Level: 4
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: Permanent
Saving Throw: Neg. (see below)
Area of Effect: One creature
Explanation/Description: When a cleric employs a spell of this sort, he or she is attempting to return a creature from another plane of existence to its own plane. The exact name of the type of creature to be affected by the abjure spell must be known. If the creature also has a specific (proper) name, then that too must be known and used. The naming cleric then compares his or her level against the level or hit dice of the creature under abjuration, in the same way that the success of a dispel magic spell is determined (base 50% chance of success, plus or minus the level/HD difference between the caster and the creature to be affected). The percent chance for success is then compared to a percentile dice roll. If the roll is equal to or less than the chance to abjure, the creature is instantly sent back to its own plane. In all other cases the spell fails. (The creature might not wish to remain on the caster's plane, and in such a case it could be appreciative of the cleric's attempt to return it to its home.)
The reverse of this spell, implore, entreats some like-aligned creature from another plane to come to the cleric casting the spell. Success must be determined just as if abjure had been cast. In like vein, the spell caster must know the exact name of the type of creature as well as its given name, if any. If the implore spell succeeds, the cleric has absolutely no guarantee that the creature summoned from another plane will be favorably disposed to him or her Neither version of the spell will function upon deities, but might affect servants or minions thereof.
The material components for an abjure spell are a holy/unholy symbol, holy or unholy water, and often some material inimical to the creature. In reversed form, the material components are the same except for the last, which must be something that the implored creature craves or respects.
Level: 4
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: 1 rd + 1 rd/lvl
Saving Throw: None
Area of Effect: 1"
Explanation/Description: Functions similar to a Aid Spell but it affects multiple targets designated by the caster. The HP’s are temporary and are used as described in the Aid Spell. Once the spell expires or is ended or dispelled all temporary HP’s are lost as well as the bonus to hit and save. The spell provides 1d8 hp plus 1 per every 2 levels of the caster up to a max of +10. The material components are the same as Aid but 2 strips of cloth instead of 1.
Level: 4
Components: V,S,M
Range: Touch
Casting Time: 7 segments
Duration: 3 rds. + 1 rd./lvl.
Saving Throw: Special
Area of Effect: 20' radius globe
This spell allows the caster to animate a normal statue and have it fight for him. The statue can be from 3-12' tall and can be made of wood, stone, or crystal. When animated, the statue has AC 5, 4d8 hit points, attacks as a 4-HD monster, and can be damaged only by magical weapons. The statue has one attack per round, either by weapon or a blow for 1-8 points of damage. The statue can be deactivated by a successful dispel magic spell.
If the spell is cast on a statue that is already magical, the statue will animate and attack the caster, pursuing until the caster successfully escapes it or is slain.
ELVES ONLY
Level: 4
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special
This spell is granted only to the priesthood of Aerdrie Faenya. When cast, this spell causes the caster and all of his belongings (which must be held or carried) to assume a gaseous state, not unlike the effects produced by a potion of gaseous form. The change takes a full round to occur, and during this time the caster cannot perform any other actions, as intense concentration is required until the transformation is complete. As the change takes place, the caster is virtually helpless, and if he suffers physical damage or is otherwise prevented from maintaining concentration, the spell is foiled, and the caster immediately reverts to his actual form. Once the transformation is complete, concentration is no longer required.
While in gaseous form, the priest gains all of the abilities inherent to such a state. He may pass through the tiniest cracks and openings, avoid damage from physical blows, blend with other vapors, and so forth. However, the caster must also bear the drawbacks of such magic: verbal communication is impossible, base movement rate is 3 (which is further reduced, or negated entirely, by strong wind), vulnerability to exceptionally powerful winds, susceptibility to fire, and so forth.
Once the spell is cast, it must run its course; the caster cannot revert to his true form until the duration expires. However, a successful dispel magic can force the spell to end early. During a forced change (which also takes a full round), the caster's body is racked with severe pain and convulsions, which continues for 2-5 rounds after the reversion is complete. During this time, the caster cannot cast spells, fight, or even communicate properly. Opponents gain a +4 bonus to hit when attacking the convulsing caster. Note that a cure light wounds or more powerful healing magic will end the pain and convulsions immediately, allowing the recipient to act normally thereafter.
The material component for this spell is the priest's holy symbol.
