DWARVES ONLY
Level: 3
Components: V,S
Range: 10 yards/level
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: None
Area of Effect: 10'-path
As its name suggests, this spell is granted only to the malign priesthood of Abbathor. The priest who casts this spell can determine the single most valuable item within the spell's range and area of effect. Note, however, that the information gained through this spell involves an item's monetary value only; it does not detect magical auras, so magical items are only as valuable as the materials from which they are made. In any case, the caster learns the exact value (in terms of gold pieces) of the item.
The use of this spell is not without risks. For every 1,000 gp value of the item detected with this spell, there is a 1% cumulative chance that Abbathor himself takes notice of the item and desires it for himself. If this occurs, there is an equal chance that Abbathor sends an avatar to retrieve the object. Obviously, a priest of Abbathor would be wise not to resist the avatar's claim on the item in question.
Note: Under no circumstances does the avatar become involved in the daily affairs of the priest or those around him. Its sole purpose is to retrieve the desired item and return with it to Abbathor's plane. Any attempt to prevent the avatar from carrying out its duty is dealt with accordingly.
GNOMES ONLY
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: None
Area of Effect: One contraption
This spell is available only to the priests of Nebelun, 'the Meddler.'
This spell enables the caster to determine the intended purpose of unfamiliar mechanical devices. The priest touches the object in question and receives a mental picture depicting what the object is supposed to do. (Note that what a contraption is supposed to do is not necessarily the same as what the contraption will do; gnomish contraptions are notorious for reacting in unexpected ways. Note also that, while this spell tells the caster how a device works, it does not tell the caster how to operate the device.)
In addition to the complex machines typically associated with gnomes, this spell can also be used to analyze contraptions like mechanical traps and locks, clockwork monsters and devices, even unique artifacts like the Apparatus of Kwalish, the Machine of Lum the Mad, or the Mighty Servant of Leuk-O.
The material component for this spell is the caster's holy symbol, which is not consumed.
Level: 3
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell creates the lowest of the undead monsters, skeletons or zombies, from the bones or bodies of dead humans. The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell). The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. Thus, a 2nd level cleric can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and goad reason by clerics of good alignment. It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell.
Level: 3
Components: V,S
Range: touch
Casting Time: 1 round
Duration: 2 turns/level
Saving Throw: none
Area of Effect: Individual
Explanation/Description: The use of an automaton spell makes it very simple to move unconscious warriors from the field of battle (or from the heart of a dungeon). After casting this spell, the cleric must touch the unconscious person for whom the spell is intended. Then, the victim, though he remains unconscious, is empowered to function as his normal self, albeit he is slowed (as per the spell). He can move and even fight, but he cannot speak or cast spells. The victim is subject to suggestions given to him by those he trusts (no saving throw) because of his impaired mental acuity.
It is, however, very damaging to the body to function when it doesn't have the normal capability to do so. For every turn or normal actions or per round of combat, the automaton must make a system shock roll successfully or perish.
Level: 3
Components: V,S,M
Range: 10 yds/level
Casting Time: 6 segments
Duration: 1 round
Saving Throw: None
Area of Effect: 30' diameter cylinder up to 60' high
This spell precipitates a rush of water out of the air, instantly drenching everything in the area of effect. Normal fires will be extinguished. Permanent magical fires will go out, but will re-light in 1-2 rounds (weapons in 1 round). Fire-based spells of first or second level are negated immediately.
Fire-based spells of third level or higher are also negated, but will create a steam cloud with a 120' diameter. Those within the steam cloud are scalded for 1-3 points of damage per round (twice this for cold-based creatures). The steam cloud lasts 2-5 rounds, half that in a breeze, and but one round in a strong wind.
This spell has doubled effect in humid climes, causes a heavy dampness in arid climes, produces slush and sleet at temperatures near freezing, and creates up to 10" of snow if the temperature is below freezing.
Note: This spell also is added to the elemental Air and weather lists.
Level: 3
Components: V, S, M
Range: 1"/level
Casting Time: 5 segments
Duration: 1 round
Saving Throw: None (& special)
Area of Effect: 3" diam. cylinder up to 6" high
Explanation/Description: By means of this spell the caster causes the atmosphere to instantly precipitate all of its water vapor in the form of huge drops of rain, the resulting condensation not only causing a true downburst of rain but also sucking more vapor into the area to likewise be precipitated. The cloudburst will effectively drench every-
thing in its area of effect within 1 segment, for its rain will fall at the rate of 1/10 inch per segment, or 1 inch of rainfall in 1 round. All normal fires within the area of effect will be extinguished by a cloudburst -small ones instantly, medium-sized ones in 3-5 segments, and large-sized ones in 8-10 segments. Magical fires will also be extinguished by a cloudburst, with the following general rules applying:
Permanent magical fires will re-light in 1-2 rounds. Small, rekindlable magical fires such as that of a flame tongue sword will be affected only during the actual cloudburst.
