CLERIC SPELLS 1st Level


Augury (Divination)

Level: 2
Components: V, S, M
Range: 0
Casting Time: 2 rounds
Duration: Special
Saving Throw: None

Explanation/Description: The cleric casting an augury spell seeks to divine whether an action in the immediate future (within 3 turns) will be for the benefit of, or harmful to, the party. The base chance for correctly divining the augury is 70%, plus 1% for each level of the cleric casting the spell, i.e. 71% at 1st level, 72% at 2nd, etc. Your referee will determine any adjustments due for the particular conditions of each augury. For example, assume that a party is considering the destruction of a weird seal which closes a portal. Augury is used to find if weal or woe will be the ultimate result to the party. The material component for augury is a set of gem-inlaid sticks, dragon bones, or similar tokens, or the wet leaves of an infusion which remain in the container after the infused brew is consumed, If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed.

Chant (Conjuration/Summoning)

Level: 2
Components: V, S
Range: 0
Casting Time: 1 turn
Duration: Time of chanting
Saving Throw: None
Area of Effect: 3" radius

Explanation/Description: By means of the chant, the cleric brings into being a special favor upon himself or herself and his or her party, and causes harm to his or her enemies. Once the chant spell is completed, all attacks, damage and saving throws made by those in the area of effect who are friendly to the cleric are at + 1, while those of the cleric's enemies are at -1. This bonus/penalty continues as long as the cleric continues to chant the mystic syllables and is stationary. An interruption, however, such anon attack which succeeds and causes damage, grappling the chanter, or o magical silence, will break the spell.

Detect Charm (Divination) Reversible

Level: 2
Components: V, S
Range: 3"
Casting Time: 1 round
Duration: 1 turn
Saving Throw: None
Area of Effect: One creature

Explanation/Description: When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a charm spell. Up to 10 creatures can be thus checked before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded.

Find Traps (Divination)

Level: 2
Components: V, S
Range: 3"
Casting Time: 5 segments
Duration: 3 turns
Saving Throw: None
Area of Effect: 1 "path

Explanation/Description: When a cleric casts a find traps spell, all traps -concealed normally or magically - of magical or mechanical nature become visible to him or her. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.

Hold Person (Enchantment/Charm)

Level: 2
Components: V, S, M
Range: 6"
Casting Time: 5 segments
Duration: 4 rounds + 1 round/level
Saving Throw: Neg.
Area of Effect: One to three creatures

Explanation/Description: This spell holds immobile, and freezes in places, from 1-3 humans or humanoid creatures (see below) for 5 or more melee rounds. The level of the cleric casting the hold person spell dictates the length of time the effect will last. The basic duration is 5 melee rounds at 1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. If the spell is cast at three persons, each gets a saving throw at the normal score; if only two persons are being enspelled, each makes their saving throw at -1 on their die; if the spell is cast at but one person, the saving throw die is at -2. Persons making their saving throws are totally unaffected by the spell. Creatures affected by a hold person spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, arcs, pixies, sprites, and troglodytes. The spell caster needs a small, straight piece of iron as the material component of this spell.

Know Alignment (Divination) Reversible

Level: 2
Components: V, S
Range: 1"
Casting Time: 1 round
Duration: 1 turn
Saving Throw: None
Area of Effect: One creature/round

Explanation/Description: A know alignment spell enables the cleric to exactly read the aura of a person - human, semi-human, or non-human. This will reveal the exact alignment of the person. Up to 10 persons can be examined with this spell. The reverse totally obscures alignment, even from this spell, of a single person for 1 turn, two persons for 5 rounds, etc. Certain magical devices will negate the ability to know alignment.

Resist Fire (Alteration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: When this spell is placed upon a creature by a cleric, the creature's body is toughened to withstand heat, and boiling temperature is comfortable. The recipient of the resist fire spell can even stand in the midst of very hot or magical fires such as those produced by red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fire balls, meteor swarms, or red dragon's breath - but these will affect the creature, to some extent. The recipient of the spell gains a bonus of +3 on saving throws against such attack forms, and all damage sustained is reduced by 50%; therefore, if the saving throw is not made, the creature sustains one-half damage, and if the saving throw is made only one-quarter damage is sustained. Resistance to fire lasts for 1 turn for each level of experience of the cleric placing the spell. The caster needs a drop of mercury as the material component of this spell.

