CLERIC SPELLS 1st Level


Animal Animosity (Alteration)

ELVES ONLY

Level: 1
Components: V,S
Range: 10 yards/level
Casting Time: 1 round
Duration: 1 day/level
Saving Throw: Negates
Area of Effect: One creature

The use of this spell is the province of Rillifane Rallathil, and those who have been subject to it often refer to it as Rillifane's Curse. When this spell is cast, a single creature (determined by the priest during casting) within range must save vs. spell. If the save is made, the spell does not take effect and is wasted. If the save is failed, however, the victim produces an aura that causes all animals within 50' to react in a hostile fashion toward him. Thus, animals that are normally aggressive and temperamental will instantly attack the victim, while normally passive animals will react to moderately dangerous situations as if they were trapped in a corner or protecting young. (DMs should adjust a given animal's morale by 5 points to determine whether or not it feels threatened enough to attack.) Only those animals that can be influenced by an animal friendship spell becomes hostile toward the victim.

This spell does not function at its full potential if cast upon rangers or other beings who possess a natural ability that allows them to alter an animal's disposition. This spell simply prevents such beings from changing the animal's emotional state, but the animal does not become more hostile toward the victim. Basically, the spell and the natural ability effectively cancel out one other for the duration of the spell.

Similarly, spells that allow a caster to influence animals (e.g., animalfriendship, charm person or mammal, etc.) will automatically fail when cast by a victim of this spell.

Animal animosity lasts for the full duration of the spell, unless removed with a remove curse, dispel magic, or a more potent spell.

Bless (Conjuration/Summoning) Reversible

Level: 1
Components: V, S, M
Range: 6"
Casting Time: 1 round
Duration: 6 melee rounds
Saving Throw: None
Area of Effect: 5" X 5"

Explanation/Description: Upon uttering the bless spell, the caster raises the morale of friendly creatures by + 1. Furthermore, it raises their "to hit" dice rolls by +1. A blessing, however, will affect only those not already engaged in melee combat. This spell can be reversed by the cleric to a curse upon enemies which lowers morale and "to hit" by -1. The caster determines at what range (up to 6") he or she will cast the spell, and it then affects all creatures in on area 5" square centered on the point the spell was cost upon. In addition to the verbal and somatic gesture components, the bless requires holy water, while the curse requires the sprinkling of specially polluted water.

Ceremony (Invocation)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 hour
Duration: Permanent
Saving Throw: Special
Area of Effect: One creature, one item, or area (see below)

Explanation/Description: Ceremony has a number of applications in the religious organization, depending on the level of the cleric. The effect of a ceremony spell does not leave behind an aura of magic, although in some cases an aura of good or evil might be present (and thus detectable). The specific ceremony spells can vary from religion to religion, but usually encompass these:

1st-level cleric: coming of age, burial, marriage
3rd-level cleric: dedication, investiture, consecrate item
5th-level cleric: ordination, special vows
7th-level cleric: consecrate ground
9th-level cleric: anathematize

Each of these varieties of the ceremony spell requires a cleric of the indicated level or a higher one, with additional restrictions as described below. For all ceremony spells except anathematize (see below), no saving throw is called for, since the recipient is either inanimate or presumed to be willing to be affected by the magic; any version of the spell except for anathematize will simply fail if it is cast on a person who (for some reason) is unwilling to receive the benefit. Briefly, the ceremonies listed do the following things:

Coming of age is a limited form of bless spell which is cast upon a young man (and in some cultures a young woman) at some point relatively early in life, often the age of 12. A young person who receives this spell gets a + 1 bonus to any single saving throw, which can be taken at any time after the coming of age ceremony is completed. In some cultures, the coming of age ceremony has a symbolic significance, such that an adolescent must receive this blessing before he or she can enjoy the rights and privileges of adulthood.

Burial magically protects a corpse, and bestows it with the blessing of the religious organization. The body is shielded for one week as if by a protection from evil spell, and anyone trying to disinter the corpse within that time must make a saving throw versus spell or stop and flee in fear for one turn.

Marriage has no tangible after-effect (i.e., it does not guarantee happiness or harmony), but it usually carries a moral or legal significance, not dissimilar in nature to the various rites of marriage which are performed in our real world.

