CLERIC SPELLS 5th Level


Air Walk (Alteration)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 1 segment
Duration: 6 turns + 1/level
Saving Throw: None
Area of Effect: One creature

Explanation/Description: This spell enables the cleric to tread upon air just as if it were solid ground. Moving upward is similar to walking up a hill, and the more steep the ascent, the slower the rate of movement: Ascending at a 45o angle is done at one-half normal movement, a 600 angle reduces movement to one-fourth of normal, and traveling straight upward can be done at one-eighth the normal rate. Similarly, rapid descent is possible, almost as if the cleric were running downhill; invert the above proportions, so that traveling straight downward can be done at eight times the normal movement rate (or, of course, at any slower rate the traveller desires). An air walking creature is always in control of his or her movement rate; someone traveling straight down at a rapid rate can "stop on a copper piece" to avoid crashing into the ground or some other solid object. Someone attempting to air walk while a gust of wind spell is in effect in the same area will move at one-half the usual rate if going into the gust, or twice the usual rate if traveling in the same direction. The spell can be placed upon any creature touched, up to and including one of giant size. For example, the caster could place the spell upon a trained horse and ride it through the air. Of course, an animal not accustomed to such movement would panic, so the steed would certainly need careful and lengthy training. The material components for the spell are the cleric's holy/unholy symbol and a bit of thistledown.

Animate Dead Monsters (Necromantic)

Level: 5
Components: V, S, M
Range: 1"
Casting Time: 7 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the caster to animate 1 humanoid or semi-humanoid skeleton or corpse for every 2 levels of experience which he or she has attained. The dweomer animates the remains and empowers the caster to give commands. Direct commands or instructions of up to about 12 words in length will be obeyed by the skeletons or zombies animated (cf. animate dead spell). Monster types which can be animated by this spell include but are not limited to: apes (carnivorous and giant), bugbears, ettins, giants (all varieties), ogres, and trolls (all varieties). In general, the remains must be of bipedal monsters of more than 3 hit dice and with endoskeletons similar to those of humans, except in size (which must be greater than 7' height). Corpses animated by this spell are treated either as monster zombies (see Monster Manual II), or else as normal (living) creatures of the same form if that creature type normally has less than 6 hit dice. Skeletons animated by this spell are treated as monsters of half the hit dice (rounded up) of the normal sort. Animated monsters of either type receive their normal physical attacks, but have no special attacks or defenses other than those typically possessed by monster zombies or skeletons. The material components for the spell are the cleric's holy/unholy symbol and a small specimen of the type of creature which is to be animated.

Atonement (Abjuration)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: One person

Explanation/Description: This spell is used by the cleric to remove the onus of unwilling or unknown deeds from the person who is the subject of the atonement. The spell will remove the effects of magical alignment change as well. The person for whom atonement is being made must be either truly repentant or not in command of his or her own will so as to be able to be repentant. Your referee will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell. The material components of this spell are the cleric's religious symbol, prayer beads or wheel or book, and burning incense.

Berronar's Favor (Conjuration/Summoning)

DWARVES ONLY

Level: 5
Range: Special
Components: V,S,M
Duration: Instantaneous
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: Special

As might be expected, this spell may be cast only by priests of Berronar Truesilver. When dwarven enclaves fall on hard economical times, this spell can be used to help put the community back on its feet. When cast, the spell summons a lock of Berronar's hair, which turns into gold within 24 hours after its arrival. The golden lock is worth between 2,000-8,000 gp. It does not radiate magic, nor can it be dispelled or negated.

Despite the usefulness of this spell, it has two important restrictions:

First, the spell must be cast on behalf of a suffering dwarven enclave, and the acquired gold must be used to help the enclave through its difficult times. If the gold is used for any other purpose, especially an evil or selfish purpose (e.g., personal gain), the gold is forfeit and vanishes immediately.

Second, the caster must be Berronar's high priest in the enclave, and of lawful good alignment.

If these conditions are not met, Berronar simply refuses to grant the spell. Obviously, Berronar's adventuring priests are unlikely to receive this spell while away from their enclave.

The material component for this spell is the caster's holy symbol. The casting time accounts for other factors in the spell's casting, such as prayer, meditation, and the like.