Silence, 15' Radius (Alteration)

Level: 2
Components: V, S
Range: 12"
Casting Time: 5 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 30' diameter sphere

Explanation/Description: Upon casting this spell, complete silence prevails in the area of its effect. All sound is stopped, so all conversation is impossible, spells cannot be cast, and no noise whatsoever issues forth. The spell can be cast into the air or upon an object. The spell of silence lasts for 2 rounds for each level of experience of the cleric, le. 2 rounds at 1st level, 4 at 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upon a creature, and the effect will then radiate from the creature and move as it moves, If the creature is unwilling, it saves against the spell, and if the saving throw is made, the spell effect locates about one foot behind the target creature.

Slow Poison (Necromantic)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 segment
Duration: 1 hour/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: When this spell is placed upon a poisoned individual it greatly slows the effects of any venom, even causing a supposedly dead individual to have life restored if it is cast upon the victim within a number of turns less than or equal to the level of experience of the cleric after the poisoning was suffered, i.e. a victim poisoned up to 10 turns previously could be temporarily saved by a 10th or higher level cleric who cast slow poison upon the victim. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic, but each turn the poisoned creature will lose 1 hit point from the effect of the venom (although the victim will never go below 1 hit point while the slow poison spell's duration lasts). Thus, in the example above, the victim poisoned 10 turns previously has only 10 hit points, so when the 10th level cleric casts the spell, the victim remains with 1 hit point until the spell duration expires, and hopefully during that period a full cure can be accomplished. The material components of this spell are the cleric's holy/unholy symbol and a bud of garlic which must be crushed and smeared on the victim's bore feet.

Snake Charm (Enchantment/Charm)

Level: 2
Components: V, S
Range: 3"
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast, a hypnotic pattern is set up which causes one or more snakes to cease all activity except a semi-erect postured swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 3 to 6 turns (d4+2); if the snakes are not torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the snakes are angry and/or attacking, the snake charm spell will last from 5 to 8 melee rounds (d4+ 4). The cleric casting the spell can charm snakes whose hit points are less than or equal to those of the cleric. On the average, a 1st level cleric could charm snakes with a total of 4 or 5 hit points; a 2nd level cleric 9 hit points, a3rd level 13 or 14 hit points, etc. The hit points can represent a single snake or several of the reptiles, but the total hit points cannot exceed those of the cleric casting the spell.

Speak With Animals (Alteration)

Level: 2
Components: V, S
Range: 0
Casting Time: 5 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: One animal within 3" radius of cleric

Explanation/Description: By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animal which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric (evil/good, good/evil), it and any others of the same kind with it will not attack while the spell lasts, If the animal is neutral or of the same general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service for the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the major determinants. Note that this spell differs from speak with monsters (q.v.), for it allows conversation only with basically normal, non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so an.

Spiritual Hammer (Invocation)

Level: 2
Components: V, S, M
Range: 3"
Casting Time: 5segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: One opponent

Explanation/Description: By calling upon his or her deity, the cleric casting a spiritual hammer spell brings into existence a field of force which is shaped vaguely like a hammer. This area of force is hammer-sized, and as long as the cleric who invoked it concentrates upon the hammer, it will strike at any opponent within its range as desired by the cleric. The force area strikes as a magical weapon equal to one plus per 3 levels of experience of the spell caster far purposes of being able to strike creatures, although it has no-magical plusses whatsoever "to hit", and the damage it causes when it scores a hit is exactly the same as a normal war hammer, i.e. 1-6 versus opponents of man-size or smaller, 1-4 upon larger opponents. Furthermore, the hammer strikes at exactly the same level as the cleric controlling it, just as if the cleric was personally wielding the weapon. As soon as the cleric ceases concentration, the spiritual hammer is dispelled. Note: If the cleric is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity. The material component of this spell is a normal war hammer which the cleric must hurl towards opponents whilst uttering a plea to his or her deity. The hammer disappears when the spell is cast.

Aid (Necromantic - Conjuration)

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

Explanation/Description: The recipient of this spell gains the benefit of a bless spell and a special benison of 1-B additional hit points. The bless lasts as long as the aid spell, as do the hit points thus gained. The aid allows a character to actually have more hit points than the character's full normal total. The added hit points last only for the duration of the aid spell. Any damage taken by the recipient while the aid spell is in effect is taken off the 1-8 additional hit points before regular ones are lost. Hit points bestowed by an aid spell and then lost cannot be regained by curative magic. Example: A 1st-level fighter has 8 hit points, takes 2 points of damage, and then receives an aid spell which gives 6 additional hit points. The fighter now has 12 hit points, 6 of which are temporary. If he is then hit for 7 points of damage, 1 regular point and all 6 of the temporary points are lost. The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the cleric's holy symbol.