Dedication allows the recipient of the spell to be taken into the ranks of the casting cleric's religion, making that person a sanctioned worshiper of the cleric's deity. The effect of a dedication is permanent, unless the worshiper demonstrates a desire to change allegiance to a different deity. In such a case, the earlier dedication can be overridden by a new dedication cast by a cleric of a higher level than the one who performed the previous dedication.

The rite of investiture must be performed on any aspiring cleric before that character can achieve the status of a first-level cleric.

Consecrate item must be performed on any object to be placed on an altar or in some other location within a religious edifice. To prevent it from losing its potency, holy (or unholy) water must be kept in a properly consecrated container.

Ordination must be performed on a cleric before the character can be-come the priest of a congregation or assume similar sorts of duties, and even an adventuring cleric must be ordained before he or she can gain followers and establish a following or other sort of group. In all cases, the cleric performing the ordination must be of higher level than the recipient; this ceremony is often conducted as part of the training a cleric receives in order to advance from second to third level.

Special vows can be received by a would-be cavalier or paladin before that character embarks upon a career in the desired profession. The effects of this spell persist for as long as it takes the character to accumulate enough experience points to rise to the upper limit of his or her current level. The special vows can then be renewed as part of the character's training between levels, or at any time during advancement through the next higher level. A cavalier or paladin who has received special vows is immune to the effects of bestow curse spells (but not cursed items) for as long as the special vows remain in effect. Additionally, this ceremony renders the subject more susceptible (-4 on saving throw) to any quest spell cast upon him or her by a cleric of the same alignment as the caster of the special vows.

Consecrate ground should be performed upon an area before any holy (unholy) structure is built on the site. A religious edifice constructed on ground that has not been consecrated will slowly but irrevocably fall into a state of disrepair and has a 10* chance per year, cumulative, of actually collapsing as a result of this oversight. This spell must be cast before the area in question is altered in any way (e.g., landscaping) and before any construction materials are brought to the site; it will have no effect if it is done as an afterthought. Consecrate ground can also be used on a plot of land destined for use as a graveyard, and in such a case the graveyard itself automatically turns undead each round with the same effectiveness as a 3rd-level cleric. Or, if the consecration of a would-be graveyard is performed by an evil cleric, any undead creatures occupying the area are treated as if they were being protected and controlled by an evil cleric of 3rd level.

Anathematize is a form of excommunication by means of which the offender is literally branded on the cheek, forehead, arm, or hand with a symbol, sigil, or sign that identifies the subject (to those who understand the symbol) as someone who has committed a serious offense in the eyes of his or her deity. An unwilling subject of this spell is allowed a saving throw versus spell, at -4, to escape its effects. If the recipient is not truly deserving of the telling brand, the spell fails when cast. A successful atonement causes the brand to fade, and possibly vanish. If the offending actions were caused magically or by some other external force, the brand utterly disappears. If the offending actions were natural, the brand cannot be completely removed.

The components for the various ceremony spells vary from religion to religion, but the material component always involves the use of the cleric's holy symbol in one way or another Standard costs for the casting of these spells are as follows: coming of age, 5-15 sp: burial, 5-50 gp; marriage, 1-20 gp; dedication, 1-10 sp (or sometimes free); investiture, 1-100 gp (or sometimes free); item consecration, usually free; ordination, usually free put possibly as much as 200 gp; special vows, 1-100 gp (or sometimes free); consecrate ground, 100-600 gp depending on the size of the area to be affected and the level of the cleric performing the spell; and anathematize is always performed at no charge, since the casting of this spell is always deemed to be in the best interests of the cleric's religion.

Combine (Evocation)

Level: 1
Components: V, S
Duration: Special
Casting Time: 1 round
Range: Touch
Saving Throw: None
Area of Effect: The circle of clerics

Explanation/Description: This spell enables three to five clerics to combine their abilities and thereby empower one of their number to cast a spell or turn undead with greater efficacy. The highest-level cleric of the group (or one of such, as applicable) stands, while the other clerics join hands in a surrounding circle. All the participating clerics then cast the combine spell together

The central cleric temporarily functions as if of higher level, gaining one level for each encircling cleric. The maximum gain is four levels, and the maximum duration is3 turns. The increase applies to the cleric's effective level for determining the results of attempts to turn

undead, and to spell details which vary by the level of the caster. The encircling clerics must concentrate on maintaining the combine effect. They gain no armor class bonuses from shield or dexterity, and their attackers gain a * 4 bonus on all "to hit" rolls. The central cleric gains no additional spells, but may cast any previously memorized spell(s), often with bonus effects.