Spells such as produce fire and burning hands will be negated. Large-area spells such as fireball, flame strike, wall of fire, etc., will, in the course of being extinguished, vaporize the rain into a cloud of steam covering an area four times as large as the spell's area of effect (i.e., a cylinder of up to 12" in diameter and as much as 24" high). This steam will inflict 1-3 points of damage per round on normal creatures within its area, and will do twice that damage to cold-dwelling or cold-using creatures. The cloud of steam will persist for 2-5 rounds, half that if a breeze is blowing, or only 1 round if a strong wind is blowing.
In arid regions, the cloudburst will act only as a double-strength precipitation spell. In hot and humid areas, the duration of the spell will be extended to 2 rounds. In areas with a temperature between 33 and 31 F inclusive, sleet rather than rain will fall, with ice and slush being formed when it accumulates. In temperatures of 30 F and lower, the cloudburst becomes a snowburst, with one inch of snow per segment falling. The material components for the spell are powdered silver and powdered iodine crystals, plus the cleric's holy symbol.
Level: 3
Components: V, S
Range: 12"
Casting Time: 6 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 6" radius globe
Explanation/Description: This spell is similar to a light spell, except that it lasts until negated (by a continual darkness or dispel magic spell) and its brightness is very great, being nearly as illuminating as full daylight. It con be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example. Its reverse causes complete absence of light.
Level: 3
Components: V, S
Range: 1"
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: 1 cubic foot/level
Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic foot of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell, i.e. 2 cubic feet of food are created by a 2nd level cleric, 3 by a 3rd, 4 by a 4th, and so on; or the 2nd level cleric could create 1 cubic foot of food and 1 cubic foot of water, etc.
Level: 3
Components: V, S
Range: Touch
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: By touching the creature afflicted, the cleric employing the spell can permanently cure most forms of blindness, Its reverse, cause blindness, requires a successful touch upon the victim, and if the victim then makes the saving throw, the effect is negated.
Level: 3
Components: V, S
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: The cleric cures most diseases - including those of a parasitic, bacterial, or viral nature - by placing his or her hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from 1 turn to 1 week, depending on the kind of disease and the state of its advancement when the cure took place. The reverse of the cure disease spell is cause disease. To be effective, the cleric must touch the intended victim, and the victim must fail the saving throw. The disease caused will begin to affect the victim in 1-6 turns, causing the afflicted creature to lose 1 hit point per turn, and 1 point of strength per hour, until the creature is at 10% of original hit points and strength, at which time the afflicted is weak and virtually helpless.
Level: 3
Components: V,S
Range: 120'
Casting Time: 3 segments
Duration: 1rd./lvl.
Saving Throw: Special, Spell Resistance
Area of Effect: Special
Explanation/Description: The caster creates a flame of ‘dark fire’ in their hand that does not burn or otherwise harm the caster. This flame can be used to set aflame objects it comes in to contact. A caster may also throw the flame at a target up to 120’ away with no range modifiers. The ‘to hit’ roll is made versus the unarmored AC of the target. Once thrown in this manner another tongue of dark fire will appear in the casters hand until the spell duration expires. The flames can not be seen in the standard spectrum but can be seen by Infravision. The flame will cause d6 + 1/level damage and will set flammable material on fire if those articles fail a save versus magical fire. Once other objects have been lit they will burn as normal fire. A target can save to negate the effects if they have magic resistance or magical armor. Any level of magical armor provides a save versus Breath Weapons to negate.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: 1 hour/level
Saving Throw: None
Area of Effect: One human or demi-human
Explanation/Description: When a cleric employs this spell, he or she touches a human or demi-human who is unconscious and "at death's door" (-1 to -9 hit points). The spell immediately brings the individual to 0 hit points. While the individual remains unconscious, bleeding and deterioration are stopped for the duration of the death's door spell. The subject, because of being treated by the spell and now being at 0 hit points, can be brought to consciousness, and have hit points restored, by means of cure light wounds, cure serious wounds, etc., potions such as healing or extra-healing, or clerical or other items which magically restore lost hit points. The material components of the spell are the cleric's holy/unholy symbol, a bit of white linen, and any form of unguent.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: 1/2 (and special)
Area of Effect: Creature Touched
By means of this spell, the caster causes the figure touched to have their Comeliness score reduced by 1/2 (round up in favor of target). This effect is permanent and reversible only by means of a Restoration (q.v.). The target figure is allowed a Save vs. Spells at -4 against the effects. If the first save is successful, then the attribute score is reduced by 1/4 the total (round up in favor of target). Success on the first save also means that the effects of the spell can be reversed by means of a Remove Curse (q.v.). The effect of this spell causes any figure so altered to incur a morale check (at +20%) as per DMG pg. 67, to continue their current course of action. If failed, the figure will abandon all purpose and retreat to what he/she would consider a safe place.
