trance, attempting to feel the presence of nearby spirits. A purposeful touch or loud noise nearby will break their trance and end the spell.
While in the dreamlike state, the caster gains a dim impression of the spirits of all creatures in range, including a feeling of their general type - beast, human, undead, Elemental, monstrous, and so on - and of their numbers. No determination of their thoughts, intent or shape may be made via Spirit Trance.
This spell brings into existence a blessed simulacrum of the caster's faith's favoured weapon which moves and attacks at his whim. The Spiritual Weapon will appear suspended in mid-air, as if wielded by unseen hands, and often glows or gives off an unnatural aura showing its origin.
As long as the caster concentrates upon the Weapon, it can strike at any opponent within range. While using the Spiritual Weapon, the caster can move, as if in combat, but cannot himself attack or cast other spells.
The Spiritual Weapon strikes at the caster's base THACO, +1, attacking as a +1 magical weapon. It inflicts damage as a normal weapon of its type. It cannot be attacked or damaged itself, but may be Dispelled.
By using this spell, the caster is able to enter a tree and move from it to stand within another tree of the same type, across any distance within the Mundane Realm.
The tree entered and that receiving the caster must both be living, and of girth at least equal to that of the caster. There is a 20% chance, reduced by 1% / caster level, that the spell instead delivers the caster to a similar species of plant 1d10 miles away from the desired destination tree.
The Step Through Trees takes only one round. The caster can choose to wait within the receiving tree before stepping forth, for a maximum of one further round / caster level. If a tree is destroyed while still occupied, the caster is slain.
The journey taken is via Logres, the True World Beyond, and might possibly be intercepted by its denizens.
By means of this spell, the caster can change simple wooden sticks, or fallen branches less than 6 ft. long, into snakes.
Sticks in the possession of creatures are allowed a Save equal to that of the possessor. Magical items, such as staves and enchanted spears, are not affected by Sticks To Snakes.
These snakes attack as commanded by the priest. If the caster wishes, they can attempt to imbue the snakes with a venomous bite, at a chance of 5% / caster level.
The reverse spell changes mundane, non-Giant Snakes To Sticks for the same duration, with no Save.
By means of this spell, the caster calls up to 15 HD of creatures to serve him. The animals summoned aid the caster by whatever means they possess, remaining until a single brief mission is completed.
The chosen beasts must be within spell range when called, and will need to travel from their current location to find the caster, which may require a lengthy period. Intervening dangers or obstacles may prevent their arrival. See Travel rules.
Only normal, Dire or giant animals can be called; fantastic animals or monsters will not come. The caster can choose which creature or creatures appear; all must be of the same type. The following list is a starting point for what may be Summoned:
If the caster should die, the Beasts will return to their normal pursuits.
With this spell the caster can summon up to 20 HD of creatures to serve him. The animals summoned aid the caster by whatever means they possess, remaining until a single brief mission is completed.
The chosen beasts must be within spell range when called, and will need to travel from their current location to find the caster, which may require a lengthy period. Intervening dangers or obstacles may prevent their arrival. See Travel rules.
Only normal, Dire or giant animals can be called; fantastic animals or monsters will not come. The caster can choose which creature or creatures appear; all must be of the same type. The following list is a starting point for what may be Summoned:
If the caster should die, the Beasts will return to their normal pursuits.
With this spell the caster can summon up to 10 HD of creatures to serve him. The animals summoned aid the caster by whatever means they possess, remaining until a single brief mission is completed.
The chosen beasts must be within spell range when called, and will need to travel from their current location to find the caster, which may require a lengthy period. Intervening dangers or obstacles may prevent their arrival. See Travel rules.
Only normal, Dire or giant animals can be called; fantastic animals or monsters will not come. The caster can choose which creature or creatures appear; all must be of the same type. The following list is a starting point for what may be Summoned:
If the caster should die, the Beasts will return to their normal pursuits.
This spell infuses the essence of a Duke of the Elemental Courts into local material, causing a great Elemental to rise to serve the caster. Sufficient material of the appropriate type must be available within spell range for the magic to work; 3 cubes 10 ft. on a side.