Command (Enchantment/Charm)

Level: 1
Components: V
Range: 1"
Casting Time: 1 segment
Duration: 1 round
Saving Throw: Special
Area of Effect: One creature

Explanation/Description: This spell enables the cleric to issue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand. The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, i.e. "Suicidel" could be a noun, so the creature would ignore the command. A command to "Diel" would cause the recipient to fall in a faint or cataleptic state for 1 round, but thereafter the creature would be alive and well. Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic. (Creatures with 13 or higher intelligence and 6 hit dice/levels do not get 2 saving throws!)

Create Water (Alteration) Reversible

Level: 1
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Up to 27 cubic feet

Explanation/Description: When the cleric casts a create water spell, four gallons of water are generated for every level of experience of the caster, i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen gallons, etc. The water is clean and drinkable (it is just like rain water). Reversing the spell, destroy water, obliterates without trace (such as vapor, mist, fog or steam) a like quantity of water. Created water will last until normally used or evaporated, spilled, etc. Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet (one cubic yard). The spell requires at least a drop of water to create, or a pinch of dust to destroy, water. Note that water cannot be created within a living thing.

Cure Light Wounds (Necromantic) Reversible

Level: 1
Components: V, S
Range: Touch
Casting Time: 5 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Character touched

Explanation/Description: Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creature's body to be healed. This healing will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by iron, silver, and/or magical weapons. Its reverse, cause light wounds, operates in the same manner; and if a person is avoiding this touch, a melee combat "to hit" die is rolled to determine if the cleric's hand strikes the opponent and causes such a wound. Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused wounds will heal - or can be cured - just as any normal injury will. Caused light wounds are 1 to 8 hit points of damage.

Detect Evil (Divination) Reversible

Level: 1
Components: V, S, M
Range: 12"
Casting Time: 1 round
Duration: 1 turn + 1/2 turn/level
Saving Throw: None
Area of Effect: 1" path

Explanation/Description: This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trap or an unintelligent viper will not. The duration of a detect evil (or detect good) spell is 1 turn + 1/2 turn (5 rounds, or 5 minutes) per level of the cleric. Thus a cleric of 1st level of experience can cast a spell with a 1 1/2 turn duration, at 2nd level a 2 turn duration, 2 1/2 at 3rd, etc. The spell has a path of detection 1" wide in the direction in which the cleric is facing. It requires the use of the cleric's holy (or unholy) symbol as its material component, with the cleric holding it before him or her.

Detect Harmful Gas (Divination)

DWARVES ONLY

Level: 1
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: 1 turn + 1/2 turn/level
Saving Throw: None
Area of Effect: 6" diam. sphere

Explanation/Description: Useful in mining and underground exploration, this spell enables the caster to detect the presence of harmful gas in a sphere 6" in diameter around the caster. The primary use of this spell is to detect underground hazardous natural gases such as explosive methane or poisonous sulphur dioxide, or fire-caused gases like carbon monoxide, but this spell can also detect any other harmful gas that occurs naturally or is produced by alchemy or magic. Although this spell always reveals the presence of such gas, there is only a 5% chance per level of experience of the caster to identify the specific type of gas found (e.g., chlorine gas, methane, or carbon monoxide). Some rare, exotic gases may be beyond a cleric's ability to identify exactly, although the identification roll may indicate the possible danger from or effect of the gas. The material component of this spell is the cleric's holy symbol.

Detect Metal and Minerals (Divination)

DWARVES ONLY

Level: 1
Components: V,S,M
Range: 12"
Casting Time: 1 round
Duration: 1 turn
Saving Throw: None
Area of Effect: 1" -wide path

Explanation/Description: This spell is similar in effect to the wand of metal and mineral detection. The caster concentrates on finding a specific type of metal or mineral. If the substance is within a path 12" long by 1" wide, the exact location and approximate quantity of the metal or mineral is revealed. The caster may try to detect different substances throughout the duration of the spell, one different type of metal or mineral per round. Metals and minerals of all types may be found, and a determination may be made of whether they are in a pure, refined form or whether they occur as a raw ore. The caster can move at a walking rate and still concentrate on the spell, but cannot engage in strenuous activity and maintain the spell. The material component for this spell is the cleric's holy symbol.