HALFLINGS ONLY
Level: 4
Components: V,S,M
Range: 10' radius
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special
This spell is granted only to members of Urogalan's clergy.
When cast, a pair of jet-black hounds appear anywhere within the spell's range, as desired by the caster. The hounds are completely loyal to the caster, and will attempt to carry out the caster's every command, so long as such actions do not contradict the tenets of Urogalan's faith (if ordered to undertake such a task, the hounds simply vanish, ending the spell). The caster's control over the hounds is nearly absolute; only a full wish or divine intervention is sufficient to subvert the hounds' loyalty to the caster.
The hounds are regarded as war dogs (MONSTROUS MANUAL tome, page 57) with maximum hit points (18 hp) and lawful neutral alignment. They are more intelligent than normal war dogs (INT low), however, and are capable of understanding complex instructions.
Call hounds ends if the hounds are slain or subject to a banishment spell, if the caster is slain or rendered unconscious, or if the caster wills the spell to cease; dispel magic has no effect on the hounds. Protection from good and similar powers can keep the hounds at bay, however.
The material components for this spell are the caster's holy symbol and a silver dog whistle (worth at least 50 gp), which the caster sounds during casting. The whistle is consumed upon the spell's expiration.
Level: 4
Components: V,M
Range: 0
Casting Time: 7 segments
Duration: 1 turn + 1 rd/lvl.
Saving Throw: Special
Area of Effect: 20' radius globe
This spell creates an area in which the air remains perfectly calm. This will negate the effects of whirlwinds and spells such as dust devil and gust of winds within the protected area, although the spell itself will not be ended. Creatures from the plane of elemental Air, and wind-based creatures such as vortices and windwalkers, will shun and seek to leave the area at the earliest opportunity. This area is mobile with the caster, and lasts as long as the caster concentrates undisturbed (up to half movement allowed, but no other strenuous actions).
Level: 4
Components: V,M
Range: Touch
Casting Time: 7 segments
Duration: 1 turn + 1 rd/lvl
Saving Throw: Special
Area of Effect: 20' radius globe
This spell creates an area in which the air remains perfectly clear. It banishes smoke, gas, fog, and instantly settles particles such as blowing sand, soot, or grit. Creatures in gaseous form are immediately expelled from its confines and they cannot enter the area while the spell is in effect. The spell will affect the area surrounding the creature touched, and it is mobile with it.
Level: 4
Components: V, S, M
Range: 0
Casting Time: 6 segments
Duration: 1 turn/level
Saving Throw: Neg.
Area of Effect: The cleric
Explanation/Description: The casting of this spell empowers the cleric to radiate a personal aura of fear out to a 3' radius. Any character or creature that intrudes upon this aura must save versus spell or run away in fear for 6 rounds (cf. 3rd-level magic-user spell fear). The spell will only remain in effect until one creature fails to save, whereupon the dweomer of the spell is dissipated. The spell has no effect upon creatures that themselves radiate fear; or upon undead creatures of any sort, and it is not dissipated upon contact by such creatures. It likewise remains in effect if an intruder makes a successful saving throw, but will expire after a duration of 1 turn per level of the cleric if not brought down earlier Note that members of the cleric's party are not immune to the effects of the spell. The cleric may cancel the aura at any time before the duration ends if desired.
The reverse of the spell, cloak of bravery can be cast upon the cleric or upon another creature which is a willing recipient. A character or creature protected by a cloak of bravery gains a + 3 bonus to the saving throw against any form of magical fear encountered. The magic of the cloak of bravery works only once and only upon a single figure, and is dispelled whether or not the recipient succeeds on his or her saving throw. The magic does not negate or otherwise affect the innate ability of a creature (such as a devil) to radiate fear, so that the creature can still affect others in the vicinity.
The material components for a cloak of fear are a miniature quiver and a chicken feather; for a cloak of bravery, the necessary items are a drop of alcohol and the brain of a newt.
DWARVES ONLY
Level: 4
Components: V,S,M
Range: Special
Casting Time: 1 hour
Duration: Permanent
Saving Throw: None
Area of Effect: 100 square feet
This spell is available to priests of all dwarven religions, but its use is typically reserved for the priests of Dumathoin, who are generally regarded as the 'keepers of the dead.' This spell is cast over a dwarven tomb or crypt. If the tomb is larger than the spell's area of effect, additional castings can ensure that the entire crypt complex benefits from the spell. Otherwise, the spell is effective only within its 100-square-foot area.