Detect Life (Divination)

Level: 2
Components: V, S, M
Range: 10'/level
Casting Time: 1 round
Duration: 5 rounds
Saving Throw: None
Area of Effect: One creature

Explanation/Description: By the use of this spell, a cleric can tell if a target creature is alive. The magic will detect life in the recipient of a feign death spell, or someone in a coma, deathlike trance, or state of suspended animation. If cast upon the body of a creature that is engaged in astral travel, it will reveal that the creature is alive. The spell works on plants and plant creatures as well as animals. The spell's range is diminished if more than a one-inch thickness of wood or stone lies between the cleric and the subject. Each inch of thickness of a wood or stone barrier is treated as 10 feet of open space. A barrier of metal of any thickness will cause the spell to fail and be ruined. Any form of mental protection, including those of psionic or magical nature, will likewise ruin the spell without anything being detected. The spell will detect the first living creature that lies along the cleric's line of sight (and within range), or else the first creature that crosses the line-of-sight path before the duration expires.

Dust Devil (Conjuration/Summoning)

Level: 2
Components: V, S
Range: 3"
Casting Time: 3 rounds
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables a cleric to conjure up a weak air elemental - a dust devil of AC 4, 2 HD, MV 18", 1 attack for 1-4 points of damage, which can be hit by normal weapons. Magic weapons of any type cause it double damage. The dust devil appears as a small whirlwind 5 feet in diameter at its base, 15 feet tall, and 10 feet across at the top. It will move as directed by the cleric, but will be dispelled if ordered to go farther than 3" away from the spell caster The winds of the dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or dispel such a cloud). Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. If skimming along the ground in an area of loose dust, sand or ash, the dust devil will pick up those particles and disperse them in a cloud 30 feet in diameter centered around the dust devil. Normal vision is not possible through the cloud, and creatures caught in the cloud will be effectively blinded until one round after they are free of it. Spell casting is virtually impossible for someone caught inside such a cloud or inside the dust devil itself; even if the creature fails to score damage on the victim from the buffeting of its winds, a spell caster must make a saving throw versus spell to keep his or her concentration (and the spell) from being ruined. Any creature native to the Elemental Plane of Air - even another creature of the same sort - can dismiss a dust devil at will from a distance of 3" or less. Creatures not native to the plane occupied by the spell caster are not affected by the dust devil. It is automatically dispelled if it contacts any creature with innate magic resistance - but not until after it gets a chance to hit and do damage.

Enthrall (Enchantment/Charm)

Level: 2
Components: V, S
Range: 3"
Casting Time: 1 round
Duration: Special
Saving Throw: Neg.
Area of Effect: 90o radius

Explanation/Description: A cleric who uses this spell can bind and enthrall an audience that can fully understand his or her language. Listeners of the same race as the cleric are allowed a saving throw versus spell; those of a different race which is generally unfriendly to the cleric's race save at * 4. It is impossible to enthrall a character or creature with more than 4 levels or hit dice, or one with a wisdom score greater than 15.

To effect the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts for as long as the cleric keeps speaking, to a maximum of 6 turns. Those who fail their saving throw will view the cleric as if he or she had a charisma of 21 (loyalty base + 70%, reaction adjustment + 50%). They will stand and listen to the cleric's words, but will not act on them as if a suggestion had been cast. When the cleric stops talking, the spell is broken and the listeners regain control of their own minds. Any form of attack (i.e., a successful hit or the casting of a spell) against the cleric will instantly cancel the enthrall spell, as will any attempt by the cleric to cast a different spell or perform some other action. Members of the audience who make a successful saving throw will view the cleric as having a charisma of 3; they may (50% chance) hoot and jeer, allowing a new saving throw for others listening. If the cleric tries to take undue advantage of the spell by preaching about a religion or alignment opposed to that to which the members of the audience subscribe, each "offended" listener is allowed a new saving throw at + 5.

