CLERIC SPELLS 6th Level


Aerial Servant (Conjuration/Summoning)

Level: 6
Components: V, S
Range: 1"
Casting Time: 9 segments
Duration: 1 day/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell summons an invisible aerial servant (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) to do the bidding of the cleric who conjured it. The creature does not fight, but it obeys the command of the cleric with respect to finding and returning with whatever object or creature that is described to it. Of course, the abject or creature must be such as to allow the aerial servant to physically bring it to the cleric or his or her assign. The spell caster should keep in mind the consequences of having an aerial servant prevented, for any reason, from completion of the assigned duty. The spell lasts for a maximum of 1 day for each level of experience of the cleric who cast it. The aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the cleric releases it, or the cleric is slain. The cleric must have a protection from evil spell, or be within a magic circle, thaumaturgic triangle, or pentagram when summoning an aerial servant unless the cleric has his or her religious symbol or a religious artifact or relic to use to control the creature. Otherwise, the creature will slay its summoner and return from whence it came. The aerial servant will always attack by complete surprise when sent on a mission, and gain the benefit of 4 free melee rounds unless the creature involved is able to detect invisible objects, in which case a six-sided die is rolled, and 1 = 1 free round, 2 = 2 free rounds, 3 = 3 free rounds, 4 = 4 free rounds, and 5 or 6 = 0 free rounds (the opponent is not surprised at all). Each round the aerial servant must dice to score a hit, and when a hit is scored, it means the aerial servant has grabbed the item or creature it was sent to take and bring back to the cleric, If a creature is involved, the aerial servant's strength is compared to the strength of the creature to be brought. If the creature in question does not have a strength rating, roll the appropriate number of the correct type of hit dice for the aerial servant and for the creature it has grabbed. The higher total is the stronger.

Animate Object (Alteration)

Level: 6
Components: V, S
Range: 3"
Casting Time: 9 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 1 cubic foot/level

Explanation/Description: This powerful spell enables the cleric casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attack whomever or whatever the cleric first designates. The object can be of any material whatsoever - wood, metal, stone, fabric, leather, ceramic, glass, etc. The speed of movement of the object is dependent upon its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 1" per round, a stone statue would move at 4" per round, a wooden statue 8" per round, an ivory stool of light weight would move at 12". Slithering movement is about 1" to 2" per round, rolling 3" to 6" per round. The damage caused by the attack of an animated object is dependent upon its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1-2 hit points of damage or possibly obstruct and trip as do light, supple objects. Hard, medium weight objects can crush or strike far 2-8 hit points of damage, those larger and heavier doing 3-12, 4-16, or even 5-20 hit points of damage. The frequency of attack of animated objects is dependent upon their method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per melee round. The armor class of the object animated is basically a function of material and movement ability with regard to hitting. Damage is dependent upon the type of weapon and the object struck. A sharp cutting weapon is effective against fabric, leather, wood and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your referee will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The cleric can animate 1 cubic foot of material for each level of experience he or she has attained. Thus, a 14th level cleric could animate one or more objects whose solid volume did not exceed 14 cubic feet, i.e. a large statue, two rugs, three chairs, or a dozen average cracks.

Blade Barrier (Evocation)

Level: 6
Components: V, S
Range: 3"
Casting Time: 9 segments
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: The cleric employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash in endless movement around an immobile point. Any creature which attempts to pass through the blade barrier suffers 8-64 (8d8) hit points of damage in doing so. The barrier remains for 3 melee rounds for every level of experience of the cleric casting it. The barrier can cover any area from as small as 5' square to as large as 2" square, i.e. 20'X 20' under ground, 60'X 60' outdoors.

Conjure Animals (Conjuration/Summoning)

Level: 6
Components: V, S
Range: 3"
Casting Time: 9 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: The conjure animals spell enables the cleric to summon a mammal, or several of them, to his locale in order that the creature(s) can attack the cleric's opponents. The conjured animal(s) remain in the cleric's locale for 2 melee rounds for each level of experience of the cleric conjuring it (them), or until slain. The spell caster can, by means of his incantation, call up one or more mammals with hit dice whose total does not exceed his or her level. Thus, a cleric of 12th level could conjure one mammal with 12 hit dice, two with 6 hit dice each, three with 4 hit dice each, 4 with 3 hit dice each, six with 2 hit dice each, or 12 with 1 hit die each. For every + 1 (hit point) of a creature's hit dice, count 1/4 of a hit die, i.e. a creature with 4+3 his dice equals a 4 3/4 hit dice creature. The creature(s) summoned by the spell will unfailingly attack the opponent(s) of the cleric by whom the spell was cast.