The size and power of the Elemental that takes form is determined by a d100 roll - on 01-95 a 12 HD Elemental Spirit appears, on 96-00 it has 16 HD.
The Elemental regards the caster as a friend, to be obeyed and protected, and will take revenge should he be slain. The caster can choose to send it back to the Courts at will.
The reverse, Dismiss Elemental, automatically dismisses all summoned Elementals within range back to their home Realm. Magic Resistance does not apply.
Summon Insects attracts a swarm of normal insects to attack a foe of the caster. The swarm will be of bees, biting flies, hornets, wasps, stinging ants or pinching beetles, as appropriate for the locale. The insects gather at a point chosen by the caster within the spell's range, and attack any single creature the caster indicates.
The caster must maintain Full Concentration to control the swarm from round to round; it disperses if he moves more then a step, takes some other action, or is rendered unconscious. The swarm can move at up to 60 ft. / round.
The attacked creature sustains 4 HP damage / round if it does nothing but attempt to flee or fend off the insects; it suffers 8 HP damage / round otherwise. While being attacked, the victim fights with a -2 penalty To Hit and a +2 penalty to his AC. If he attempts to cast a spell, a roll is needed to maintain Concentration.
The insects can be slain by poisonous gasses or any number of area-effect magics; they can also be outrun, or evaded by plunging into a sufficient body of thick smoke, flames or deep water.
Summon Undead sends out a momentary call to the nearest 2d6 undead.
Each must be within the AOE and be of HD equal to or less than the level of the caster; free-willed unliving gain a Save to resist the effect. Affected undead will begin to travel at normal pace to the spot where the call was made.
Barriers that prevent the undead reaching the spot will cause free-willed unliving to turn back, unaffected from then on, while mindless undead will mill about at the barrier until the spell ends.
This spell provides no control over the undead, nor means of communication with them. Mindless undead arriving at the destination will immediately begin to return to their posts, while free-willed or uncontrolled undead act in their usual manner, perhaps attacking all nearby.
Once all the affected unliving reach the destination, or if the duration expires, the spell ends.
The priest casting this spell inscribes a powerful sigil, glyph or symbol in the air, or upon any surface, according to his desire. Those familiar with the caster's faith may be able to recognise the particular Symbol being used.
Any creature of a different faith within range who looks upon the completed Symbol may suffer the effects.
The particular Symbols available may be prescribed by the caster's faith; otherwise they may choose from any of the following when the spell is cast. In each case, a Save will negate the effects.
Those who successfully Save must avert their eyes from the Symbol in subsequent rounds, or possibly be affected again. If they have to engage in melee or missile combat while facing the sigil, they suffer a -2 penalty To Hit.
If the caster should die, the Symbol will vanish.
This spell causes the recipient (who must be a willing ally) to fall into a berserker rage. Their muscles will clench, their veins swell and bulge, and their faces become suffused with blood. Most will begin to slaver and gnaw at themselves or objects they carry; their voices will become raw and bestial.
Berserkers gain +2 To Hit, +2 damage, and become immune to fear effects. They can continue to stand, move and fight while between 0 and -5 HP, although they will lose HP to bleeding. They will not retreat, take defensive actions, use missiles or spells, and will attack whatever presents itself, excepting only the caster of the spell. Berserkers cannot Disbelieve illusions, passively or actively.
Once the spell ends, recipients will collapse for 10 minutes for each round they were berserk, inert and unconscious.
I'll ask of the berserks, you tasters of blood,
Those intrepid heroes, how are they treated,
Those who wade out into battle?
Wolf-skinned they are called. In battle
They bear bloody shields.
Red with blood are their spears when they come to fight.
They form a closed group.
The prince in his wisdom puts trust in such men
Who hack through enemy shields
This spell can be used wherever any moderately dense plant growth is found. The ground-covering vegetation or roots and rootlets in the area becomes very hard and sharply pointed. The ground cover will appear to be unchanged, but acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way.