Holy Symbol (Conjuration/Summoning)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: One object

Explanation/Description: This spell is used to prepare a cleric's holy symbol, or to create a new symbol to replace a lost or damaged one. The new symbol-to-be, which is the spell's material component (and obviously is not consumed in the casting), must be crafted of appropriate material depending on the religion/deity in question, and must be of the proper shape and design-a cleric cannot pick up just any item and make it into a holy symbol. A cleric may possess two holy symbols at one time, and this spell can be used to create a second one as a spare. No cleric can create a holy symbol related to a religion or deity other than the one that he or she worships. The holy symbol of a good or evil cleric will radiate a faint aura of good or evil, but is not a magical object per se. The holy symbol of a cleric who is of neutral morals (with respect to good and evil) will have no such aura.

Messenger (Enchantment/Charm)

Level: 2
Components: V, S, M
Range: 2"/level
Casting Time: 1 round
Duration: 1 hour/level
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: This spell enables the cleric to call upon a small (size 5) creature of at least animal intelligence to act as his or her messenger. The spell does not affect creatures that are "giant" types, and it will not work on creatures with an intelligence score of 4 or higher, or with a rating of low intelligence or better (whichever applies). If the creature is already within range, the cleric, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw versus spell, and if this succeeds the spell fails. If the saving throw is failed, the animal will advance toward the cleric and await his or her bidding. The cleric can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The spell caster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell's duration expires, the animal or bird wilt return to its normal activities. The intended receiver of a message gains no communication ability.

Withdraw (Alteration)

Level: 2
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: The cleric

Explanation/Description: By means of a withdraw spell, the cleric effectively alters the flow of time with regard to himself or herself. While but 1 segment of time passes for those not affected by the spell, the cleric is able to spend 1 round of time in contemplation. The base spell duration is 2 segments (2 rounds, from the cleric's point of view), and the cleric adds 1 additional increment of time for each level of experience he or she possesses. Thus, at the 5th level of experience, the spell caster could spend up to 6 rounds cogitating on some matter while but 6 segments of time passed for all others. (The DM must allow the spell caster 1 minute of real time per segment to ponder some problem or question. No discussion with non-affected characters is permitted.) Note that while affected by the withdraw spell, the cleric can perform only these particular acts: the casting of an augury spell, any curing or healing spells, or any informational spells - and all such spells can only be cast upon the cleric himself or herself. The casting of any of these spells in a different fashion (e.g., a cure light wounds bestowed upon a companion) will cause the magic of the withdraw spell to cease. Similarly, the cleric who is affected by the withdraw spell cannot walk or run, become in visible, or otherwise engage in actions other than thinking, reading, and the like. The withdrawn cleric can be affected by the actions of others while under the influence of this spell, and any attack upon the cleric which succeeds will break the spell.

Wyvern Watch (Evocation)

Level: 2
Components: V, S, M
Range: 3"
Casting Time: 5 segments
Duration: 8 hours or until strike
Saving Throw: Neg.
Area of Effect: 1' diameter sphere

Explanation/Description: This spell is known as Wyvern Watch because the unsubstantial haze brought forth by its casting, which vaguely resembes a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches within 1" of the area in question is subject to attack from the spell force. The "wyvern" will strike, and any creature so attacked must make a saving throw versus spell or else stand paralyzed for 1 round per level of the caster, or until freed by the spell caster by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the target creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as a target creature is succesfully struck by the wyvern-form, tha paralysis takes effect and the force of the spell itself is dissipated. The spell force will likewise dissipate if no intruder is struck by the wyvern-forem for 8 hours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness. The material component is the cleric's holy/unholy symbol.

Burrow (Alteration)

GNOMES ONLY

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 segments
Duration: 1 turn +1 round/level
Saving Throw: None
Area of Effect: Special

This spell is usually associated with the priests of Segojan Earthcaller, but it is not surprising to find that Urdlen's priests have access to it as well.

When the spell is cast, the priest's fingernails lengthen and become as hard as stone. For the duration of the spell, the caster may use these claws to burrow through earth, sand, clay, gravel (but not solid rock), and so forth, excavating such material with enough speed to provide a movement rate of 3, much like a badger or other burrowing mammal.

In addition, the caster may use these claws as weapons if the situation demands. The priest may attack with both hands if using the claws, with each successful strike inflicting 2-5 hp damage, plus Strength bonuses if applicable.

This spell ends early if subjected to a successful dispel magic, if the caster dies, or by the caster's silent act of will.