Find The Path (Divination) Reversible

Level: 6
Components: V, S, M
Range: Touch
Casting Time: 3 rounds
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: By use of this spell, the cleric is enabled to find the shortest, most direct route that he or she is seeking, be is the way to or from or out of a locale. The locale can be outdoors or underground, a trap or even a maze spell. The spell will enable the cleric to select the correct direction which will eventually leas~ him or her to egress, the exact path to follow (or actions to take), and this knowledge will persist as long as the spell lasts, i.e. 1 turn for each level of experience of the cleric casting find the path. The spell frees the cleric, and those with him or her from a maze spell in a single melee round and will continue to do so as long as the spell lasts. The material component of this spell is a set of divination counters of the sort favored by the cleric - bones, ivory counters, sticks, carved runes, or whatever. The reverse, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell, although it can be led, of course.

Heal (Necromantic) Reversible

Level: 6
Components: V, S
Range: Touch
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: The very potent heal spell enables the cleric to wipe away disease and injury in the creature who receives the benefits of the spell. Is will completely cure any and all diseases and/or blindness of the recipient and heal all hit points of damage suffered due to wounds or Injury, save 1 to 4 (d4). Is dispels a feeblemind spell. Naturally, the effects can be negated by later wounds, injuries, and diseases. The reverse, harm, infects the victim with a disease and causes loss of all hit points, as damage, save 1 to 4 (d4), if a successful touch is inflicted. For creatures not affected by the heal (or harm) spell, see cure light wounds.

Part Water (Alteration)

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

Explanation/Description: By employing a part water spell, the cleric is able so cause water or similar liquid to move apart, thus forming a trough. The depth and length of the trough created by the spell is dependent upon the level of the cleric, and a trough 3' deep by 1' by 2" (20' or 20 yards) is created per level, i.e. at 12th level the cleric would part water 36' deep by 12' wide by 24" (240' or 240 yards) long. The trough will remain as long as the spell lasts or until the cleric who cast it opts to end its effects (cf. dispel magic). The material component of this spell is the cleric's religious symbol.

Speak With Monsters (Alteration)

Level: 6
Components: V, S
Range: 3" radius
Casting Time: 9 segments
Duration: 1 round/level
Saving Throw: None

Explanation/Description: When cast, the speak with monsters spell allows the cleric to converse with any type of creature which has any form of communicative ability. That is, the monster will understand the intent of what is said to it by the cleric. The creature or creatures thus spoken to will be checked by your referee in order to determine reaction. All creatures of the same type as that chosen by the cleric to speak to can likewise understand if they are within range. The spell lasts for melee round per level of experience of the cleric casting it, and during its duration conversation con take place as the monster is able and desires.

Stone Tell (Divination)

Level: 6
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 1 turn
Saving Throw: None
Area of Effect: One cubic yard of stone

Explanation/Description: When the cleric casts a stone tell upon an area, the very stones will speak and relate to the caster who or what has touched them as well as telling what is covered, concealed, or simply behind the place they are. The stones will relate complete descriptions as required. The material components for this spell are a drop of mercury and a bit of clay.

Word Of Recall (Alteration)

Level: 6
Components: V
Range: 0
Casting Time: 1 segment
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: The word of recall spell takes the cleric instantly back to his or her sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the cleric. It must be a well known place, but it can be any distance from the cleric, above or below ground. Transportation by the word of recall spell is infallibly safe. The cleric is able to transport, in addition to himself or herself, 250 gold pieces weight cumulative per level of experience. Thus, a 15th level cleric could transport his or her person and 3,750 (375 pounds) gold pieces weight in addition; this extra matter can be equipment, treasure, or living material such as another person.