Clutch of Might (Orcus)

Level: 5
Components: V, S, M
Range: 30' + 10'/level
Casting Time: 8
Duration: 1 rd/lvl, requires concentration
Saving Throw: Save vs. Spells Negates
Area of Effect: One Humanoid

Explanation/Description:Reaching out with the hand, an invisible force grasps the subjects heart (or other vital organ) and begins to crush it. The victim is paralyzed and takes d12 damage per round. Concentration is required to maintain the spell each round. The target receives a saving throw versus spells, Con bonuses apply, also apply a -1 per level of the caster opposed to the target if the caster is a higher level, each round to end the spells effects. The spell is not allowed for any Good aligned clerics (ie. Good descriptor in their alignment). Neutral casters may need to check or pray to receive guidance if this spell would violate their alignment. The caster may not move more than a normal walking pace while concentrating on maintaining this spells effects.

Commune (Divination)

Level: 5
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: By use of a commune spell the cleric is able to contact his or her divinity - or agents thereof - and request information in the form of questions which can be answered by a simple "yes" or "no". The cleric is allowed one such question for every level of experience he or she has attained. The answers given will be correct. It is probable that the referee will limit the use of commune spells to one per adventure, one per week, or even one per month, for the "gods" dislike frequent interruptions. The material components necessary to a commune spell are the cleric's religious symbol, holy/unholy water, and incense.

Commune with Earth (Divination)

DWARVES ONLY

Level: 5
Components: V,S,M
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the dwarven cleric to become one with his environment. The cleric is able to learn one fact about the surrounding area for each level of experience he has, in much the same manner as the druid's commune with nature spell. This spell is only effective in the typical dwarven environment of rocky mountains or hills, or underground caverns or mines. The spell operates in a radius of one-half mile per level of the cleric and to a depth of one-quarter mile per level. The material components needed are the cleric's holy symbol and a bit of earth, rock, or clay.

Cure Critical Wounds (Necromantic) Reversible

Level: 5
Components: V, S
Range: Touch
Casting Time: 8 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: The cure critical wounds spell is a very potent version of the cure light wounds spell (q.v.). The cleric lays his or her hand upon a creature and heals from 6 to 27 (3d 8+3) hit points of damage from wounds or other damage. The spell does not affect creatures excluded in the cure light wounds spell explanation. Its reverse, cause serious wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 6-27 hit points of damage. Caused wounds heal as do wounds of other sorts.

Dispel Evil (Abjuration) Reversible

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 8 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: Creature touched

Explanation/Description: The cleric using this spell causes summoned creatures of evil nature, or monsters enchanted and caused to perform evil deeds, to return to their own plane or place. Examples of such creatures are: aerial servants, demons, devils, djinn, efreet, elementals, and invisible stalkers. Note that this spell lasts for 1 melee round for each level of experience of the caster, and while the spell is in effect all creatures which could be affected by it attack at a -7 penalty on their "to hit" dice when engaging the spell caster. The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or sent to aid the cause of good. The material components for this spell are the cleric's religious object and holy/unholy water.

Faerie Flames (Alteration)

ELVES ONLY

Level: 5
Range: 80 yards
Components: V,M
Duration: 4 rounds/level
Casting Time: 1 round
Area of Effect: 10' square/level within a 40' radius
Saving Throw: 1/2

Available to all elven priesthoods, this spell is a variant of the first level priest spell faerie fire. Except as noted here, this spell conforms to the characteristics of the lesser spell.

In addition to the usual effects inherent to a faerie fire spell, this spell inflicts fiery damage to creatures and objects outlined by it. Damage is 2d4 hp per round, though a successful saving throw vs. spell reduces the damage by one-half. (Note that this saving throw must be rolled each round, and a successful save reduces the damage for that round only.)

Faerie flames cannot be doused with water, smothering, or other methods normally used to extinguish flames, though magical means can be used, including a wand of Flame extinguishing or a successful dispel magic.

The material components for this spell are a small piece of foxfire and an ounce of pure sulphur, both of which are consumed in the casting.

Note: Faerie flames is one of the spells required in the creation of wands of faerie spheres, as detailed in DRAGON Magazine #220).