Level: 3
Components: V, S
Range: 6"
Casting Time: 6 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 3" cube
Explanation/Description: When a cleric casts this spell, it neutralizes or negates the magic it comes in contact with as follows: A dispel magic will not affect a specially enchanted item such as a scroll, magic ring, wand, rod, staff, miscellaneous magic item, magic weapon, magic shield, or magic armor. It will destroy magic potions (they are treated as 12th level for purposes of this spell), remove spells cast upon persons or objects, or counter the casting of spells in the area of effect. The base chance for success of a dispel magic spell is 50%. For every level of experience of the character casting the dispel magic above that of the creature whose magic is to be dispelled (or above the efficiency level of the object from which the magic is issuing), the base chance increases by 5%, so that if there are 10 levels of difference, there is a 100% chance. For every level below the experience/efficiency level of the creature/object, the base chance is reduced by 2%. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. It is automatic in negating the spell caster's own magic.
DWARVES ONLY
Level: 3
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: 3 turns/Ivl.
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell empowers a cleric to key his senses into the surrounding earth or stone structure to monitor the conditions of the area. This spell can he used to monitor all the earth and stone in a spherical volume with a radius of 1" per level of the caster. The cleric is then able to note anything unusual or important happening within the area of effect through a vague feeling of unease or impending danger. Once the feeling is experienced, the cleric may try to concentrate on determining the specific thing that has set off the feeling of alarm. The chance of identifying the specific event is 5% per level of the caster. Only one identification roll can be made for each event that may trigger the feeling. If the roll fails, the cleric is unable to determine the exact problem, but does identify the general area where the problem is occurring.
Once the spell is cast, the dwarven cleric must remain quietly in place to continue concentrating on the spell. If the cleric moves more than 10' from the spot where the spell was cast or engages in strenuous activity such as melee, the spell is broken.
Many different things may set off the feeling of alarm. Digging or sapping in the area, movements by burrowing creatures, spells or magic that currently affect the earth, nonsilent movement across the earth or through a nearby passage, strenuous physical activity (such as melee) occurring on a section of the earth, or an impending natural disaster are all things that can trigger the sense of alarm. A natural disaster that sets off the alarm could be unstable geological conditions that foreshadow a mine collapse or natural earthquake, a natural gas pocket about to explode, or volcanic or geyser activity that could become dangerous.
Dwarven clerics often maintain a line of sentries in a stronghold and use this spell to monitor anything that may signal an impending attack. Clerics might note a section of castle wall being undermined, an attempt to batter through a castle gate, invaders scaling a fortress wall, or a passwall spell suddenly cast upon a section of stone wall. The material components for this spell are the cleric's holy symbol and a small sample of earth or stone from the area to be monitored.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 rd.
Duration: 1 rd./lvl.
Saving Throw: Special
Area of Effect: Creature touched
This spell enables a priest to aid and protect any one other being. By touch, the caster removes the effects of fear, sleep, feeblemindedness, hunger, pain, nausea, unconsciousness, intoxication, and insanity from the spell recipient. The recipient is protected against spells and other attacks causing these effects for the duration of the spell. Such effects are negated, not postponed until the spell expires. When this spell is cast on a being of different alignment and faith than the caster, the recipient makes a saving throw vs. spells (even if willing). If the save is successful, the spell is lost and has no effect. If the spell recipient is of the same alignment as the priest but of a different faith, the saving throw is at -4. If the spell is successful, the exalted recipient receives a +1 morale and reaction/attack bonus. If the spell recipient worships the same deity as the caster but is of another alignment, the saving throw is at -6; a successfully exalted recipient gets a +1 morale bonus. A recipient of the same faith and alignment as the caster needs no saving throw, gets a +2 morale bonus for the spell duration, and (if the cleric desires) can radiate a white, blue-white, or amber faerie fire radiance for the spell duration (if chosen, the radiance is evoked immediately and cannot be ended before the spell expires).
A priest cannot cast this spell upon himself. The material components of the spell are a flask of holy water and a powdered sapphire or diamond (worth not less than 1,000 gp).
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: 1 turn + 1 round/level
Saving Throw: None
Area of Effect: One person
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, feign death (q.v.). Note that a character of any level may be affected by the cleric casting this spell, and that the material components are a pinch of graveyard dirt and the cleric's holy/unholy symbol.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: 1 turn + 1/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: By means of this spell the caster is able to empower himself or herself, or another creature of man-size and comparable mass, to withstand non-magical fires up to temperatures of 2,000~ F It also confers a + 2 bonus to saving throws against magical fires. For every level of experience above the minimum required to create the dweomer (5th), the caster can affect an additional man-sized creature. This growing power enables multiple individuals, or one or more of greater than man-size and mass, to be affected by the flame walk spell. For instance, an 11th-level caster could empower both himself or herself and a steed such as a horse to move in molten lava. (Consider a horse to be equivalent to 6 humans for purposes of this spell; conversely, halfling-sized creatures count as 'Is human apiece, and pixie-sized creatures are considered equivalent to '14 human each.) The material components of the spell are at least 500 gp of powdered ruby and the cleric's holy/unholy symbol.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 rd.