Forbiddance (Abjuration)

Level: 6
Components: V, S, M
Range: 3"
Casting Time: 6 rounds
Duration: Permanent
Saving Throw: Special
Area of Effect: 6 cubic "/level

Explanation/Description: This spell can be used only to secure a consecrated area (cf. ceremony spell). The effect on the enchanted area is based on the ethics (law/chaos) and morals (good/evil) of those trying to enter it, relative to the caster's.

Identical morals and ethics: Cannot enter area unless password is known (no saving throw).
Different ethics: Save versus spell to enter the area; if failed, take 2-12 points of damage.
Different morals: Save versus spell to enter the area; if failed, take 4-24 points of damage.

Once a saving throw is failed, a intruder can never enter the forbidden area until the dweomer ceases. Effects are cumulative, and multiple required saving throws are certainly possible. The caster is immune to the spell's effect. Intruders who enter by making saving throws will feel uneasy and tense, despite their success. In addition to the cleric's holy/unholy symbol, components include holy/unholy water, silver/dung, and iron/sulfur

Heroes' Feast (Evocation)

Level: 6
Components: V, S, M
Range: 1"
Casting Time: 1 turn
Duration: 1 hour
Saving Throw: None
Area of Effect: One individual per level of caster

Explanation/Description: This special dweomer enables the cleric to bring forth a great feast which will serve as many creatures as the cleric has levels of experience. The spell creates a magnificent table, chairs, service, and all the necessary food and drink. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and healed of 5-8 points of damage after imbibing the nectar-like beverage which is part of the feast. The ambrosia-like food that is consumed is equal to a bless spell that lasts for 12 hours. Also, during this period, the persons who consumed the feast are immune to fear; hopelessness, and panic. The feast takes one full hour to consume, and the beneficial effects do not set in until after this hour is over. If the feast is interrupted for any reason, the spell is ruined and all effects of the dweomer are negated. The material components of the spell are the cleric's holy/unholy symbol and specially fermented honey taken from the cells of bee larvae destined for royal status.

Alter luck (Abjuration/Divination)

Level: 6
Components: V,M
Range: Touch
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: 1 creature

This spell alters the luck of the recipient, allowing three chances to avoid bad luck. At any time within the next month of campaign time, the character's player can reroll a total three failed dice rolls, in effect getting a second chance at success. (Typical rolls include: attack rolls, saving throws, system shock or resurrection survival rolls, damage rolls that inflict less than maximum damage, treasure distribution rolls, and the like). Only one reroll per event is allowed, and the character must abide by the result, whatever it is. This protection lasts for up to a full month, but any benefit not used within that time is lost. The spell itself may be cast only once per month, lest an unspecified doom strike the caster.

Convert

Level: 6
Components: V
Range: 1"
Casting Time: 3 turns
Duration: permanent
Saving Throw: special
Area of Effect: individual

Explanation/Description: By the means of this spell, the cleric is able to convert a member of some other religion to the way of the cleric's religion. No cleric of third level or higher may be affected by this spell. First and second level clerics gain + 4 to their saving throw vs. this spell. All others save as normal. A cleric may cast this spell only once at any one target. If the spell fails that one time, then no more attempts to convert the target may be made. if the spell is successful, the the cleric has "found" a new follower of his religion. if a change in alignment would have to result for the target of the spell to be converted to the new religion then a +4 bonus to the saving throw is granted. This +4 is cumulative with other bonuses (ie. a second level cleric who would have to change alignment to worship the new diety gains + 8 to the save). Note that this spell only changes the worshipped deity of the target and, in some cases, the target's alignment. It does not necessarily mean that the target will be friendly to the castor once the spell has ended (though a person changed to Lawful Good might feel gratitude towards a person who could reform his thinking). For the spell to be effective, the caster must be alone with the target. The verbal components of the spell may be easily and innocently slipped in with other idle conversation.

Create Machine (Conjuration/Summoning)

DWARVES ONLY

Level: 6
Components: V,S,M
Range: 2"
Casting Time: 6 turns
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell encompasses a wide variety of spell forms, all used for the creation and enchantment of various machines and constructs. Create machine is similar to the magic used to create golems and other magical automatons. With this spell, dwarven clerics may create a variety of machines or large devices useful to dwarves (such as mining machines, pumps, elevators, water wheels, load-carrying carts, and other industrial-type devices).