Flame Strike (Evocation)

Level: 5
Components: V, S, M
Range: 6"
Casting Time: 8 segments
Duration: 1 segment
Saving Throw: 1/2
Area of Effect: 1" diameter by 3" high column

Explanation/Description: When the cleric calls down a flame strike spell, a column of fire roars downward in the exact location called for by the caster, If any creature is within the area of effect of a flame strike, it must make a saving throw. Failure to make the save means the creature has sustained 6-48 (6d8) hit points of damage; otherwise, 3-24 (3d8) hit points of damage are taken. The material component of this spell is a pinch of sulphur.

Golem (Enchantment/Charm)

Level: 5
Components: V, S, M
Range: 1"
Casting Time: 8 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: In order for this spell to operate, the cleric must first construct the form of the golem to be made. The cleric must do this personally and then place a prayer spell upon the construction. All golems must be man-shaped and approximately man-sized, although they can be as small as 3' or as large as 7' tall. The sort of golem that can be created depends on the material used and the level of the cleric:

At 9th or higher level, the cleric can create a straw golem. Construction time is 1 hour, duration thereafter is 1 hour per level. The golem has AC 10, MV 12", HD2+4, hp20,#AT2, D 1-2/1-2,SD immune to piercing weapons, half damage from blunt weapons. Carrying capacity is 30 pounds. The golem is highly susceptible to flame (taking double normal damage).

At 11th or higher level, the cleric can create a rope golem. Construction time is 3 hours, duration thereafter is 3 hours per level. The golem has AC 8, MV 9", HD 3 + 6, hp 30, #AT 1, D 1-6 plus strangulation (6 points per round after scoring a hit until destroyed or caused to release its grip), SD immune to blunt weapons, half damage from piercing weapons. Carrying capacity is 40 pounds.

At 13th or higher level, the cleric can create a leather golem. Construction time is 9 hours, duration thereafter is 6 hours per level. The golem has AC6, MV6", HD 4+8, hp 40, #AT2, D 1-6/1-6, SD +1 or better magic weapon to hit, half damage from blunt weapons. Carrying capacity is 50 pounds.

At 15th or higher level, the cleric can create a wood golem. Construction time is 27 hours, duration thereafter is 12 hours per level. The golem has AC 4, MV 3", HD 5+10, hp 50, #AT 1, D 3-12, SD +1 or better magic weapon to hit, immune to blunt and piercing weapons. Carrying capacity is 60 pounds.

These creations are collectively known as lesser golems to distinguish them from the golems described in the Monster Manual. Similar to their namesakes, these golems have no minds, so spells such as charm, fear; hold, sleep, and the like have no effect on them. The dweomer of the lesser golem enables it to save as if it were a cleric of the same experience level as the one who created it. These golems cannot speak, but they can comprehend and carry out simple instructions involving no more than a dozen words.

Inquisition

Level: 5
Components: V,S
Range: 2"
Casting Time: 1 round
Duration: 1 turn
Saving throw: Neg.
Area of Effect: individual

Explanation/Description: By means of this spell, the caster may ask the victim of the spell three questions to which the victim must give truthful answers unless he saves vs. spells. The victim has no control over what he is doing and may not mix words. He will state what he believes to be the truth. Once the questions have been asked, the victim will not remember the events which have transpired (ie. will not know that he "spilled the beans") and will act normally at the spell's end. The spell ends when either of the following occurs: 1) one turn has passed or 2) the three questions have been asked. The spell must be cast when both caster and victim are in some sedate environment.

Insect Plague (Conjuration/Summoning)

Level: 5
Components: V, S, M
Range: 36"
Casting Time: 1 turn
Duration: I1turn/level
Saving Throw: None
Area of Effect: 36" diameter, 6" high cloud

Explanation/Description: When this spell is cast by the cleric, a horde of creeping, hopping, and flying insects swarm in a thick cloud. These insects obscure vision, limiting it to 3". Creatures within the insect plague sustain 1 hit point of damage for each melee round they remain in it due to the bites and stings of the insects, regardless of armor class. The referee will cause all creatures with fewer than five hit dice to check morale. Creatures with two or fewer hit dice will automatically move at their fastest possible speed in a straight line in a random direction until they are not less than 24" distant from the cloud of insects. Creatures with fewer than five hit dice which fail their morale check will behave likewise. Heavy smoke will drive off insects within its bounds. Fire will also drive insects away; a wall of fire in a ring shape will keep the insect plague outside its confines, but a fire ball will simply clear insects from its blast area for 1 turn. Lightning and cold/ice act likewise. The plague lasts for 1 turn for each level of experience of the cleric casting the spell, and thereafter the insects disperse. The insects swarm in an area which centers around a summoning point determined by the spell caster, which point can be up to 36" distant from the cleric. The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by casting a dispel magic upon the summoning point. A cube of force (a special magic item) would keep insects away from a character seeking the center of the swarm, but invisibility would afford no protection. The material components of this spell area few grains of sugar, some kernels of grain, and a smear of fat.