Once the crypt ward is in place, it causes the dwarven remains interred therein to animate temporarily in order to protect the tomb from grave robbers. Whenever an intruder enters the spell's area of effect, the dwarven bones contained therein rise up and attack. The animated dwarves attack as fighters equal to one-third of the caster's level at the time the crypt ward was set up (fractions dropped), and possess 5 hp per level. Thus, a crypt ward cast by a 12th-level priest will produce 4th-level dwarves who possess 20 hp each. Note, however, that the animated dwarves are not actual undead creatures; the effect is similar to how wizards animate weapons with the enchanted weapon spell. Also note that the dwarves will not animate and attack other dwarves, so long as the visiting dwarves are not attempting to plunder the tomb. Other races are not so fortunate if not accompanied by a dwarf.
In any case, the dwarves animated by this spell cannot leave the spell's area of effect. If intruders flee that area, the dwarves return to their resting places until the next intrusion. If the animated dwarves are "slain," it should be assumed that their remains have been destroyed.
Dispel magic cannot negate a crypt ward, but a limited wish, wish, or remove crypt ward can, as does the destruction of the tomb complex itself.
The reverse of this spell, remove crypt ward, enables the caster to negate a crypt ward. In most dwarven enclaves, remove crypt ward is reserved for those rare times when the dwarven remains must be transported to a new site. Note, however, that the priest attempting to remove the crypt ward must be of equal or greater level than the caster of the crypt ward when the spell was set in place.
It is said that the dwarven priests of old were far stronger than those of today, so it is likely that, in truly ancient dwarven strongholds, there are crypt wards that cannot be removed by modern priests.
The material components for both versions of this spell are the caster's holy symbol and the ritual sacrifice of 10,000 gp worth of precious metals and minerals.
Level: 4
Components: V, S
Range: Touch
Casting Time: 7 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: This spell is a mare potent version of the cure light wounds spell (q.v.). Upon laying his or her hand upon a creature, the cleric causes from 3 to 17 (2d8+1) hit points of wound or other injury damage to the creature's body to be healed. This healing will affect only those creatures listed in the cure light wounds spell explanation. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict3 to 17 hit points.
Level: 4
Components: V, S, M
Range: 3"
Casting Time: 7 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: One person
Explanation/Description: When the cleric employs this spell, the recipient is immediately able to determine if truth is being spoken. The spell lasts one round for each level of experience of the cleric casting the detect lie. Gold dust is necessary for this spell. Its reverse, undetectable lie, makes bald-face untruths seem reasonable, or simply counters the detect lie spell powers. The reverse spell requires brass dust as its material component.
Level: 4
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Special
Explanation/Description: Similar to an augury spell, a divination spell is used to determine information regarding an area. The area can be a small woods, large building, or section of a dungeon level. In any case, its location must be known. The spell gives information regarding the relative strength of creatures in the area; whether a rich, moderate or poor treasure is there; and the relative chances for incurring the wrath of evil or good supernatural, super powerful beings if the area is invaded and attacked. The base chance for correct divination is 60%, plus 1% for each level of experience of the cleric casting the spell, i.e. 65% 015th level, 66% at 6th, etc. The Dungeon Master will make adjustments to this base chance considering the facts regarding actual area being divined, If the result is not correct, inaccurate information will be obtained. The material components of the divination are a sacrificial creature, incense, and the holy symbol of the cleric. If an unusually patent divination is attempted, sacrifice of particularly valuable gems or jewelry and/or magic items may be required.
Level: 4
Components: V, S
Range: 10 yds. + 1/lvl
Casting Time: 1 rd.
Duration: Special
Saving Throw: Special
Area of Effect: 1 creature
This spell allows the caster to seize control of an elemental summoned by someone else. The priest has a 50% base chance of success; the roll is adjusted by the difference in level or Hit Dice between the cleric and the creature he seeks to control. This roll is further modified by the difference between the original summoner's Wisdom and the caster's: the difference between the two is a bonus added to whomever has the greater Wisdom.
Only one attempt may be made per creature; if the priest does not seize control of the elemental, no future efforts will succeed. If the effort is successful, the elemental obeys the wishes of the priest for the remainder of its stay on the physical plane.