Detect Magic (Divination)

Level: 1
Components: V, S, M
Range: 3"
Casting Time: 1 round
Duration: 1 turn
Saving Throw: None
Area of Effect: 1" path, 3" lang

Explanation/Description: When the detect magic spell is cast, the cleric detects magical radiations in a path 1', wide, and up to 3" long, in the direction he or she is facing. The caster can turn 60' per round. Note that stone walls of 1' or more thickness, solid metal of but 1/12' thickness, or 3' or more of solid wood will block the spell. The spell requires the use of the cleric's holy (or unholy) symbol.

Endure Cold/Endure Heat (Alteration) Reversible

Level: 1
Components: V, S
Range: Touch
Casting Time: 1 round
Duration: 9 turns/level
Saving Throw: None
Area of Effect: One creature

Explanation/Description: The recipient of this spell is provided with protection from normal extremes of cold or heat (depending on which application is used). He or she can stand unclothed in temperatures as low as -30 F. or as high as 130 F (depending on application) with no ill effect. A temperature extreme beyond either of those limits will cause 1 hit point of exposure damage per hour for every degree above or below those limits. (Without the benefit of protection such as this, exposure damage is 1 hit point per turn for each degree of temperature.) The spell will last for the prescribed duration, or until the recipient is affected by any form of magical cold (including white dragon breath) or magical heat. The cancellation of the spell will occur regardless of which application was used and regardless of which type of magical effect hits the character (e.g endure cold will be cancelled by magical heat or fire as well as by magical cold). The recipient of the spell will not suffer damage from the magical heat or cold during the round in which the spell is broken, but will be vulnerable to all such attacks starting on the following round. The spell will be cancelled instantly if either resist f/re or resist cold is cast upon the recipient.

Flamehand (Invocation)

Level: 1
Components: V,S
Range: 2"
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: To cast this spell the cleric need only extend his hand with his fingers spread and utter the command word. A line of flames leaps from his hand to unerringly strike a specific target. Since only one hand is used in the casting of the spell the cleric can strike targets in his front and side hexes depending on the hand used. Damage is 1d4+1 point per level. (1d4+3 for a 3rd level cleric).

Invisibility to Undead (Illusion/Phantasm)

Level: 1
Components: V, S, M
Duration: 6 rounds
Casting Time: 4 segments
Range: Touch
Saving Throw: Neg.
Area of Effect: One individual

Explanation/Description: This spell is quite similar to sanctuary, but only affects undead of 4 or fewer hit dice. A saving throw versus spell is made for each type of undead within 30 feet of the caster, and if failed, all undead of that type will ignore the caster completely for the duration of the spell. (Note that this negates subsequent attempts by the caster to turn those undead.) However, if the saving throw succeeds, all undead of that type will attack the spell caster in preference to any other possible targets.

The effect of this spell ends if the caster attacks or attempts to cast any other spell. If the caster is of neutral morals (with respect to good and evil), the undead save at -2. The material component is the cleric's holy symbol.

Light (Alteration) Reversible

Level: 1
Components: V, S
Range: 12"
Casting Time: 4 segments
Duration: 6 turns + 1 turn/level
Saving Throw: None
Area of Effect: 2" radius globe

Explanation/Description: This spell causes excitation of molecules so as to make them brightly luminous. The light thus caused is equal to torch light in brightness, but its sphere is limited to 4" in diameter. It lasts for the duration indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd, etc.) or until the caster utters a word to extinguish the light. The light spell is reversible, causing darkness in the same area and under the same conditions, except the blackness persists for only one-half the duration that light would last, If this spell is cast upon a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself. In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; light can spring from air, rock, metal, wood, or almost any similar substance.