Magic Font (Divination)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 5 turns
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell causes a holy/unholy water font to serve as a scrying device. The spell will not function unless the cleric is in good standing with his or her deity. The basin of holy/ unholy water becomes similar to a crystal ball (see Dungeon Masters Guide, Miscellaneous Magic Treasure section, under crystal ball). For each vial of capacity of the basin of the font, the cleric may scry for 1 round; thus, the duration of the magic font spell is directly related to the size of the holy/unholy water receptacle. For the chances of a character being able to detect scrying, see the crystal ball description in the Dungeon Masters Guide and the text for the magic-user spell magic mirror herein. The material components for this spell, the cleric's holy/unholy symbol and the font and its trappings, are not exhausted by the use of the spell.

Mantle of Baravar (Abjuration)

GNOMES ONLY

Level: 5
Range: 0
Components: V,S,M
Duration: 1 turn +1 round/level
Casting Time: 5 segments
Area of Effect: Special
Saving Throw: None

Available only to the priests of Baravar Cloakshadow, this spell provides the caster (only) with extra protection against illusion/phantasm magic by conveying upon him a specialized form of magic resistance. This magic resistance functions the same as standard magic resistance, but is effective only against illusion/phantasm spells. The caster receives 2% magic resistance per point of Intelligence he possesses. The protection conveyed by this spell is in addition to any saving throws normally granted by an illusion/phantasm spell used against the caster.

The caster can end this spell at any time by act of will alone, but a successful dispel magic or more potent effect can end it prematurely.

The material component for this spell is the caster's holy symbol.

Mother Lode (Divination)

DWARVES ONLY

Level: 5
Components: V,S,M
Range: 0
Casting Time: 3 turns
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is a more powerful version of the detect metal and minerals spell. With this spell, a dwarven cleric can locate a major ore deposit of any metal or mineral. When the spell is cast, the type of deposit to be located must be specified. Only one type of deposit may be divined per casting of the spell. Furthermore, the material component employed in the spell must pertain to the type of deposit sought. For example, a tiny iron anvil is required to find the location of an iron ore deposit, while a diamond must be expended to locate a diamond mine. The cost of the material component must be comparable to the value of the deposit to be found. Typical material components will cost 1,000 gp for base metals, 5,000 gp for precious metals or gemstones, or 10,000 gp for very rare metals such as mithral or adamantite.

Once the spell is cast, there is a 100% chance of finding the deposit if the deposit is within the area of effect of the spell. The DM must decide whether such a deposit is present because the DM is the only one who knows the geology of his game world. Obviously, the rarer the substance, the less chance there is of the deposit being present. If the DM wishes to leave the decision of whether the ore is present up to chance, he may use the following percentages: 60% chance for finding a desired base metal, 30% chance for a precious metal ore or gemstone deposit, 5% for a very rare substance, and 5% for no substance whatsoever. The spell detects the desired deposit in a radius of 10 miles per level of the caster and to a depth of one-half mile per level. Any deposit located should be quite substantial, an amount sufficient to support the needs of a dwarven community for months or even years. Alternately, the DM could use the "Duration of a Mining Site" rules on page 53 of the Dungeoneer's Survival Guide. The material components required are the cleric's holy symbol and a small amount of the ore to be found.

Plane Shift (Alteration)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 8 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched (special)

Explanation/Description: When the plane shift spell is cast, the cleric moves himself or herself or some other creature to another plane of existence. The recipient of the spell will remain in the new plane until sent forth by some like means, If several persons link hands in a circle, up to seven can be affected by the plane shift at the same time. The material component of this spell is a small, forked metal rod - the exact size and metal type dictating to which plane of existence the spell will send the affected creature(s) to. (Your referee will determine specifics regarding how and what planes are reached.) An unwilling victim must be touched in order to be sent thusly; and in addition, the creature also is allowed a saving throw, and if the latter is successful the effect of the spell is negated.

