| ||||||
Level: | 4 | |||||
Components: | V, S, | |||||
Range: | 1" | |||||
Casting Time: | 1 round | |||||
Duration: | Permanent | |||||
Saving Throw: | Neg. (see below) | |||||
Area of Effect: | One creature | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | 30' | |||||
Casting Time: | 1 round | |||||
Duration: | 1 rd + 1 rd/lvl | |||||
Saving Throw: | None | |||||
Area of Effect: | 30' | |||||
Explanation/Description: 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 pointsFunctions as the AID spell but it affects multiple targets designated by the caster. The hit points gained are temporary and are used as described in the AID spell. Once the spell expires or is ended or dispelled all temporary hit points are lost as well as the bonus to hit and save. This grants d8 + 1 / level of the caster hit points to the targets of the spell with a maximum of d8 + 15. It can affect a maximum number of targets equal to the twice the casters level. Material component is the same as twice that of the Aid spell. | ||||||
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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 | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V,S,M | |||||
Range: | 0 | |||||
Casting Time: | 1 round | |||||
Duration: | 1 turn/level | |||||
Saving Throw: | None | |||||
Area of Effect: | Special | |||||
Explanation/Description: ELVES ONLY 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. | ||||||
| ||||||
Level: | 4 | |||||
Components: | V,S,M | |||||
Range: | 10' radius | |||||
Casting Time: | 1 round | |||||
Duration: | 1 turn/level | |||||
Saving Throw: | None | |||||
Area of Effect: | Special | |||||
Explanation/Description: HALFLINGS ONLY 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. | ||||||
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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 | |||||
Explanation/Description: 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 | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | 0 | |||||
Casting Time: | 6 segments | |||||
Duration: | 1 turn/level | |||||
Saving Throw: | Neg. | |||||
Area of Effect: | The cleric | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V,S,M | |||||
Range: | Special | |||||
Casting Time: | 1 hour | |||||
Duration: | Permanent | |||||
Saving Throw: | None | |||||
Area of Effect: | 100 square feet | |||||
Explanation/Description: DWARVES ONLY 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. | ||||||
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Level: | 4 | |||||
Components: | V, S | |||||
Range: | Touch | |||||
Casting Time: | 7 segments | |||||
Duration: | Permanent | |||||
Saving Throw: | None | |||||
Area of Effect: | Creature touched | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | 3" | |||||
Casting Time: | 7 segments | |||||
Duration: | 1 round/level | |||||
Saving Throw: | None | |||||
Area of Effect: | One person | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | 0 | |||||
Casting Time: | 1 turn | |||||
Duration: | Special | |||||
Saving Throw: | None | |||||
Area of Effect: | Special | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V, S | |||||
Range: | 10 yds. + 1/lvl | |||||
Casting Time: | 1 rd. | |||||
Duration: | Special | |||||
Saving Throw: | Special | |||||
Area of Effect: | 1 creature | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | 1 | |||||
Casting Time: | 1-100+ turns | |||||
Duration: | Permanent | |||||
Saving Throw: | None | |||||
Area of Effect: | One creature or obj | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | 2" | |||||
Casting Time: | Special | |||||
Duration: | 2 rounds/level | |||||
Saving Throw: | None | |||||
Area of Effect: | One or more insects | |||||
Explanation/Description: 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, | ||||||
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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 | |||||
Explanation/Description: 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.
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | Touch | |||||
Casting Time: | 1 turn | |||||
Duration: | Special | |||||
Saving Throw: | None | |||||
Area of Effect: | One individual | |||||
Explanation/Description: 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 | |||||
Explanation/Description: 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, | |||||
Range: | 12 | |||||
Casting Time: | 1 turn | |||||
Duration: | 1 turn/level | |||||
Saving Throw: | None | |||||
Area of Effect: | 1 | |||||
Explanation/Description: 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.
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Level: | 4 | |||||
Components: | V | |||||
Range: | touch | |||||
Casting Time: | 4 segments | |||||
Duration: | 1 round | |||||
Saving Throw: | none | |||||
Area of Effect: | individual | |||||
Explanation/Description: 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 | |||||
Explanation/Description: 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. | ||||||
| ||||||
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: DWARVES ONLY 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. | ||||||
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Level: | 4 | |||||
Components: | V, S, | |||||
Range: | Touch | |||||
Casting Time: | 7segments | |||||
Duration: | 1 turn/level | |||||
Saving Throw: | None | |||||
Area of Effect: | 20' diameter sphere | |||||
Explanation/Description: 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. | ||||||
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Level: | 4 | |||||
Components: | V,S,M | |||||
Range: | Touch | |||||
Casting Time: | 7 segments | |||||
Duration: | See below | |||||
Saving Throw: | None | |||||
Area of Effect: | Creature touched | |||||
Explanation/Description: Explanation/Description: With the exceptions below, this spell acts as a Cure Serious Wounds. Healing is d4 across 4 rounds | ||||||
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Level: | 4 | |||||
Components: | V,S | |||||
Range: | Touch | |||||
Casting Time: | 9 segments | |||||
Duration: | See below | |||||
Saving Throw: | None | |||||
Area of Effect: | Creature touched | |||||
Explanation/Description: 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.
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This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source. Bob Senkewicz / Howell, New Jersey / |