Duration: 1 rd./lvl.
Saving Throw: Special
Area of Effect: creature touched
By means of a string of gems, rock crystals, or glass beads and his holy symbol, a priest can call into being a forceward. The air within this spherical area of protection glows faintly; it is barely visible in full sunlight but clearly lit in darkness.
All creatures except those touched or named by the priest in the spell-casting must make a saving throw vs. spells or be forced away from the caster (for 10' per level of the caster), withdrawing immediately. Warded creatures must remain outside the protected area for the spell duration unless they save vs. spells at -3 to successfully break into the warded area (one save per round for each being attempting to enter).
Any creature breaking through the forceward may move and act freely thereafter but cannot confer freedom from the ward to other creatures, even by attempting to drag them along. Any creature may freely leave the warded area but must successfully save to reenter, even if originally named as protected or if successful earlier in breaching the ward.
Missiles and spells may be launched freely into and out of the warded area. The forceward ends instantly if the casting priest leaves its confines, is slain or rendered unconscious, or wills the ward out of existence. The caster may engage in spell-casting without affecting a forceward; continuous concentration is not required to maintain it. A dispel magic spell destroys a forceward instantly.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: Special
Duration: Permanent until discharged
Saving Throw: Special
Area of Effect: 25 square feet per level of the spell caster
Explanation/Description: A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, ward an entry, or as a trap on a chest or box. When the spell is cast, the cleric weaves a tracery of faintly glowing lines around the warding sigh. For every square foot of area to be protected, 1 segment of time is required to trace the warding lines from the glyph, plus the initial segment during which the sigil itself is traced. A maximum of a 5' X 5' area per level can be warded. When the spell is completed, the glyph and tracery become invisible, but any creature touching the protected area without first speaking the name of the glyph the cleric has used to serve as a ward will be subject to the magic it stores. Saving throws apply, and will either reduce effects by one-half or negate them according to the glyph employed. The cleric must use incense to trace this spell, and then sprinkle the area with powdered diamond (at least 2,000 g.p. worth) if it exceeds 50 square feet. Typical glyphs shock for 2 points of electrical damage per level of the spell caster, explode for a like amount of fire damage, paralyze, blind, or even drain a life energy level (if the cleric is of high enough level to cast this glyph).
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: By calling upon his or her deity, the cleric casting a holy flail spell temporarily transforms his or her own holy symbol, or any non-bladed weapon which the cleric touches wielded by another being, into a magical holy flail. For 1 round per experience level of the cleric, the holy symbol or transformed weapon becomes a snakelike, flexible field of force attached to a rigid hand-hold; an invisible, crackling spectral flail that is + 2 "to hit" when wielded in battle, and is considered a magical weapon for "to hit" purposes. A strike from a holy flail does 2-7 points of damage and, if wielded by a cleric, an additional 1 hit point per experience level of the cleric damage per strike to all undead, and to any creature of a greatly different alignment than that of the cleric (see below).
If a holy flail spell is cast upon a bladed weapon, nothing will happen, and the spell will be lost. If it is cast upon a weapon held by a creature of a greatly different alignment than that of the casting cleric (i.e., good vs. evil; lawful, chaotic, and neutral considerations do not matter in this case), the flail will not form. A holy flail will always vanish if it is transferred from one creature to another, unless the being receiving it is the spellcaster or another cleric of the same deity. A holy flail does not need continued concentration on the part of the cleric to maintain it, and can be dropped to enable spellcasting (or thrown as a weapon) without vanishing. A holy flail created from a holy symbol can only be wielded by a cleric of the same deity as the symbol, or it will vanish. The material components of this spell are the holy symbol or weapon (which is not consumed or damaged in any way by the spell) and a pinch of powdered gemstone (of any type).
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 10 rounds
Duration: 1 week/lvl
Saving Throw: None
Area of Effect: One creature
This spell bestows unerring "homing" sense on a person, so that individual knows how to take the vessel back to its home port, regardless of how far off-course the ship may have been blown by storm or happenstance. The home port is where the ship was launched, or the place it returns to berth most often. This spell cannot be modified to home in on an intervening port of call.
The material component is a pebble from the vessel's native port, which must be held by the spell recipient. The rock is not consumed in spell-casting.
Level: 3
Components: V,S,M (optional)
Range: Touch
Casting Time: 1
Duration: 10 min / level
Saving Throw: N/A
Area of Effect: 1 at 1st lvl +1 target / 2 lvls
Explanation/Description: Same effect as Resist Poison with the differences being Duration and Area of Effect.