Without the use of True Seeing, Detect Snares And Pits, or similar powers, an area affected by Thorns And Barbs is undetectable until a victim enters the area. Even then, the creature cannot determine the extent of the perilous area unless magical detection is used.
For each 10 feet of movement through the area, the victim suffers 2d4 HP damage. He must also make a Save. A failure injures the user's feet, so that their movement rate is reduced to 1/3 for 24 hours. Very heavy or hard-skinned creatures may be immune to Thorns And Barbs.
Magical fire will automatically destroy Thorns And Barbs over its area, and various plant-affecting spells such as Speak With Plants can be used to counter the effect.
By means of this spell, one of the caster's hands becomes able to inflict terrible damage, as if it were a great blade.
The extremity is able to strike creatures who can be hit by only magical weapons. The Touch Of Scythes gains no attack bonus, but its slightest touch does 2d6+2 damage (any Str bonus does not apply).
His hand can slash or stab like a normal scythe, as the caster wills, and so can also be used to tear cloth or rip through materials.
Tracks Of The Forest changes the scent and tracks that the recipient(s) leave into those of any mundane animal of the caster's choice. All of the tracks must be of the same kind of creature, however many recipients there are.
Anyone tracking them will find only traces of the chosen beasts, including marks on nearby foliage, strands of fur or wool, and the like. The traces will dimly radiate priestly magic, however.
The effects fade when the spell duration expires, and the tracks will then return to their true form.
Transmute Metal To Wood enables the caster to change a metal object into any type of wood he chooses.
True and enchanted metals receive a Save to resist the effect. Metal items in the possession of a creature receive the creature's Save, if that is higher.
An Iron Golem can be affected, although it will usually (75%) only have one limb Transmuted.
Enchanted metal that has become wood will almost always lose any magical powers it has and become mundane from then on.
Transmuted objects lose about 70% of their weight and become much more fragile. Wooden weapons inflict 1/3 normal damage and wooden armour has a +3 AC penalty.
Only a Wish or similar magic can restore a Transmuted object to its metallic state; otherwise the change is permanent.
This magic must be cast upon a normal item - a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to actively shift and coil to attempt to trip Large-sized or smaller creatures crossing it.
Any creature attempting to pass must make a Save. A creature aware of the object and its potential gains a +3 bonus. Creatures moving at speed have a -2 Save penalty, and if Tripped suffer 1 HP damage. Running creatures will be stunned (-3 To Hit and -2 AC) for 1d4+1 rounds if they fall onto a hard surface.
The object will continue to try and Trip all creatures passing over it, including the caster, for as long as the spell duration lasts. The priest cannot end the spell prematurely.
When the priest employs this spell, he confers upon the recipient the ability to see all things as they actually are.
The spell penetrates normal and magical darkness, reveals hidden openings, magical auras and invisible things. The recipient can see through illusions and see the real form of shapeshifted creatures (their real guise will appear superimposed upon their changed form). The recipient can also focus his vision to see into the Ethereal Realm, or the bordering areas of adjacent Realms elsewhere.
Unlike the wizard version of this spell, a priestly True Seeing will also reveal the true alignment of any supernatural or strongly-aligned creature.
True Seeing does not penetrate solid objects and the vision it confers cannot be further enhanced with other magics.
This spell causes all wooden objects in the AOE, enchanted and mundane, to be thrown violently away from the caster.
Loose wooden objects of any size (including mantles, siege towers, and so on) move back at up to 80 ft. / round. If in the hands of a creature, a Save vs Str at a -6 penalty will allow them to keep hold. Objects less than 3 inches in diameter that are fixed in place will splinter and break, and the pieces tumble backwards.
Firmly fixed objects above 3 inches in diameter are not affected.
Once the spell is cast, the priest can change facing once / round to Turn Wood away in a different direction. While doing so, they cannot move or take other action. Any break in Full Concentration will end the effect.
This magic consigns a foe to a prison in the otherworldly Realm of Logres, the True World Beyond. It affects a single target, who must be touched for the spell to function.