Magic Stone (Alteration)

Level: 1
Components: V, S
Range: 2"
Casting Time: 1 round
Duration: 6 rounds or until used
Saving Throw: None
Area of Effect: One small stone or pebble

Explanation/Description: To use this spell, the cleric picks up a small stone or pebble and then (via the casting process) places a magical aura on it. The spell cannot affect stones that are already magical. The magic stone can be thrown at a target up to 4' distant (assuming no intervening obstacles and sufficient head room). It will act as a + 1 weapon for "to hit" determination, and if a hit is scored the stone will do 1 point of damage. Ranges are 2"/3"/4", with standard modifications. If the stone travels more than 4" from the thrower or if it does not score a hit, the missile loses its dweomer and falls harmlessly to the ground. A magic stone must be thrown within 6 rounds after the casting of the spell is completed, or it turns back into an ordinary item.

A hit from the stone will break the concentration of a spell caster only if the victim fails a saving throw versus spell. Any target with innate magic resistance cannot be affected by the stone. A shield spell will protect a target from a magic stone, as will a brooch of shielding, a protection from normal missiles spell, a minor globe of invulnerability or any similar (more powerful) magic. A cleric of 6th through 10th level can enchant 2 stones with this spell, one of 11th through 15th level can use it on 3 stones, and an additional stone is allowed for every five levels of experience the caster has gained beyond the 11th (i.e., 4 stones at 16th level, S stones at 21st level, etc.). It is possible for a cleric to give the enchanted stone(s) to another character to throw. Note that some religious organizations may forbid their clerics from using this spell, since it enables the cleric to use a missile weapon (of sorts).

Penetrate Disguise (Divination)

Level: 1
Components: V, S
Range: 12"
Casting Time: 2 rounds
Duration: 1 round
Saving Throw: Neg.
Area of Effect: One individual

Explanation/Description: By means of this spell, the cleric is empowered to see through a disguise composed solely of makeup or altered clothing (i.e., non-magical in nature). The cleric cannot identify what class or profession the disguised figure actually belongs to, nor the true appearance of the figure; the spell merely points out that the target figure is posing as someone or something else. The spell does not detect actual rank or status and cannot reveal an illusion for what it is, but it can detect whether a figure is the object of a friends spell. The spell cannot detect any deception involving alignment. The target of the spell is allowed a saving throw versus spell, and if this saving throw is made, the disguise will be enhanced in the eyes of the cleric, so that the caster becomes convinced that the target figure actually is what he claims to be. Being under the effect of a bless spell, wearing magic armor, or using a magic item of protection (such as a cloak or ring) will give the target an appropriate bonus to the saving throw.

Portent (Divination)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Spell caster or figure touched

Explanation/Description: This spell enables the cleric to tell something of his or another figure's future "luck!' This "luck" takes the form of an improvement or reduction in a 'to hit" roll or a saving throw at some point in the future unknown to the character who is the object of the portent. After this spell is cast, the Dungeon Master makes two die rolls in secret: First, 1d12, to determine at what point in the future the portent takes effect; second, 1d6 to determine the exact effect (roll of 1 = -3;2 = -2;3 -1;4 = +1;5 = +2:6 = +3). Based upon the result of the 1d6 roll, the DM should indicate to the player of the cleric character whether the portent is good, fair (which can be moderately good or moderately bad), or poor. The recipient of the spell will usually also be given this information. The result of the dl 2 roll represents the number of "to hit" rolls or saving throws that the target character must make before the roll to be affected by the portent occurs; eg, if a 12 is rolled, then the 12th such roll thereafter will be the one to which the portent is applied. Die rolls only apply toward this count if they are taken in life-or-death (i.e., combat or peril) situations; the count is suspended if the character contrives to perform (for instance) saving throws against non-harmful effects in an effort to "sidestep" the portent. Die rolls that do apply toward this count include: Saving throws made in combat or against magical effects, "to hit" rolls made by the character, and "to hit" rolls made by an opponent against the character When the die roll designated by the portent is made, the result will be adjusted upward or downward as indicated by the result of the d6 roll; thus, the character will be either more or less likely to score a hit, more or less likely to be hit, or more or less likely to succeed on a saving throw. The material component for this spell is either a numbered wheel or tea leaves.