The material components for this spell include the caster's holy symbol, a tuft of fur from a burrowing mammal, and a tiny replica of a shovel. The fur and shovel are consumed.

Enchant Runestones (AlterationEvocation)

DWARVES ONLY

Level: 2
Components: V,S,M
Range: 1"
Casting Time: 1 turn
Duration: Perm.
Saving Throw: None
Area of Effect: 6-20 stones

Explanation/Description: With this spell, a dwarf may prepare a set of runestones used in divination spells such as portent, augury or divination. The cleric takes a set of 6 to 20 stones and engraves special dwarven runes on each stone. The exact number of stones and specific runes inscribed vary with the religion or homeland of the cleric. A bless spell is then cast upon the runestones, followed by the enchant runestones spell. The runestones can now be used to improve the chance of a correct divination with such a spell. A cleric often carries the runestones in a leather pouch wherever he or she travels. When a divination spell is cast, the stones are tossed upon the ground and read as part of the divination process. The reading of the runestones provides greater accuracy with a divination spell, the exact gain in accuracy varying from spell to spell. The runestones do not disappear at the end of the spell-casting, and so can be used over and over again.

Faith Arrow (Enchantment/Charm)

ELVES ONLY

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Special

Despite its sphere, this spell is available to most elven priesthoods, but it is usually associated with the priests of Corellon Larethian, Solonor Thelandira, and Rillifane Rallathil (due to the archery aspects of those deities).

This spell allows the caster to enchant a number of nonmagical arrows (magical arrows are not affected by the spell), 'charging' them with divine power. The caster is not required to use the arrows himself; he may give them to other archers as desired.

When let fly, a faith arrow always strikes its target, so long as the target is within bow range and the archer's line of sight. A faith arrow cannot pass through any barrier that a normal arrow cannot penetrate, though it can follow a target around corners, through open doors, etc. Also, the missile inflicts maximum damage upon its target. If the faith arrow passes into or through an anti-magicshell, dead magic zone, or similar area, the unerring accuracy and maximum damage of the faith arrow is lost. Instead, normal attack and damage rolls are required (with a +4 to hit). Otherwise, the arrow is considered a magical weapon for purposes of determining what creatures can be hit by it.

A priest may create one faith arrow for every three levels of experience he possesses (i.e., a 12th-level priest may create four faith arrows), but there cannot be more than six faith arrows of the caster's creation in existence at one time. Also, a faith arrow retains its enchantment until used, at which time it crumbles to dust.

In addition to the caster's holy symbol, the material component for this spell is the arrow(s) to be enchanted, which must have been made by an expert fletcher.

Float (Alteration) Reversible

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 5 segments
Duration: 1 turn/lvl.
Saving Throw: Neg.
Area of Effect: One creature or object

A priest can place float upon his person, an object, or any single creature. The priest can float a maximum of 200 lbs. per level of experience. When cast, the spell causes the priest, object, or creature to float upward toward the surface of the water at a movement rate of 3. This movement rate is in addition to or subtracted from any other (e.g., a priest or creature that normally has a swimming movement rate of 12 can swim toward the surface at a rate of 15, or dive for the bottom at a rate of 9). Horizontal movement is not empowered by the spell, but the recipient can still swim or be pulled laterally. Once cast, the spell requires no concentration and the caster can cancel it at will. If the subject of the spell is unwilling, or the object is in the possession of an unwilling creature, a saving throw vs. spells is allowed to determine if the float spell affects it. This spell works only in liquids or liquified matter (water, quicksand, molten lava, etc.) and cannot cause objects or creatures to float into the air. Objects affected by the spell will float on the surface of the water for the duration of the spell or until the spell-caster negates it. Creatures affected by the spell will also float on the surface but have the option of swimming or diving. The spell does not empower any creature with water walk or free action abilities.

The reverse, plunge, causes objects to sink into the depths (movement rate as above). The plunge spell can be devastating to ships and swimmers. Naturally, a float spell can be used to counter a plunge, and vice versa.

The material component is a small splinter of driftwood for the float spell or a small pebble for plunge.