Quest (Enchantment/Charm)

Level: 5
Components: V, S, M
Range: 6"
Casting Time: 8 segments
Duration: Until fulfilled
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: The quest is a spell by means of which the cleric requires the affected creature to perform a service and return to the cleric with proof that the deed was accomplished. The quest can, for example, require the location and return of some important or valuable object, the rescue of a notable person, the release of some creature, the capture of a stronghold, the slaying of a person, the delivery of some item, and so forth, If the quest is not properly followed due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw dice for each day of such action, and this penalty will not be removed until the quest is properly discharged or the cleric cancels it. (There are certain circumstances which will temporarily suspend a quest, and other which will discharge or cancel it; your Dungeon Master will give you appropriate information as Pie need to know arises.) The material component of this spell is the cleric's religious symbol.

Rainbow (Evocation/Alteration)

Level: 5
Components: V, S, M
Range: 12"
Casting Time: 7 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: In order to effect this spell, the cleric must be in sight of a rainbow of any sort, or have a special component (see below). The rainbow spell has four applications, and the cleric is able to decide which one is desired at the time of casting. These applications are:

Bow: The spell creates a shimmering, multi-layered bow of rainbow hues. It is light and easy to pull, so that anyone with a strength of 6or better can use it. It is magic, each of its missiles being equal to a + 3 weapon, and there is no non-proficiency penalty for its use. However, it can only be employed by a member of a character class permitted to use a bow. The bow will fire 7 missiles before disappearing. It fires once or twice per round, according to the user's desire. Each time a missile is fired, one hue leaves the bow, corresponding to the color of arrow that is released. Each color of arrow has the ability to cause double damage to certain creatures, as follows:

Red - fire dwellers/users
Orange - earth elementals
Yellow - vegetable targets (including fungus creatures, shambling mounds, treants, etc.)
Green - aquatic creatures and water elementals
Blue - aerial creatures, electricity-using creatures, and air elementals
Indigo - acid-using or poison-using creatures
Violet - metallic or regenerating creatures

When the bow is drawn, an arrow of the appropriate color magically appears, nocked and ready. If no color is requested, or a color that has already been used is asked for, then the next arrow (in the order of the spectrum) will appear

Bridge: The caster causes the rainbow to form a seven-hued bridge. The bridge is as many feet wide as the cleric has levels of experience, and it can bear as much weight, in hundreds of pounds, as the cleric has levels of experience. It will be at least 20' long and can be as long as 120', according to the desire of the caster If the bridge's weight limit is exceeded at any time, the bridge will simply disappear into nothingness; otherwise, it will last for the length of the spell duration or until ordered out of existence by the caster.

Elevator: When desired, the caster can cause the rainbow to lift his or her person, and all those within a 10' radius, skyward. The effect is to carry the cleric and others, if any, in a path arching upward to as high an altitude as the cleric desires, and then down again if desired. Care must be taken to reach a place of safety before the spell duration expires, or the rainbow elevator will disappear, leaving those treading upon it with no means of support. Movement along the rainbow elevator is at a rate of 12", and the arc of the rainbow trails out 12"behind those traveling upon it.

Flagon: When used in this form, the rainbow swirls and condenses into a seven-colored vessel which contains seven measures of pure water. Each time a measure of the water is poured out, one of the hues of the container mixes with it to produce a magical draught. Any measures of the liquid that remain unused at the expiration of the spell duration will disappear, along with the container itself, whether the contents have been poured from the flagon or not. The draughts and their effects are:

Red - cure light wounds
Orange - resist fire
Yellow - cure blindness
Green - slow poison
Blue - cure disease
Indigo - resist cold
Violet - remove paralysis

The effects of each draught consumed will be as if the appropriate spell had been cast by a cleric of 12th level, and these effects will persist after the duration of the spell expires.

The components for this spell are the cleric's holy/unholy symbol and a vial of holy/unholy water If no rainbow is in the vicinity, the cleric can substitute a diamond of not less than 1,000 gp value, specifically prepared by him or her when in sight of a rainbow by the casting of bless and prayer spells upon the gem. Only the holy symbol remains after the spell is cast.