Level: 3
Components: V, S, M
Range: 0
Casting Time: 1 segment
Duration: Instant.
Saving Throw: None
Area of Effect: The caster
When cast, the spell gives the priest the ability to jet away for one round at a movement rate of 18 in the direction he is facing, like a giant squid. The spell-caster must be careful about his direction and not accidentally jet into an obstruction. Jetting into a solid object, such as a coral reef, the bottom of a ship, or into the sea floor causes 3-18 hp crushing damage. Jetting through plants, such as seaweed or kelp, causes 2-8 hp damage from being whipped by the fronds. If within 10' of the surface of the water, a spell-caster may jet straight upward and actually leap out of the water like a dolphin to a height of 1-8'. Ixitxachitl clerics and sahuagin priestesses sometimes use this leap technique to attack anyone who leans too far over the side of a ship or dock.
At the moment priest jets away, he leaves behind a great cloud of inky darkness. The cloud is a large oval shape, 60' high, 60' wide, and 80' long. The cloud reduces visibility to zero within its confines. It lasts for five rounds, suddenly dissipating at the end of the fifth round. The cloud cannot be negated by a light or continual light spell.
The material components for the inkjet spell are a small (not necessarily living) squid and a black pearl.
DWARVES ONLY
Level: 3
Components: V,S,M
Range: 1"
Casting Time: 5 rounds
Duration: Special
Saving Throw: None
Area of Effect: 2 cubic feet of water/level
Explanation/Description: This spell enables a dwarven cleric to cause a quantity of water to become infused with the magical spirit of the lightning. The water is then used in the forging or creation of certain items to improve the quality of the goods. To prepare the water, a trough or container made of fine wood inlaid with silver decorations must be constructed. The container must be made from materials worth no less than 5,000 gp. The container is then blessed by a dwarven cleric Thereafter, the container can be used any number of times to collect lightning water
The water-filled trough is first placed outdoors. The lightning water spell is then cast over the water, and the trough is left out overnight to capture the spirit of the lightning from a nighttime thunderstorm (either natural or summoned). If no storm occurs, the spell is wasted. Once the lightning-spirit is captured by the water, the water itself is not electrified, nor is the water dangerous to touch; instead, the water is simply infused with the magical potential and spiritual strength of the lightning.
When the water is retrieved the next morning, it holds its lightning-spirit charge for 12 hours or until the water is used up in the smithy. The lightning water is used in the forging of weapons, armor, or metal goods to improve the quality of the items or to prepare them for magical enchantment. To treat items, two cubic feet of water is necessary for each piece of metal jewelry or other small item crafted, six cubic feet of water for each weapon, and 12 cubic feet of water for each suit of armor.
The lightning water removes imperfections, strengthens metal, and generally makes the items superior in quality. Metal jewelry crafted with lightning water becomes one category better in value (see the table of jewelry values on page 26 of the DMG. All metal items, weapons, and armor crafted with lightning water make a saving throw to avoid damage at + 1 (see the Savin Throw Matrix on page 80 of the DMG).
When an item crafted with lightning water is to be enchanted by dwarven clerics, there is a 2% cumulative chance per day of the item becoming magically enchanted (DMG, page 118). Using the lightning water spell before an item is to become enchanted is a standard practice with clerics of the dwarven race.
The material components for this spell are a miniature, silver lightning rod (worth at least 500 gp) and a vial of holy water sprinkled into the trough of water to be ensorcelled.
Level: 3
Components: V,S,M
Range: Special
Casting Time: 1 Day
Duration: Instantaneous
Saving Throw: None
Area of Effect: Caster
Explanation/Description: By means of this spell, the caster is able to determine the exact location of the nearest Amulet of Immortality. The spell takes 1 full day to cast at the end of which, the caster will be made aware of the location. This will not inform the spell caster of any dangers involved in obtaining the item, but merely where it is and and a vague image of the locations’ appearance.
The range is limited only to the plane on which the spell is cast. Only the spell caster is informed of the location. The material component is some magical item fashioned by the gods to channel the divining.
Level: 3
Components: V, S, M
Range: 6" + 1 "/level
Casting Time: 1 turn
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell aids in location of a known or familiar object. The cleric casts the spell, slowly turns, and knows when he or she is facing in the direction of the object to be located, provided the object is within range, i.e. 7" for 1st level clerics, 8" for 2nd, 9" for 3rd, etc. The casting requires the use of a piece of lodestone. The spell will locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. By reversal (obscure object), the cleric is able to hide an object from location by spell, crystal ball, or similar means. Neither application of the spell will affect a living creature.
Level: 3
Components: V,S,M
Range: 0
Casting Time: 1 rd.
Duration: 1-4 rds.