The victim rapidly fades from view, and finds themselves in a lightless earthern chamber, no larger than a small room. The chamber is walled in soft, fertile soil, with huge oaken roots forming the supports of the roof.
Big beetles, worms and the like skitter about in the Vault - the non-squeamish can survive by eating them and drinking the brackish water that drips from the roots, if they have no other provisions.
It is possible to tunnel out of the Vault, although the soil is very crumbly and soft. It may require many hours or days to do so; eventually the prisoner will find themselves beneath the boughs of a vast tree in the endless forest of the Realm. Other magics which allow passage through solid objects will work similarly. The best escape method is to cross Realms via various Ethereal spells, which will allow the victim to return directly to the Mundane Realm.
If the victim does not escape, they will eventually fade back to the spot they last occupied in the Mundane Realm, once the spell's duration expires.
By means of this spell, the caster is able to show any unaligned animal of up to 2 HD / caster level and Int 1-4 that he desires friendship. If the animal does not roll a successful Save when the Casting Time begins, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster truly wishes to be the animal's companion. If the caster has ulterior motives, the animal will sense them and flee or attack.
The caster can teach the befriended animal three specific tricks or tasks for each point of Int it possesses. Typical tasks are those taught to a dog or similar pet, and cannot be complex. Training for each such trick must be done over a period of one week, and all must be done within three months of befriending the creature.
During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.
The maximum total HD of animals that can be befriended at one time is twice the caster's level. Harming any companion creature will break the spell and free it to act as it normally would.
When Walk Amongst Beasts is cast, the recipient(s) touched become undetectable by normal and giant animals, being able to walk among such creatures unmolested. Dire, unnatural and enchanted beasts are not affected.
Any recipient who attacks while this spell is in effect immediately ends the spell for himself.
This spell allows the caster to step through the Pale, the boundary between worlds, and walk into the True World Beyond, which the Druids call Logres. There he will find themselves in a twilit misty forest of vast trees, occupied by any number of strange and possibly hostile beings. There are known to be places, such as Druidic Henges, where the Pale is thin, and which facilitate the casting of this spell.
Each spot within the Mundane Realm corresponds to one in the Endless Forest, but travel across the dreamlike Ethereal Realm is ten times faster than the equivalent, so great distances can be covered in a short time, when the traveller re-emerges.
It is not unknown for the denizens of the Realm to intercept travellers. Some do not return.
The wizard counterpart to this spell is known as Hither Gate.
This spell enables a creature to tread upon empty air as if it were walking on solid ground. The recipient cannot move faster than normal walking speed, but can otherwise travel silently on the winds.
The recipient can travel up- or down-slope at a maximum angle of 45 degrees. Walking upwards is at half rate. However, they may be blown away or into nearby obstacles by extremely high winds, of Gale force or greater.
Walk On Air can be placed upon a very carefully trained mount, so it can be ridden through the air.
This spell enables the recipient(s) to tread upon any liquid as if it were firm ground, including mud, quicksand, oil, running water, and snow.
The recipient's feet do not touch the surface of the liquid, and suffer no ill effects from it, nor do they leave tracks. The recipient's rate of movement remains normal.
This spell enables the priest and companions to become cloudlike vapour. A magical wind will waft the group along at a movement rate of between 20 ft. and 120 ft. / round, as the spellcaster wills.
Persons Walking The Winds are not invisible, appearing as misty and translucent figures. If fully clothed in white, they are 75% likely to be mistaken for odd cloud or fog formations.
While Walking The Winds, the priest and companions may be injured only by magic or magical weapons, though they may be buffeted by high winds and may be affected by other spells that have power over gasses and vapours. No spellcasting or physical attacks are possible while in vapour form.
The priest can end and regain the vapour form for the group as desired, each change to and from requiring five rounds.
Wall Of Thorns grows a barrier of very tough, pliable, tangled brush, bearing needle-sharp thorns as long as a person's finger. It can be shaped by the caster into any mass or height, up to the total AOE allowed, and can form a surround if required.