Precipitation (Alteration)

Level: 1
Components: V, S, M
Range: 1"/level
Casting Time: 3 segments
Duration: 1 segment/level
Saving Throw: None
Area of Effect: 3" diameter cylinder up to 12" high

Explanation/Description: When this spell is cast, all water vapor in the atmosphere within the area of effect is precipitated in the form of a light rain. (Note that low-level spell casters will certainly be within the area of effect of the spell.) The rain will continue for only as many segments of time as the spell caster has levels of experience. Since only some 1/100 of an inch of precipitation falls during the course of a segment, the spell will have only the following general effects:

Thin, light material will become damp in 1 segment and thoroughly wet thereafter.

Twigs and heavy material such as canvas will be damp in 2 segments and wet thereafter.

Flat, relatively non-porous surfaces, such as stone floors, rock, painted wood, etc., will be damp in 1 segment and filmed with water thereafter.

Semi-porous surfaces and materials will become damp on the surface in 2 segments, and thereafter the damp area will progress downward/inward, until after 5 segments the surface or material will be thoroughly wet.

Porous surfaces and materials will simply absorb the rain up to the limit of their capacity - which probably extends well beyond the duration of the spell.

Small flames, such as those of candles, will be extinguished by 1 segment of precipitation. Small fires will slow and become smoky for 1 round after precipitation has ceased. Large fires will not be materially affected by the spell.

Precipitation (Alteration) v2

Level: 1
Components: V,S,M
Range: 10 yds/level
Casting Time: 4 segments
Duration: 1 round
Saving Throw: None
Area of Effect: 30' diameter cylinder up to 60' high

This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) will he extinguished. Small fires (torches and campfires will gutter and smoke for a round after the drizzling stops. Bonfires and most magical fires will be unaffected. Large magical fire effects fireball, wall of fire, flamestrike) cast into the area during the rain will create a warm fog that obscures vision in an area 60' in diameter. This lasts 2-5 rounds, half that in a breeze, and but one round in a strong wind.

The precipitation spell has doubled effect in humid climes, causes only slight dampness in arid climes, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing.

Note: This spell also is added to the elemental Air and Weather lists.

Protection From Evil (Abjuration) Reversible

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 4 segments
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: When this spell is cast, it acts as if it were a magical armor upon the recipient. The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hogs, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature's dice, This spell can be reversed to become protection from good, although it still keeps out enchanted evil creatures as well. To complete this spell, the cleric must trace a 3' diameter circle upon the floor (or ground) with holy water for protection from evil, with blood far protection from good - or in the air using burning incense or smoldering dung with respect to evil/good.

Purify Food & Drink (Alteration) Reversible

Level: 1
Components: V, S
Range: 3"
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: 1 cubic foot/level, 1" square area

Explanation/Description: When cast, the spell will make spoiled, rotten, poisonous or otherwise contaminated food and/or water pure and suitable, for eating and/or drinking. Up to I cubic foot of food and/or drink can be thus made suitable for consumption. The reverse of the spell putrefies food and drink, even spoiling holy water. Unholy water is spoiled by purify water.

Rainshield (Conjuration)

Level: 1
Components: V,S
Range: 0
Casting Time: 2 segments
Duration: 2 turns/lvl.
Saving Throw: Special
Area of Effect: 2' radius

This spell causes an invisible barrier to come into existence five feet above the head of the caster. Unlike a wizard's shield spell, the rainshield doesn't prevent weapons from striking the caster, but it does shelter him from rain or other liquids falling from above. Normal water is automatically stopped, but if the liquid is other than water, and if the caster is unaware of this fact, he must make a saving vs. spells to prevent that liquid's entry.

With conscious effort, the caster can move the rainshield from its position directly above him to a better angle for stopping wind-blown rain, or even to a position directly in front of him to impede liquid-based attacks on his person. Because of the limited area of effect, a horizontally-held rainshield may allow splashes of water or other liquids to strike the caster's legs even if the major portion of an attack is diverted. If other persons stand near the caster, they also can share the benefits of the rainshield, but the caster cannot move the barrier in order to better share the spell's effects.

Reed Staff (Alteration)

HALFLINGS ONLY

Level: 1
Components: V,M
Range: Touch
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: One blade of grass

This spell is used primarily by the priesthood of Sheela Peryroyl, though, from time to time, Yondalla's priests are known to use it as well.