Level: 4
Components: V, S, M
Range: 1
Casting Time: 1-100+ turns
Duration: Permanent
Saving Throw: None
Area of Effect: One creature or object
Explanation/Description: The spell of exorcism will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by magic jar (q.v.) spell, demonic possession, curse, and even charm, for the exorcise spell is similar too dispel magic spell. Furthermore, it will affect a magical item if such is the object of the exorcism. Thus a soul object of any sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely. (Cf. ADVANCED DUNGEONS ft DRAGONS, MONSTER MANUAL, Demon.) The exorcise spell, once begun, cannot be interrupted, or else it is spoiled and useless. The base chance for success is a random 1% to 100%. Each turn of exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Base chance of success is modified by -1% for each level of difference between the cleric's level of experience and the level of the possessor or possessing magic, where the smaller number is the cleric's level. In the obverse, a +1% cumulative is added. The referee can determine base chance according to the existing circumstances if he or she so desires. Material components for this spell are the holy abject of the cleric and holy water (or unholy, in the case of evil clerics, with respect to abject and water). A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic.
Level: 4
Components: V, S, M
Range: 2"
Casting Time: Special
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: One or more insects
Explanation/Description: By means of this spell, the cleric can turn one or more normal-sized insects into larger forms which resemble the "giant" forms of such creatures as described in the Monster Manual books or the FIEND FOLIO(r) Tome. The number of insects that can be affected is dependent upon the cleric's level: one at 7th-9th level, two at 10th or 11th level, three at 12th or 13th level, and four at 14th or higher level. The total hit dice of all giant insects created is 3 HD at 7th-gth level, 4 HD at 10th or 11th, 5 HD at 12th or 13th, and 6 HD at 14th or higher level. The magic only works upon one type of insect at one time; i.e., a cleric cannot use the same casting of the spell to affect both an ant and a fly. The casting time for a giant insect spell is one round per hit die of the resulting giant creature(s); if the casting is interrupted for any reason, the subject insect(s) will die and the spell will be ruined. A monster created by this spell will have as many attacks per round as its namesake, but will not do full damage unless the created form has as many hit dice as the usual giant version of the same insect-Although it may have more hit dice than a standard giant form, the created insect can never exceed the damage figures given in the books. Example: A cleric of 14th level can use the giant insect spell to enlarge a normal wasp to one having 6 HD (instead of the usual 4 HD for a giant wasp; see Monster Manual), but the creature would still do damage of 2-8/1-4. Conversely, a 7th-level cleric can use this spell to create a giant wasp of 3 HD, and such a creature would have reduced damage figures of 2-6/1-3 - three-fourths of the damage potential of a "real" giant wasp, since it only has three-fourths of the usual number of hit dice for such a creature.
The spell will only work on actual insects. Arachnids, crustaceans, and other types of small creatures are not affected. The giant insects created will not have any special attacks or defenses possessed by the standard giant forms; however, armor class, movement rate, and other physical characteristics are as described in the creature's book listing. Any giant insects created by this spell will not attempt to harm the cleric, but the cleric's control of such creatures is limited. He or she could give them simple commands such as "attack," "defend:' "guard:' and so forth, but could not instruct them to attack a certain creature or guard against a particular occurrence. Unless commanded to do otherwise, the giant insects will attempt to attack whomever or whatever is near them.
The reverse of the spell, shrink insect, will reduce the size of standard giant insects as well as those created by the unreversed form of the spell. The shrinking will be at a rate of 1 HD for every 4 levels of the casting cleric, with a maximum of 6 HD of reduction (to a minimum of 1/8 HD, or 1 hp). Special attacks possessed by a standard giant insect will be retained, but at a weaker level which allows a bonus to the saving throw versus the attack. For instance, a 9th-level cleric could cast shrink insect upon a standard giant wasp to reduce it from 4 HD to 1 HD. The resulting insect would still be able to use its poison sting, but the saving throw against such an attack would be at a + 3 bonus (or perhaps higher), and the hit-point damage from its normal attacks would be reduced to 1-2 for a bite and 1 point for a sting - one-fourth of the usual amounts, since the creature is only one-fourth of its original size. The material component for either version of the spell is the cleric's holy/unholy symbol.