Any creature breaking through (or crashing into) the Wall suffers 2d8 damage, plus HP damage equal to the creature's AC (not including Dex or shield). Negative ACs subtract from the base damage. This damage is repeated for each 10 ft. thickness of the Thorns travelled through.
A Wall Of Thorns can be chopped away, if a suitable tool is available. It requires at least five minutes to cut a path through each 10 ft. thickness. Normal fire cannot harm the barrier, but magical fires burn away the Thorns in 20 rounds, creating a Wall Of Fire effect while doing so.
If the caster should die, the Wall very rapidly browns and withers away to nothing.
Ward Against Lies is a spell most often used in sanctified areas for questions of importance, but must not be regarded as foolproof.
The effects are undetectable by normal means, until a creature within it (other than the caster) attempts to tell a direct lie. At that time the would-be liar makes a Save. If successful, the individual may go on to tell the lie, having felt the resistance of the spell. If the Save is failed, the individual is physically incapable of telling that specific lie; their tongue will cleave to the roof of their mouth.
It is usually obvious to onlookers when someone affected tries to lie and fails, as a verbal stumble usually ensues. A secondary Save, vs. Charisma, may allow a liar to hide their stumble and carry on speaking without pause.
A succesful Save only allows a speaker to tell a single untruth; any new lie requires another Save.
The Ward may be circumvented by not speaking falsehoods but evasions and half-truths, or by simply not speaking at all.
Ward Against The Forest creates an invisible, mobile barrier that keeps all within the shell protected from plant creatures such as Shambling Mounds or Ent-Folk, as well as effects such as Entangle, Thorns And Barbs, Nature's Blades and Woodwrath. It does not allow those within to push through a Wall Of Thorns.
Such foes are unable to make physical contact with those protected, nor can they use missiles or magical powers against them. If any within makes their own attack against the plant enemies, the Ward falls.
The barrier moves with its caster, but forcing it against a creature strains and collapses the Ward.
This spell creates a spherical area of protection.
The air within glows faintly; barely visible in full sunlight, but clearly lit in darkness. When Warding Force is cast, all creatures except those touched or named by the caster must make a Save or be impelled away, until they are pushed from the AOE.
The Warding Force is then fixed at a location centred on the caster's starting position; it cannot be moved. The caster does not need to concentrate to maintain the spell.
Missiles and spells may be launched freely into and out of the warded area.
Barred creatures must remain outside the protected area for the duration, unless they make a successful Save at -3 to break into it. Creatures attempting to break in are allowed one attempt per round, and cannot drag other creatures with them. A creature that successfully breaks through may move and act freely within its confines.
A creature may freely leave the Warded area, but (unless they are the caster) must re-roll as before to reenter, even if originally designated as protected when the spell was cast.
The Warding Force ends instantly if the casting priest is slain or rendered unconscious, or if he wills the ward out of existence.
This spell creates a spherical area of protection that keeps out physical and magical attacks.
The air within glows faintly; barely visible in full sunlight, but clearly lit in darkness. When Warding Force is cast, all creatures except those touched or named by the caster must make a Save or be impelled away, until they leave the AOE.
The Warding Force is then fixed at a location centred on the caster's starting position; it cannot be moved. The caster does not need to concentrate to maintain the spell.
This spell blocks physical intrusion, missiles and magical effects of 3rd level or below. Missiles and magic are blocked from both entering and leaving the Ward.
Barred creatures must remain outside the protected area for the duration, unless they make a successful Save at -3 to break into it. Creatures attempting to break in are allowed one attempt per round, and cannot drag other creatures with them. A creature that successfully breaks through may move and act freely within its confines.
A creature may freely leave the Warded area, but must re-roll as before to reenter, even if originally designated as protected when the spell was cast.
The Warding Force ends instantly if the casting priest is slain or rendered unconscious, or if he wills the barrier out of existence.
When this spell is cast, the priest causes non-magical wood to bend and warp, permanently destroying its straightness, form, and strength.