When this spell is cast, the priest is able to transform a normal blade of field grass into a quarterstaff, which can then be used as a weapon. Although the quarterstaff possesses no bonuses to attack or damage rolls, it is considered a magical weapon for purposes of determining what creatures it can successfully strike.

Only the caster may use the reed staff if another creature attempts to use it, the spell is negated. The caster need not remain in contact with the reed staff however. The priest is free to set down the weapon in order to perform other actions, including fighting with another weapon, casting a spell, and so forth.

The spell can be ended prematurely if exposed to a successful dispel magic or brought into contact with an anti-magic shell, dead magic area, are similar effect.

The material components for this spell are the caster's holy symbol, a splinter of wood, and the blade of grass to be affected. The splinter is consumed upon casting, while the blade of grass is consumed upon the spell's expiration.

Regenerate Light Wounds (Necromantic) Reversible

Level: 1
Components: V,S
Range: Touch
Casting Time: 7 segments
Duration: See below
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: This spell is much like the first-level clerical spell, cure light wounds. When it's cast on a wounded individual, he regenerates 1 hp per round for 2-5 rounds. If the recipient of the spell is at full hit points before the regenerate light wounds spell is cast, the spell has no immediate effect. Instead, if the individual is later injured (suffers at least 1 hp damage within the spell's duration), the regeneration "waits" to take place at that time. When the individual reaches his maximum hit points or has regenerated the full 2-5 hp, the spell dissipates. If the spell recipient has a subsequent curative spell (including another regenerate wounds spell) cast upon him, drinks a potion of healing, or uses other magical healing powers, the original regenerate light wounds spell is dispelled, although all healing already gained from the spell is retained.

The reverse of this spell, degenerate light wounds, causes the recipient to suffer 2-5 hp damage at the rate of 1 hp lost per round. This degeneration begins after the recipient is subsequently healed (or regains a hit point from resting) or gains hit points by any means. The degeneration stops when the spell has run its course or the victim dies. The regenerate wounds and degenerate wounds spells affect only those creatures affected by cure light wounds spells, and the healing or injury is only as permanent as that provided by a cure light wounds spell.

The "waiting" duration of a regenerate light wounds spell is 24 hours per level of the spell's caster; its healing effects are permanent. The duration of this spell's reverse is equally long.

Remove Fear (Abjuration) Reversible

Level: 1
Components: V, S
Range: Touch
Casting Time: 4 segments
Duration: Special
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: By touch, the cleric instills courage in the spell recipient, raising the creature's saving throw against magical fear attacks by +4 on dice rolls for 1 turn, If the recipient has already been affected by fear, and failed the appropriate saving throw, the touch allows another saving throw to be made, with a bonus of + 1 on the dice for every level of experience of the caster, i.e. a 2nd level cleric gives a +2 bonus, a 3rd level +3, etc. A "to hit" dice roll must be made to touch an unwilling recipient. The reverse of the spell, cause fear, causes the victim to flee in panic at maximum movement speed away from the caster for 1 round pet level of the cleric causing such fear. Of course, cause fear can be countered by remove fear and vice versa.

Resist Cold (Alteration)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: When this spell is placed on a creature by a cleric, the creature's body is inured to cold. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold, such as that produced by a sword of cold, ice storm, cold wand, or white dragon's breath, must be saved against. All saving throws against cold are made with a bonus of + 3, and damage sustained is one-half (if the saving throw is not made) or one-quarter (if the saving throw is made) of damage normal from that attack form. The resistance lasts for 1 turn per level of experience of the caster. A pinch of sulphur is necessary to complete this spell.

Resist Poison

Level: 1
Components: V,S,M (optional)
Range: Touch
Casting Time: 1 segment
Duration: 1 min/level
Saving Throw: N/A
Area of Effect: Person Touched

Explanation/Description: In a similiar vein to Protection from Evil except +3 save against poison. +1 bonus for drinking a vial of (un)holy water at the time of casting. Neutrals can use holy or unholy water. Does NOT stack with other spells (Prot. from Evil for example) but does stack with magic items (Prot. rings for example) but both spells can be in effect simultaneously.