Forge Fire (Alteration)

DWARVES ONLY

Level: 2
Components: V,S,M
Range: 2"
Casting Time: 1 round
Duration: 3 turns/lvl.
Saving Throw: None
Area of Effect: Single forge or furnace

Explanation/Description: This spell enables a dwarf to create a strong, efficient fire in a forge or furnace without burning up large quantities of fuel. Only a small bundle of sticks or a single lump of coal is needed to start a forge fire. Thereafter, the fire burns without need for more fuel for the duration of the spell. This spell only works in a smithy forge or smelting furnace which was magically prepared to accept the spell by having had a prayer spell cast upon it by a dwarven cleric when the forge or furnace was built. No harmful gases are given off by the use of this spell.

The power and heat of the fire increases with the level of the caster, so metals that are harder and have higher melting points can be melted by a forge fire cast by higher-level clerics. A list of typical metals that can be melted by a forge fire spell cast by a cleric of a given level follows:

3rd level: Lead, zinc, tin.
5th level: Copper, silver, gold, brass, bronze, electrum.
7th level: Iron, common steel alloys, meteoritic-steel alloy.
9th level: Mithral-steel alloy, platinum.
16th level: Adamantite-steel alloy.

The material components for this spell include the bundle of sticks or lump of coal used as starter fuel and a pinch of sulphur.

Mark of Brotherhood (Alteration)

DWARVES ONLY

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: Special

Available to all dwarven priests, this spell places a magical glyph on each of the recipient's hands. The symbol varies according to the priest's religion and clan, marking one of the recipient's hands with the priest's clan insignia and the other hand with the symbol of the priest's deity. Once in place, the mark of brotherhood becomes invisible. Thereafter, only those who possess an identical mark of brotherhood are able to see it, magical detection notwithstanding.

A mark of brotherhood is a permanent fixture unless the recipient commits some offense against the clan or religion associated with the spell, be it physical harm, political sabotage, or the like. If such an act is committed, the mark of brotherhood flares with the light of molten steel, searing the recipient's hands for 2 hp damage per level of the casting priest (at the time the spell was cast), and leaving behind visible scars from the ordeal. Note that this damage is derived from pure divine energy, and immunity to fire or heat will not protect the victim. Furthermore, while the inflicted damage can be healed, the scars are permanent, resisting spells like heal, regeneration, even a wish, and penetrating magical disguises including shape-shifting powers and illusions. Only after the victim has made amends for his crime (usually involving a quest on behalf of the offended party) can the scars be removed. In any case, the mark of brotherhood is negated if so triggered.

The purpose of this spell is to allow recipients to recognize one another and know who their friends are. It also serves to vindicate recipients who are falsely accused of some transgression against the clan or religion. If the charges were accurate, the defendant would bear the scars as proof.

The material component is a special steel coin bearing the priest's clan insignia on one side and the symbol of his deity on the other. Still hot from the forge, this symbol is clasped between the palms of the recipient (inflicting 1 d4 hp damage) and the spell is cast. While the component appears to be absorbed into the recipient's flesh, it is actually consumed when the priest touches the subject.

(Note: This spell is typically reserved for dwarves, but it is occasionally bestowed upon other races who have performed some great service on behalf of the dwarves.)

Siren Song (Illusion/Phantasm, Enchantment/Charm)

Level: 2
Components: V,S,M
Range: 300'
Casting Time: 2 rnds.
Duration: 1 turn
Saving Throw: Neg.
Area of Effect: Special

The victim of this spell hears haunting, beautiful music and is overwhelmed by a desire to find the music's source. The sound is illusory and is, therefore, impossible to find. The victim wanders aimlessly in the area of effect looking for the source of the music. The desire is so all consuming that the victim will ignore food and treasure, though not obvious dangers. (The victim may be caught by hidden dangers, of course, and many who wade or swim out into the sea risk drowning or attack.) The victim fights all attempts to constrain him by either friend or foe. In the first round of combat, the victim is surprised, strikes last in the round, and fights at -2 on attack and damage rolls; thereafter, he fights at -1 on attack and damage rolls but normally otherwise. Should the victim be injured in combat or forced out of the area of effect, the spell is negated and the victim returns to normal immediately.

To use this spell, a spell-caster need not be underwater, but must be within 60' of the sea or the spell fails to work. Also, the victim of the spell must be in the area of effect when the spell is cast; this area encompasses a globe with a radius of 60' + 30'/level. Those who wander into the area of effect after the casting are unaffected. The victim is allowed a saving throw vs. spells. The saving throw is modified by the intelligence of the victim. The more intelligent the creature, the more beautiful the music seems. Creatures with intelligences of four or less (semiintelligent) roll with a + 2 bonus on their saving throw. Those with intelligences 5-7 (low) roll with a +1 bonus. Those with intelligences of 8-12 (average to very) roll normally. Those creatures with intelligences of 13-14 (high) save with a -1 penalty. Those with intelligences of 15 or greater receive a -2 penalty on their saving throw. The caster can affect one creature for every three levels attained (e.g., one at 3rd level, two at 6th level, three at 9th level, etc.