Raise Dead (Necromantic) Reversible

Level: 5
Components: V, S
Range: 3"
Casting Time: 1 round
Duration: Permanent
Saving Throw: Special
Area of Effect: One person

Explanation/Description: When the cleric casts a raise dead spell, he or she can restore life to a dwarf, gnome, half-elf, halfling, or human. The length of time which the person has been dead is of importance, as the cleric can raise dead persons only up to a certain point, the limit being 1 day for each level of experience of the cleric, i.e. a 9th level cleric can raise a person dead for up to 9 days. Note that the body of the person must be whole, or otherwise missing parts will still be missing when the person is brought back to life. Also, the resurrected person must make a special saving throw to survive the ordeal (see CHARACTER ABILITITIES, Constitution). Furthermore, the raised person is weak and helpless in any event, and he or she will need one full day of rest in bed for each day he or she was dead. The somatic component of the spell is a pointed finger. The reverse of the spell, slay living, allows the victim a saving throw, and if it is successful, the victim sustains damage equal only to that caused by o cause serious wounds spell, i.e. 3-17 hit points. An evil cleric can freely use the reverse spell; a good cleric must exercise extreme caution in its employment, being absolutely certain that the victim of the slay living spell is evil and that his or her death is a matter of great necessity and for good, otherwise the alignment of the cleric will be sharply changed. Note that newly made undead, excluding skeletons, which fall within the days of being dead limit are affected by raise dead spells cast upon them. The effect of the spell is to cause them to become resurrected dead, providing the constitution permits survival; otherwise, they are simply dead.

Regenerate Critical Wounds (Necromantic) Reversible

Level: 5
Components: V,S
Range: Touch
Casting Time: 1 round
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 (72 hours per level of the caster for a 'waiting period;' with permanent effects) and magnitude. This spell heals 9-18 (3d4 + 6) hp at a rate of I hp per round. The reverse of this spell has the opposite effect, as per degenerate light wounds.

Spike Stones (Alteration/Enchantment)

Level: 5
Components: V, S, M
Range: 3"
Casting Time: 6 segments
Duration: 3-12 turns + 1/level
Saving Throw: None
Area of Effect: 1" square per level 1 spike per 1' sq.

Explanation/Description: The spike stones spell causes rock to shape itself into long, sharp points which tend to blend into the background. It is effective on both natural rock and worked stone. The spike stones serve to impede progress through an area or actually inflict damage. If an area is carefully observed, each observer is 25% likely to notice the sharp points of rock. Otherwise, those entering the area of effect of the spell will suffer 1-4 points of damage from each spike stone that hits, success of such attacks determined as if the caster of the spell were actually engaging in combat. Those entering the area are subject to attack immediately upon setting foot in the area and upon each step taken therein afterward. The initial step will be sufficient to allow the individual to become aware of some problem only if the initial attack succeeds; otherwise movement will continue and the spike stones will remain unnoticed until damage occurs. Charging or running victims will suffer 2 attacks per 1" of movement rate over the area of effect after initial damage is taken before being able to halt. Others will suffer but 1 additional attack-like check. Those falling into pits so affected by spike stones will suffer 6 such attack-like checks, each made at + 2 probability "to hit" for each 10' of distance fallen, and + 2 on damage inflicted per 10' distance fallen, spike damage being in addition to falling damage. The material component of this spell is four tiny stalactites.

True Seeing (Divination) Reversible

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 8 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 12" sight range

Explanation/Description: When the cleric employs this spell, all things within the area of the true seeing effect appear as they actually are. Secret doors became plain. The exact location of displaced things is obvious. Invisible things and those which are astral or ethereal become quite visible, Illusions and apparitions are seen through. Polymorphed, changed, or magicked things are apparent. Even the aura projected by creatures becomes visible, so that the cleric is able to know whether they are good or evil or between. The spell requires an ointment for the eyes. The ointment is made from very rare mushroom powder, saffron, and fat. The reverse of the spell, false seeing, causes the person to see things as they are not, rich being poor, rough smooth, beautiful ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence. For both spells, the ointment must be aged for 1-6 months.

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