Level: 4
Components: V, S
Range: 10 yards
Casting Time: 6 segments
Duration: 1 turn + 1/lvl
Saving Throw: Special
Area of Effect: 20' X 10' area
This spell immobilizes normal wave motion in a 20' X 20' area. It stills the waters, permitting drowning sailors, lost cargo, or other items to be fished out of heavy seas. When cast during a heavy chop, the ocean within the area of effect becomes as still as pond water; if seas are heavier than this (as during a violent storm), the wave action is reduced to a heavy chop.
If the sea is agitated by an elemental or hostile magic, hold wave fails unless the spell-caster makes a saving throw vs spell. If the seas are already affected by hold wave, the hostile spell caster or elemental must make a saving throw to disrupt the magically-calmed waves.
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: One individual
Explanation/Description: By the use of this spell, the cleric can bestow the ability to cast a particular spell upon a character normally unable to cast spells. The magic is only effective on thieves, fighters, cavaliers, assassins, monks, rangers (of under 8th level), and paladins (of under 9th level) - it will not work on a member of any other character class or sub-class, nor will it function upon a monster or any individual with less than one full hit die. The spell or spells to be imbued in the subject must be ones that the cleric presently carries (i.e., has prayed for), and they can only be spells of an informational or defensive nature, or a cure light wounds spell. An attempt to transfer any other sort of spell will cause the magic to fail, and then no spells will be imbued in the recipient even if other allowable spells were also chosen. As many as three separate spells can be imbued, including one 2nd-level spell and one or two 1st-level spells. In order to receive any spell, the subject character must have a wisdom score of 9 or higher A single 1st-level spell can be imbued in any eligible recipient, but the recipient must be at least 3rd level to receive two 1st-level spells, and must be at least 5th level to receive a 2nd-level spell. If a transferred spell's characteristics (range, duration, area of effect, etc.) are variable according to the level of the caster, then the recipient will cast them at his or her own level. All other spell details (e.g., casting time, components, etc.) apply normally.
When a cleric casts imbue with spell ability upon another character, the cleric loses that particular spell from his or her repertoire and cannot memorize more spells until the recipient uses all of the spells that were transferred. The material components for this spell are the cleric's holy/unholy symbol, plus some minor item "borrowed" from the intended recipient which is symbolic of his or her profession (a lock-pick for a thief, a dagger for an assassin, etc.). The "borrowed" item is consumed in the casting of the spell.
Level: 4
Components: V,M
Range: Touch
Casting Time: 7 segments
Duration: Special
Saving Throw: Special
Area of Effect: One portal
This spell allows the caster to magically seal a door, window, box, etc. against one type-of creature (ghouls, bears, elves, etc). The seal is effective against any such creatures whose hit dice are equal to or less than the caster. More powerful creatures will shatter the seal.
In addition all magical and enchanted creatures cannot pass the sealed portal, nor are their magical abilities effective against it. Other creatures can try to physically destroy the door, box lid, etc. The warding magic will inflict one-quarter damage (round up) caused to the closure back upon the creature trying to break through.
The seal lasts until the portal is opened.
Level: 4
Components: V, S, M
Range: 12"
Casting Time: 1 turn
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 1"x1" square/level area
Explanation/Description: The cleric casting a lower water spell causes water or similar fluid in the area of effect to sink away. Lowering is 5% of original effect for every level of experience of the cleric, i.e. 40% at 8th level, 45% at 9th, 50% at 10th, etc. The effect of the spell lasts for 1 turn far each level of experience of the cleric casting it. Likewise, the area of effect increases by level of experience, an 8th level cleric affecting an area of 8" X 8", a 9th level an area of 9" X 9", and so forth. Material components of this spell are the cleric's religious symbol and a pinch of dust. The reverse of the spell causes the water or similar fluid to return to its normal highest level, plus one foot for every level of experience of the cleric casting it.
Level: 4
Components: V
Range: touch
Casting Time: 4 segments
Duration: 1 round
Saving Throw: none
Area of Effect: individual
Explanation/Description: Through the use of the withdraw spell, the cleric is able to perform on-the-spot surgery. He is empowered with the ability to reach into a being and draw forth of things which might have been lodged inside the target. Examples of things which might be affected are rot grub, a mind flayer's tentacle, or barbed arrowheads. Vital organs, bones, etc. CANNOT be withdrawn. This is a healing spell, not an offensive one. Withdrawal does not adversely affect the target in any fashion as the cleric's hand is rendered intangible to all but the object which is to be removed. There are no somatic gesture involved in the casting of the spell other than the actual withdrawing motions themselves.