Sanctuary (Abjuration)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 4 segments
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: One creature

Explanation/Description: When the cleric casts a sanctuary spell, any opponent must make a saving throw versus magic in order to strike or otherwise attack him or her. If the saving throw is not made, the creature will attack another and totally ignore the cleric protected by the spell. If the saving throw is made, the cleric is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action. This allows the cleric to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (not upon an opponent!), and so on. The components of the spell include the cleric's holy/unholy symbol and a small silver mirror.

Segojan's Armor (Abjuration, Enchantment/Charm)

GNOMES ONLY

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 day
Saving Throw: None
Area of Effect: Special

As its name implies, this spell is reserved for the priests of Segojan Earthcaller.

Prior to casting the spell, the priest gathers an armload of grass and roots, and places the material in a pile. Next, an ounce of powdered iron is sprinkled over the collected foliage, and the spell is cast. As the incantation is uttered, the roots and grass weave themselves into a suit of armor tailored specifically to the caster; other beings may not wear it.

Once donned, Segojan's armor provides protection equal to leather armor. Although it does not possess any magical 'pluses,' it does radiate magic. Because of its composition, it is nearly weightless, with an encumbrance value equal to normal clothing. However, Segojan's armor is regarded as actual armor, so magical items like bracers of defense and spells like armor cannot be used with it.

When the spell expires, the armor immediately unravels into its component parts. A successful dispel magic or similar effect ends the spell prematurely.

In addition to the material components noted above, the caster's holy symbol is required during the casting. Only the iron powder is consumed.

SPIRITUAL WHIP (Evocation)

Level: 1
Components: V,S,M
Range: 8"
Casting Time: 1 Segment
Duration: Special
Saving Throw: None and Special
Area of Effect: 1 target

By evoking this spell, a cleric creates a magical whip (that does not require the whip weapon talent to use). The weapon is useable once, as the spell Magic Missile, but can be employed to either attack or grab. If the attempt to cast the spell would normally result in a failure, the spell will have its' effects materialize but the spell will attack randomly at whatever is in the spell range. The cleric will be unaware that control of the spell is no longer his/hers and can actually be the spells' random target. When used in an attack, the whip does 1d4 + 1. Damage increases by 1d4 + 1 for every other level of the caster (ie. 2d4 + 2 at 3rd, 3d4 + 3 at 5th...). To cast this spell the cleric needs an 8 inch strip of blessed leather which does not disappear after the spell is cast.

At 5th level the cleric may attempt to use the whip to perform a grab or entangle. The caster utters the word "grab" or "entangle" at the time of casting. A target may attempt to dodge the whip by rolling a save (percentage) against its Dexterity minus the spell casters level (ie. Cleric of 7th level against a target with Dexterity 18 would yield as follows: 18 - 7 = 11. 11 * 5 = 55%). If the target is a Thief-Acrobat, its evade percentage is added to the saving throw. A roll of 5% or less will always result in a save and of 96% or more, a failure. In this application, if a successful grab is made, the whip lasts until dispelled.

Weapon of the Earth (Alteration)

DWARVES ONLY

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Available to all dwarven priesthoods, this spell allows the caster to transform a normal chunk of stone into a weapon. The weapon is always the same as the weapon associated with cleric's deity (i.e., hammers with Moradin, battle axes with Clanggedin, etc.). However, the affected stone must be of a volume relative to the weapon type it will assume; the spell fails if the amount of available stone is less than the volume of the desired weapon.

Despite being made out of stone, the weapon inflicts normal damage for its kind, Of course, its stone composition makes it immune to metal-affecting magic and conditions like rust and corrosion, heat metal and crystaibrittle spells, etc. On the other hand, the weapon is susceptible to stone-affecting spells, such as stone to flesh, transmute rock to mud, and the like. In any case, the weapon is considered magical for purposes of determining what creatures it can hit, but it provides no additional attack or damage bonuses.

When the spell expires, the weapon returns to its normal form. Dispel magic and similar effects can make the weapon revert to a normal stone early if cast successfully.

The material components for this spell are the cleric's holy symbol, the stone to be turned into a weapon, and a small chunk of iron ore. Only the Iron is consumed in the casting.

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This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.

Bob Senkewicz / Howell, New Jersey /