Saving Throw: Special
Area of Effect: Special
By means of a stone, a piece of wood, and two drops of holy water, this spell enables a priest to create a magical mace. A mace of Odo is actually a mace-shaped construct of force. It is translucent but glows bright white (its radiance equal in effects to a light spell). The mace can be wielded immediately when casting is complete, or it can be held for up to three rounds. All spells cast at the bearer of a mace of Odo are absorbed harmlessly by the mace (area-effect spells are not affected by such a mace).
A mace of Odo strikes at + 5 to hit and does 3-18 hp damage (4-24 hp to undead). Whenever it strikes, or four rounds after the round of its casting (whichever comes first), the mace vanishes instantly in a burst of white radiance. Creatures of 2 HD or less suffer only 1 hp damage when struck by a mace of Odo but must save vs. paralyzation or be paralyzed for 2-5 turns.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 6 rounds/level
Saving Throw: None
Area of Effect: The cleric
Explanation/Description: This spell enchants the caster's vestment, providing protection equivalent to armor. It will only function while the cleric is on ground consecrated to his or her deity (cf. 1st-level ceremony spell). If any armor or protective device is worn during the spell duration, the vestment protects as if normal chain mail armor If no other protection is worn, the vestment also gains a + 1 enchantment for each four levels of the cleric, to a maximum effect of chain mail + 4 (base AC 1). The magic lasts for 6 rounds per level of the caster, or until the caster loses consciousness or leaves the consecrated area. The material components are the vestment to be enchanted and the cleric's holy/unholy symbol.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 7 segments
Duration: 8 rounds + 1-8
Saving Throw: None
Area of Effect: Special
Explanation/Description: The magic of this spell, when properly cast, allows the cleric to meld his or her body and possessions worn or carried into a large stone. To effect the spell, the cleric stands next to the stone to be melded into (which must be large enough to accommodate the cleric's body in all three dimensions) while holding a small sample of the same type of ston6. When casting is complete, the cleric and up to 100 pounds of his or her non-living gear blend into the stone. Magical artifacts and relics are not affected by the spell. If the dimensions of the stone are not sufficient, or if the cleric is wearing and carrying more than 100 pounds of gear, the spell will fail and be wasted. The magic lasts for 9-16(1d8 + 8) rounds, the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the cleric can step out of the stone along the same surface that he or she used to enter it (i.e., the spell does not allow movement through the stone such as would a passwall or phase door spell). If the duration runs out before the cleric exits the stone, then he or she will be expelled from the stone and take 4-32 (4d8) points of damage -and each piece of gear affected must save versus petrification or turn to stone. While in the stone, the cleric is aware of the passage of time; however, he or she cannot see or hear anything that may be going on around the stone. The following spells will harm the cleric if cast upon the stone that he or she is occupying: Stone to flesh will expel the cleric and inflict 4-32 points of damage, but items carried need not save. Stone shape will cause 4-16 (4d4) points of damage, but will not expel the cleric. Transmute rock to mud expels the cleric and will slay the victim instantly unless he or she makes a successful saving throw versus spell.
Level: 3
Components: V,S,M
Range: 1"/level
Casting Time: 3 Segments
Duration: 1 Round/level
Saving Throw: Neg.
Area of Effect: 1 Person
When this spell is cast on a figure the affected recipient starts to feel discomfort in their groin area. The discomfort begins immediately if the save is failed. These factors will affect the saving throw: Cleanliness of the figure (modifier of +1 to -3 ---> meticulously clean to utterly uncleanly). If the save is failed, the figure loses ALL Dexterity bonuses immediately, movement is reduced to 1/3 normal and the figure may only attack 1/2 of the normal rate (ie. 1 attack per 2 rounds for non-fighter types). Components for the spell are pubic hair, a pinch of sulphur and a pinch of phosphorous. The items are rubbed together in both hands at the time of casting and disappear after the spell completes.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: One Prime Material Plane creature
Explanation/Description: This spell enables the caster or any other eligible creature touched to be partially protected from an undead monster that has an existence on the Negative Material Plane (such as a shadow, wight, wraith, spectre, or vampire). The dweomer of the spell opens a channel to the Positive Material Plane, the energy from which helps to offset the effect of the undead creature's attack. The recipient is allowed a saving throw versus death magic if he or she is touched (attacked) by an undead creature. Success indicates that the recipient takes normal hit-point damage from the attack, but does not suffer the drain of experience that would otherwise take place. In addition, the undead creature takes 2-12 (2d6) hit points of damage from the Positive Plane energy. The magic is only proof against one such attack, and dissipates after that attack whether or not the saving throw is successful. If the saving throw versus death magic is failed, the recipient of the spell takes double the usual physical damage in addition to the loss of experience that normally occurs. The spell will also protect the recipient from the effect of a magic-user's energy drain spell, but in such a case the magic-user is not affected. The contact between the Positive and Negative Planes that this spell brings about will cause a bright flash of light and a sound like that of a thunderclap, but these phenomena do not cause damage in any event. The protection will last for 1 turn per level of the cleric casting the spell, or until the recipient is successfully attacked by an undead monster This spell cannot be cast on the Negative Material Plane.