Level: 4
Components: V, S
Range: Touch
Casting Time: 7segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched or 1 cubic foot of substance/2 levels
Explanation/Description: By means of a neutralize poison spell, the cleric detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the cleric to scare a hit in melee combat. Effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch, i.e. creatures (or objects) which generate new poison will not be permanently detoxified. The reversed spell, poison, likewise requires an attack (a "to hit" touch which succeeds), and the victim is allowed a saving throw versus poison. If the latter is unsuccessful, the victim is killed by the poison.
DWARVES ONLY
Level: 4
Components: V,S,M
Range: 3"
Casting Time: 7 segments
Duration: 1 rnd./lvl.
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell, first bestowed to the ancient, dwarven high priest Borogar, causes a pillar of earth to erupt upward from the ground. The pillar rises up from a surface of earth, stone, sand, or clay, but not from any other substance. The height of the pillar can be controlled by the caster, and can be raised or lowered at will (in the same manner as an elevator is controlled). The pillar can be controlled while the caster is atop the pillar or beside it, as long as the caster is within 30' of the pillar. The pillar can attain a height of 10' per level of the caster. The pillar's height can rise or fall at the rate of 60' per round (10' per segment). The pillar's width is normally 10' in diameter, but can be doubled to 20' in diameter by reducing the pillar's height by one-half. It takes one round to alter the pillar's diameter in this way.
A pillar can rise vertically only - never horizontally or diagonally. A pillar can break through wooden flooring or roofing slate of no greater than 1" in thickness. In this way, a pillar may be used as a vertical battering ram against light, thin materials.
The pillar of Borogar might also be used to create a small, temporary islet in a marsh or shallow pool of water if the pillar can rise from the ground below the water to reach the surface. The pillar begins not from the upper level of the ground, but from 10' below the ground, where the earth is more solid and not muddy.
The pillar can be destroyed by casting a transmute rock to mud spell at its earthen base, an attack by a water elemental, precipitation equal in strength to a tropical storm, or by any other means to turn the pillar's earthen base into muck and mire. The material component for this spell is a small cylinder made of earth or clay.
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 7segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 20' diameter sphere
Explanation/Description: The globe of protection of this spell is identical in all respects to a protection from evil (q.v.) spell, except that it encompasses a much larger area and the duration of the protection from evil, 10' radius spell is greater. To complete this spell, the cleric must trace a circle 20' in diameter using holy water or blood, incense or smouldering dung as according to the protection from evil spell.
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 7 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature Touched
Explanation/Description: With the exceptions below, this spell acts as a Cure Serious Wounds.
Healing is d4 across 4 rounds
Level: 4
Components: V,S
Range: Touch
Casting Time: 9 segments
Duration: See below
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: This spell is the same as the first-level clerical regenerate light wounds spell except for its duration (48 hours per level of the caster for a "waiting period;' with permanent effects) and magnitude. This spell heals 5-11 (2d4 + 3) hp at a rate of 1 hp per round. The reverse of this spell has the opposite effect, as per a degenerate light wounds spell.
Regenerative Spell | Cost |
Regenerate light wounds | 200 gp |
Regenerate serious wounds | 650 gp |
Regenerate critical wounds | 1300 gp |
Regenerative heal | 5000 gp |
DWARVES ONLY
Level: 4
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 ind./lvl.
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell, a more powerful version of the stone shape spell, allows a dwarven cleric to heal damage to an earthen structure. Once the spell is cast, the structure restores itself toward its original condition gradually over a period of time. The spell remains in effect for as many rounds as the cleric has levels of experience. The spell heals damage to stone, earth, or metal at the rate of one point of structural damage per round. Thereafter, the repair to the earthen structure is permanent (unless the structure is damaged again, of course). If the structure is totally destroyed or demolished, the spell has no effect. The spell cannot restore a castle wall that has been battered into rubble or an iron gate that has been smashed to pieces. The material component for this spell is a piece of clay with iron fillings mixed into it, which is then shaped to resemble the original appearance of the structure to be repaired.