The material component for this spell is any large, empty sea shell.

Swim (Enchantment/Charm)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 segment
Duration: 1 hour + 1/lvl
Saving Throw: None
Area of Effect: 1 creature/lvl

This spell gives an untrained swimmer the ability to swim as if proficient, with all chances for success detailed in the PHB (pages 120-121). If cast on a proficient swimmer, the recipient swims with a +2 Constitution for purposes of determining his success. The material component is a small pumice stone for each recipient.

Wave (Alteration)

Level: 2
Components: V,S
Range: 0
Casting Time : 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Special

When a priest casts this spell, a wave originates from him and moves in the direction he faces, in a 600 arc. The wave is 1' high per level of the caster, and it travels for 60' plus 30' per level of the caster on the open sea, reaching inland for 10' per level of the caster. Ships caught in the wave spell's area of effect must make a seaworthiness check to avoid capsizing, though at a + 30% bonus at 1st level; this bonus decreases by 5% per level thereafter, so that normal seaworthiness checks are made for a wave cast by a 7th-level sea-priest. The - 5% penalty is applied for every level after 7th level as well, so a seaworthiness check is made at -20% penalty against an 11th-level sea-priest's wave, which is 11' high and travel for 390' on the sea. The wave causes 1 hp damage per level of the caster to any land-based being struck by it if the wave rolls overland, but it does no damage to swimmers on the open sea.

Wave spells are unaffected by sea or weather conditions. Thus, a wave can be made to run at a right angle to or completely counter to the direction of any other waves. Wave spells affect the surface of the water only and have no more affect on underwater creatures than naturally occurring waves.

Weapon Shift (Alteration)

HALFLINGS ONLY

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

Available only to the priests of Arvoreen, this spell enables the caster to transform a particular weapon into an entirely different weapon. However, the spell has several important limitations, as follows:

First, the final product must be a weapon that the caster can use without penalty, with regards to both class restrictions and proficiency status.

Second, the weapon to be changed must be of similar size, and composed of the same material, as the weapon it will become. For example, a wooden club cannot be turned into a steel short sword, though a steel short sword could be transformed into a steel club. Likewise, a quarterstaff could be turned into a short bow, as they are of a similar size, but the quarterstaff could not be changed into a long bow, which is far larger.

Third, weapons that carry a magical dweomer, even if it is only a temporary enchantment (e.g., Nystul's magic aura, light, etc.), cannot be influenced by this spell. Casting it on a magical weapon simply wastes the spell.

Fourth, the transformed weapon receives no bonuses to attack or damage rolls, nor is it able to strike creatures that can be hit only by magical weapons. The altered weapon will radiate magic if detected, however.

Finally, the caster must keep the weapon in hand for the duration of the spell, else it immediately reverts to its true form. Thus, the caster cannot pass the weapon to another being nor cast spells that require somatic components or perform actions that require two hands.

Weapon shift can be negated if subjected to a successful dispel magic or more powerful effect.

The material components for this spell is the priest's holy symbol and the weapon to be transformed. Neither item is consumed in the spell's casting.

New 2nd level Cleric Spells as of 10/26/97

Blesssed Aim

Level: 2
Components: V,S
Range: 50'
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: 50' radius centered on caster

Spell grants the casters allies within the area of effect a +2 bonus to hit on all ranged attack rolls. Figures must stay within the area of effect to maintain the benefit. Bonus is applicable to ranged attacks only.

Recurring Cure Minor Wounds (Necromantic)

Level: 2
Components: V,S,M
Range: 6"
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: 3"x3"

Explanation/Description: Based on the Bless spell, the differences between these spells (besides the level), this spell heals small amounts of damage over time and this spell will affect characters engaged in combat.

Rate of healing based on the level of the caster : 1 pt / round (1st - 8th), 2 pts / round (9th - 16th), 3 pts / round (17th+)

Maximum amount of healing received for one character is 8 hp or twice the level of the target (in hp), whichever is higher.

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