Level: 3
Components: V, S, M
Range: 0
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 6" radius
Explanation/Description: This spell exactly duplicates the effects of a chant with regard to bonuses of + 1 for friendly attacks and saving throws and -1 on like enemy dice. However, once the prayer is uttered, the cleric can do other things, unlike a chant which he or she must continue to make the spell effective. The cleric needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.
ELVES ONLY
Level: 3
Components: V,S
Range: 10 yards/level
Casting Time: 1 round
Duration: 1 round
Saving Throw: None
Area of Effect: Special
This spell is available only to the priests of Corellon Larethian.
When probe enemies is cast, all hostile entities within the spell's range, and in the priest's line of sight, are probed by the spell's magic. While the duration lasts, the caster must maintain concentration; if the caster is distracted (i.e., suffers damage, casts another spell, initiates melee, etc.), the spell fails, and no information is learned. Once the duration has run its course, however, the caster will know which opponent is the most powerful, or which foe poses the greatest threat to the priest, if no single enemy can be regarded as more powerful than any other. Note, however, that the spell does not tell the caster why or what makes a given creature more powerful than another, only that it is more powerful in some way.
While this spell offers no saving throw to those it inspects, magic resistance still applies, as do magical effects that impede the effectiveness of Divination magic (e.g., amulet of proof against detection and location). In such instances, the probe enemies spell will choose the most powerful opponent who is not so obscured.
Level: 3
Components: V,S,M
Range: Special
Casting Time: 5 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Target Character
Explanation/Description: Below exceptions outstanding, acts the same as the 1st level spell 'Cure Light Wounds".
Material component is a vial of holy water.
Range : 1" / level
Activation : Dex. roll. and the character must be in line-of-sight.
Out of combat the cleric needs to make a Dex roll - (range - 1 in inches) to activate the spell
For a cleric with 14 dex :
Target at 4" (7 or 8 hexes) .... (14 - (4-1)) = 11 on a d20
Target at 2" (3 or 4 hexes) .... (14 - (2-1)) = 13 on a d20.
In combat the cleric needs to make a modified 'to hit' roll as follows :
Target's AC is 10 - Target's Dex modifier - magical protection. For example a target with a 15 DEX (-1 to AC) and a +2 Ring of Protection would be a to hit AC of 10 - 3 = 7.
Other factors to consider when attempting 'to hit' (in or out of combat) :
(1) Protection from Normal Missiles/Wall of Force would negate this spell
(2) Effects of the 'Shield' spell need to be considered
(3) Size of the target needs to be considered (for example dwarves/halfings -2, humanoids over 6' tall +1)
(4) Roll to miss intermediate enemies (rolls situational at DM's discretion)
(5) Shatter would negate this spell
Level: 3
Components: V, S
Range: Touch
Casting Time: 6 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: Special
Explanation/Description: Upon casting this spell, the cleric is usually able to remove a curse - whether it be on an object, a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell will not affect a cursed shield, weapon or suit of armor, for example, although the spell will typically enable the person afflicted with any such cursed item to be rid of it. The reverse of the spell is not permanent; the bestow curse lasts for 1 turn for every level of experience of the cleric using the spell. It will lower one ability of the victim to 3 (your DM will determine which by random selection) 50% of the time; reduce the victim's "to hit" and saving throw probabilities by -4 25% of the time; or make the victim 50% likely per turn to drop whatever he, she, or it is holding (or simply do nothing in the case of creatures not using tools) 25% of the time. It is possible for a cleric to devise his or her own curse, and it should be similar in power to those shown. Consult your referee. The target of a bestow curse spell must be touched, If the victim is touched, a saving throw is still applicable; and if it is successful, the effect is negated.
Level: 3
Components: V, S
Range: 1 "/level
Casting Time: 6 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 1-4 creatures in a 2" x 2" area
Explanation/Description: By the use of this spell, the cleric can free the subject creature(s) from the effects of paralyzation or similar forces (such as a hold spell). By casting this spell and then pointing his or her finger in the proper direction, the cleric can remove paralysis from as many as 4 creatures that are within range and within the area of effect. There must be no physical or magical barrier between the caster and the creature(s) to be affected, or else the spell will fail and be wasted. Each target of the spell obtains a new saving throw versus paralyzation, at a + 3 bonus if only one creature is involved, +2 if two creatures are to be affected, and + 1 if three or four creatures are the target.