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 7 segments
Duration: 4 rounds
Saving Throw: None
Area of Effect: 12"sight range
Explanation/Description: This spell is cast upon the cleric or another (willing) creature into whose eyes the cleric induces the material component of the spell. It allows the affected being to see clearly the location and outline of symbols, glyphs of warding, magically concealed inscriptions, and dweomers existing upon surfaces viewed, even if these are not yet activated (such as magic mouth, Mordenkainen's faithful hound, Leomund's trap, Nystul's magic aura, hallucinatory terrain, wall of force). No clue as to the precise nature of the magic is given by the spell, but protective circles, symbols, and glyphs can all be scrutinized in detail and might well be identified by someone familiar with them, or recorded for later study.
Reveal will show the presence of gates (or other links between planes, including the presence of an astral silvery cord), inactive or not, but will not reveal astral, ethereal, or invisible creatures or things. Unlike true seeing, the auras of creatures are not shown; nor are polymorphed or magically changed things shown for what they truly are (although the dweomer of an illusion, for example, would be seen) or formerly were.
The spell requires an ointment composed of four drops of the cleric's (or spell recipicot's) blood; two drops of water; two drops of giant squid sepia; a pinch of the powdered herb eyebright; and two powdered gemstones, a large blue sapphire and a carbuncle of at least medium size. The cleric mixes these in a bowl or depression of stone, china, or earthenware (not wood or metal) with his or her finger, speaks the words of the spell while holding his or her holy symbol over the paste, and then applies it to the eyes.
The reverse of the spell, conceal, will mask all the above things from any creature to whom the ointment (composed in this case of a pinch of powdered monkihood (aconite); six drops of onion juice; a pinch of dust; and seven drops of water, mixed and enspelled as above) is applied for 1 turn per level of the cleric casting the conceal, and if during this time the affected being employs true seeing or detect magic or equivalent magics, these spells will appear to work, but the phenomena listed above will simply not be seen by the affected creature. Awake, mobile creatures unwilling to have the ointment for either version of the spell applied to their eyes must be contacted by the cleric twice (two successful "to hit" rolls require), but washing or any means short of dispel magic, exorcise, or a limited wish will not prevent the Ointment from working.
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 6 segments
Duration: 6 turns + 1/lvl
Saving Throw: Negates
Area of Effect: One creature
When this spell is cast, the person touched is transformed into a coherent liquid form. At a glance, the recipient looks like ordinary seawater, but the sea form stays together like ooze and can flow up walls. The sea form has a Movement Rate of 3. The spell is typically used to infiltrate an enemy ship, flowing up over the side like water, then slipping down closed hatches and beneath doorways. When the sea form is submerged in a greater body of water it has a neutral buoyancy, and can float or sink at will.
Normal shape can be resumed at will. The person affected by this spell shifts into the sea form without clothes or weapons, and resumes normal shape in the same condition. The material component is a mouthful of seawater, swallowed by the spell recipient.
GNOMES ONLY
Level: 4
Components: V,M
Range: Touch
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: One hammer
This spell is available only to the priesthood of Flandal Steelskin. It gains its name by allowing the caster temporarily to duplicate certain powers of Flandal's magical hammer, Rhondang.
When the spell is cast, the caster's hammer bursts into flames, taking on the characteristics of a flame tongue sword. Thus, while the spell lasts, the hammer is regarded as a +1 weapon, +2 vs. regenerating creatures, +3 vs. cold-using, flammable, and avian creatures, and +4 vs. undead. Likewise, it produces light equal to a torch and can ignite flammable objects with a simple touch.
Shades of Rhondang functions only if used on a nonmagical hammer. If cast on a magical hammer or any other type of weapon, the spell automatically fails. Furthermore, the hammer to be affected must be the caster's own, and cannot be passed to another creature; the caster must use the hammer himself. Attempting to cast the spell on someone else's hammer, or seeking to pass the hammer to another creature, immediately negates the spell.
Shades of Rhondang is negated if subjected to a successful dispel magic or similar effect, if the caster is slain, rendered unconscious, or releases his grip on the handle. Since the caster must retain a hold on the hammer to prevent the spell from ending early, he may not cast spells that require somatic components, nor perform any actions that require the use of both hands.
The material components for this spell are the caster's holy symbol and the hammer to be affected, neither of which are consumed by the spell.
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 7 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature Touched
Explanation/Description: With the exceptions below, this spell acts as a Cure Serious Wounds.