It affects about one axe-handle in volume / caster level; a 3rd level caster could warp a spear haft, for example. Boards or planks can also be affected, causing a door to be sprung or a ship to leak.
Warped missile weapons are useless; warped melee weapons suffer a -3 penalty to their To Hit rolls.
The reversed spell, Straighten Wood, straightens bent, splintered or crooked wood, or reverses the effects of a Warp Wood spell, subject to the same restrictions.
Using this spell, the caster can call upon a local mundane animal and ask it to guard a particular area or person.
The caster must choose an animal species when the spell is being cast. If the desired animal type exists within range, a typical member of the species will then arrive nearby, and the caster can begin to converse with the animal, offering a bargain of some sort. The DM will adjudicate the bargain, considering the spell duration.
For the spell duration, the animal will protect the defended creature or area, by attacking if necessary, although if it is badly injured it will flee to find the caster.
Once the spell ends, the animal will attempt to find the priest and report. It will not travel more than 1 mile per caster level to find him, and may well be confounded by barriers or magical concealment. If so, it returns to its original business.
By this spell, the caster calls forth weather appropriate to the climate and season of the area he occupies.
The following are examples, but other weather types are available:
Hurricane-force winds can be summoned near coastal regions in the later winter or early spring.
Within an hour after the spell is cast, the trend of the weather to come is apparent - e.g., clearing skies, gusts of warm or hot air, a chill breeze, or overcast skies. Summoned weather arrives 1d12+5 x 10 minutes after the spell is cast.
The summoned weather is not under the control of the caster, and cannot be stopped once set in motion, except by another casting of the spell. It might last just ten minutes (in the case of a tornado), or for hours or even days in other cases. The AOE likewise varies from about 1 square mile to 100 square miles.
Several casters of the same faith can act in concert to summon very extreme weather conditions. Alternatively, an opposing caster can use Weather Summoning to nullify the effects of a previous casting.
By means of a Withdraw spell, the priest gains added moments to spend in reflection.
While but one round of time passes, the priest is able to spend two rounds, plus one round per level, in contemplation. The DM should allow the player one minute of real time per round Withdrawn to ponder some problem or question.
A Withdrawn caster cannot walk or run, or engage in actions other than thinking, reading, and the like. They cannot cast spells, other than divination, curing or healing magics.
While Withdrawn, the caster can be affected by the actions of others, losing any Dexterity or shield bonus if attacked.
This spell wakens vengeful spirits in an area of woods or forest, and sets them against the caster's foes.
Once cast, the woods take on a foreboding aspect, obvious to all who enter - shadows become deeper, the forest sounds more mysterious, and the wind through the branches seems to make them twist and grasp at intruders. After being in the woods for 10 minutes enemies of the caster of 2 HD or less must make a Save, or flee in fear for 2d10 minutes.
Foes will find that their movement is impeded by dense thorn bushes and undergrowth; they move at half rate in the enchanted forest. Every 1d6 rounds after the first 10 minutes, each must make a Save or be 'attacked' by a whipping tree-branch, a tripping hazard such as a fallen log, a thorn-mat or similar (at THACO 15, damage 1d6).
Those who actively seek to hack or burn the plants of the wood will be attacked every round, both by the trees and foliage and by enraged animals, with effects as above.
Finally, any attempt to Charm, enthrall or befriend creatures of the forest by the caster's enemies will be at -3 for the duration.
This spell takes the priest instantly back to his sanctuary when the Word Of Recall is uttered.
The priest is also able to transport 25 extra lbs / caster level. This extra material can be equipment, treasure, or additional creatures, as long as they are being touched. Exceeding this limit causes the spell to fail.
The sanctuary must be specifically designated in advance by the priest, and must be a singular place, consecrated to his faith. If the area is deconsecrated, Word Of Recall will fail when activated.
Transportation by Word Of Recall is safe over any distance within a Realm, but for each Realm the priest is removed, there is a 5% cumulative chance that the caster is irrevocably lost.