The reverse of the spell, cause paralysis, can affect only one target, which must be touched by the cleric (successful roll "to hit") using his or her holy/unholy symbol. If the victim fails a saving throw versus spell, paralyzation will set in for a duration of 1-6 rounds plus 1 round per level of the caster. Clerics of good alignment should be very discerning in their use of cause paralysis, and this spell might actually be prohibited to clerics belonging to certain good-aligned orders.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 5 segments
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: Creature Touched
Explanation/Description: When this spell is placed upon a creature by a cleric, the creature's mind is shielded from mental-based attacks. 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. The caster needs a copper piece ("penny for your thoughts?") as the material component of this spell.
Level: 3
Components: V, S, M
Range: 1
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: One creature
Explanation/Description: Upon casting a speak with the dead spell, the cleric is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the cleric must be able to converse in the language which the dead creature once used. The length of time the creature has been dead is a factor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions can be asked are dependent upon the level of experience of the cleric. The cleric needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or portion thereof.
Level of Maximum Experience | Length of Time Dead | Time Questioned | Number of Questions |
up to 7th | 1 week | 1 round | 2 |
7th - 8th | 1 month | 3 rounds | 3 |
9th- 12th | 1 year | 1 turn | 4 |
13th- 15th | 10 years | 2 turns | 5 |
16th - 20th | 100 years | 3 turns | 6 |
21st and up | 1,000 years | 6 turns | 7 |
HALFLINGS ONLY
Level: 3
Components: S,M
Range: 0
Casting Time: 1 round
Duration: 1 turn +1 round/level
Saving Throw: None
Area of Effect: Special
As the name suggests, the use of this spell is the province of the priesthood of Brandobaris.
When this spell is cast, the priest temporarily gains the ability to Move Silently and Hide in Shadows as a thief of equal level. Dexterity and racial adjustments apply, as does armor restrictions. If the caster is a multiclassed thief/priest (as noted in Monster Mythology, page 39), his chance of success when using either skill is increased by 20%.
Stealth of Brandobaris is cancelled if exposed to a successful dispel magic or similar power. It cannot be cast on another creature; only the caster can benefit from the spell.
It should be noted that, due to the nature of the magic, no verbal component is required to cast the spell. Instead, the priest uses his holy symbol and a silent gesture, coupled with a mental prayer to Brandobaris, to invoke the spell.
Level: 3
Components: V, S
Range: 30 yds.
Casting Time: 4 segments
Duration: 1 turn + 1/lvl
Saving Throw: None
Area of Effect: 10 yds beachfront/lvl
This spell aggravates the natural wave action on a beach so that higher and higher waves rush ashore until a violent crashing surf rolls in. It can catch people unaware or hinder boats moving to and from the beach. At its most violent, surf can damage or destroy beachfront structures and docks. Once the wave action begins, the spell-caster himself must move away from the surf, for the longer the spell lasts, the more violent the resulting wave action will be. For its first turn of duration, the surf rushes up to its normal high-water mark. For every turn past that, the surf advances a further 10 yards inland. Surf raised by a 6th-level sea priest, for instance, will wet the shore a distance of 60 yards from the normal high-water mark.
Level: 3
Components: V,M
Range: Touch
Casting Time: 5 segments
Duration: 4 hours +1 hr/lvl.
Saving Throw: None
Area of Effect: Creature touched
This spell maintains a creature's body heat against cold for four hours, plus one additional hour per level of the caster. Also, any cold-based damage is restored at the rate of one hit point per turn. When exposed to magical cold or special cold-based attack, the protected creature receives a +2 bonus to saving throws, and cold-based damage is reduced by 1 point per die. This spell is not cumulative with any other magical protections against cold.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 7 segments
Duration: 1 turn + 1/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: By means of this spell, the caster is able to empower himself or herself or another creature of man-size and comparable mass to tread upon water as if it were firm, grassy ground (cf. ring of water walking). For every level of the caster above the minimum required to create the dweomer (5th level), he or she can affect an additional man-sized creature. This growing power enables multiple individuals, or one or more of greater size and mass, to be affected by the water walk spell. For instance, an 11th-level caster could additionally affect a horse, so that he or she could move atop the waves while mounted. (Consider a horse to be equivalent to 6 humans for purposes of this spell.) The material components for this spell are a piece of cork and the cleric's holy/unholy symbol.
Level: 3
Components: V,M
Range: 10 yds./level
Casting Time: 6 segments
Duration: 1 turn +1 rd./lvl.
Saving Throw: Special
Area of Effect: Special
This spell creates an pillar of air 5' in diameter and up to 5' tall per level of the caster. The vertical dimension is decided at the time of casting. The pillar of air exerts an upward force of 40 pounds per level of the caster. If this is sufficient to counter the weight of an object or creature entering the area, the latter will rise vertically to the top of the column in a single round. Unwilling creatures are allowed a saving throw vs. spell to avoid the effect. The caster can vary the height of the pillar from the possible maximum to a minimum of 5' by concentrating for one round.
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