Healing is d4 across 4 rounds
Level: 4
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 1 round/level
Saving Throw: None
Area of Effect: 6" diameter circle
Explanation/Description: When cast, a speak with plants spell enables the cleric to converse, in very rudimentary terms, with all sorts of living vegetables. Thus, the cleric can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and similar things. The spell does not enable the cleric to animate non-ambulatory vegetation. The power of the spell lasts for I melee round for each level of experience of the cleric who cast it. All vegetation within the area of effect are under command of the spell. The material components for this spell area drop of water, a pinch of dung, and a flame.
Level: 4
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: One individual
Explanation/Description: By means of this spell, the cleric or any creature touched is made immune to the effects of a specified spell of 4th level or lower that the cleric has directly experienced. For instance, if the cleric has been hit by a fireball spell at sometime, then this spell can be used to protect someone from the effect of a fireball. This spell cannot affect an intended recipient who is already magically protected by a spell or other temporary effect. The magic of this spell will only protect against actual cast spells, not against effects of magic items or a creature's innate spell-like abilities, but immunity lasts for the full duration of the spell. Only one spell immunity can be in effect upon a single creature at one time; any applications subsequent to the first have no effect until the first duration ends. The spell immunity does not extend to items carried by the recipient, which must still make saving throws (if applicable) to avoid damage. Only a particular spell can be protected against, not a certain class of spells or a group of spells which are similar in effect; thus, someone given immunity from lightning bolt spells would still be vulnerable to a shocking grasp. The material component for spell immunity is the same (if any) as for the spell to be protected against.
Level: 4
Components: V, S, M
Range: 6"
Casting Time: 7 segments
Duration: 1-8 turns + 1/level
Saving Throw: None
Area of Effect: 10' square per level of caster
Explanation/Description: Wherever any sort of plant growth of moderate size or density is found, this spell is of service. It enables the caster to cause ground-covering vegetation and/or roots and rootlets to become very hard and sharply pointed. In effect the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets will act in the same way. Without the use of a spelt such as true seeing, similar magical aids, or some other special means of detection (such as detect traps), an area affected by spike growth is absolutely undetectable as such until a victim enters the area and takes damage. Even then, the creature will not be able to determine the extent of the perilous area unless some means of magical detection is used. For each 1 "of movement through the area, a victim will incur 2 "attacks" from the spike growth. Hit probability is as if the caster of the spell were making an attack, and any successful hit causes 1-4 points of damage. Spells which control or harm vegetation, or a dispel magic spell, will negate the area of the dweomer The components for this spell are the cleric's holy symbol plus either seven sharp thorns or seven small twigs, each sharpened to a point.
Level: 4
Components: V, S ,M
Range: 3"
Casting Time: 7 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 1 cubic
Explanation/Description: By means of this spell the cleric is able to change 1 stick to a snake for each level of experience he or she has attained, i.e. a 9th level cleric can change 9 sticks into 9 snakes. These snakes will attack as commanded by the cleric. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes. Note that magical items such as staves and spears which are enchanted are not affected by the spell. Only sticks within the area of effect will be changed. The probability of a snake thus changed being venomous is 5% per level of experience of the spell caster, so that there is a 55% probability of any given snake created by the spell being poisonous when sticks are turned to snakes by an 11th level cleric, 60% at 12th level, etc. The effect lasts for 2 melee rounds for each level of experience of the spell caster. The material components of the spell are a small piece of bark and several snake scales. The reverse changes snakes to sticks for the duration appropriate, or it negates the sticks to snakes spell according to the level of the cleric countering the spell, i.e. a 10th level cleric casting the reverse spell can turn only 10 snakes back to sticks.
Level: 4
Components: V,M
Range: 30 yds. + 10/lvl.
Casting Time: 7 segments
Duration: Instant
Saving Throw: Special
Area of Effect: 40' radius globe
This spell creates a brilliant flash of greenish-white light with blazing golden rays. Undead within the area of effect take 6d6 points of damage (no save). Other creatures in the area, or outside the area and looking at the sunburst, are blinded for one round if they fail a saving throw vs. spells. Those without eyes, and those not sensitive to visible light, are not affected. The sunburst instantly destroys darkness created by those of a level equal to or less than the caster. The material component is the cleric's holy symbol and a crystal bead.
Level: 4
Components: V, S
Range: 0
Casting Time: 7 segments
Duration: 1 turn
Saving Throw: None
Area of Effect: 6" diameter circle
Explanation/Description: This spell enables the cleric to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
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