First, the machine must be made from the finest materials, equal in value to from 25,000 to 250,000 gp, depending on the size and power of the project. Next, a circle of dwarven clerics linked by a series of combine spells must cast commune, prayer, animate object, and finally, create machine, upon the device. A period of prayer, fasting, and meditation must then be observed until the machine is enchanted, just as with any other magical items enchanted by clerics (see page 118 of the DMG).

The machine created is nonintelligent and can follow no more than 10 simple commands programmed into the machine when created. (Such machines are typically controlled by manual controls rather than by verbal commands.) The power and range of abilities of any machine must be strictly regulated by the DM, just as with any other enchanted item allowed into the campaign. Machines comparable in power to an artifact cannot be created by PCs using this spell. Only legendary NPCs have the ability to create very powerful machines.

Any device created by this spell functions without fail or error for centuries, never requiring major repair other than common-sense maintenance unless the machine is severely damaged. The armor class and hit point total of the machine vary with the function and materials of the device; these figures usually have AC 4 to AC 1 and are able to sustain 30-50 hp damage.

No machine with obvious military function can be made with this spell. An enchanted waterwheel that runs forever or an underground mining machine may be created, but not a magical siege machine or armored attack vehicle. Such powerful military machines come under the heading of artifacts, and so are well beyond this spell's power and effects.

Crown of brilliance (Invocation/Evocation)

Level: 6
Components: V,S,M
Range: Touch
Casting Time: 9 segments
Duration: 1 rd./2 lvls.
Saving Throw: None
Area of Effect: Special

This spell turns a piece of headgear into a blazing source of golden light as soon as the wearer engages in hand-to-hand combat. All opponents in hand-to-hand combat with the caster must save vs. spells or be blinded for 1d4 rounds (-4 to attack rolls). If not blinded, the opponent suffers a -2 penalty to attack rolls against the wearer due to the dazzling brilliance of the headgear.

Creatures with an aversion to sunlight or a penalty when fighting in bright light are affected more severely (drow, derro, duergar, goblins, many undead, etc.). Those within a 30' radius must save vs. spells or flee. Those who do not flee will suffer their usual penalty for fighting in bright light. Undead other than skeletons or zombies take an additional 1d6 points of damage each round they stay within the affected area.

The spell must be cast on some piece of headgear (hat, crown, helm, tiara, circlet, etc.). The headgear must be properly worn or the spell will not function. The spell effect is triggered as soon as the wearer strikes a blow in melee. The effect lasts one round for every two levels of the caster (round up).

The material component of this spell is an opal worth at least 100 gp, carried on the caster's person. It shatters upon the completion of the spell (if shattered prematurely, the spell ends).

Garments of Elvenkind (Enchantment/Charm)

ELVES ONLY

Level: 6
Components: V,S,M
Range: Touch
Casting Time: 3 rounds
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special

Available to all of the elven priest-hoods, this spell enables the caster temporarily to enchant a cloak, a pair of boots, and a pair of bracers so that they function as certain magical items. The cloak functions as a cloak of elvenkind for the duration of the spell. Similarly, the boots act as boots of elvenkind and the bracers operate as bracers of archery for the duration.

Once enchanted, these items may be used by anyone; however, all three must be used by the same creature. If the items are distributed among several individuals, the magic fails and is wasted. A successful dispel magic ends the spell.

The material components for this spell are the caster's holy symbol, three drops from a potion of invisibility (for the cloak), three small objects (e.g., stone, twig, coin, etc.) that once carried a silence dweomer (for the boots), and three arrows bearing any form of magical enchantment (including an enchantment as simple as a faith arrow (see above) or a Nystul's magic aura). With the exception of the holy symbol, these components are consumed.

Greater guardian seal (Invocation/Evocation)

Level: 6
Components: V,M
Range: Touch
Casting Time: 9 segments
Duration: Special
Saving Throw: Special
Area of Effect: One portal

This spell is the same as the lesser guardian seal, except that whole classes of creatures are warded out: lycanthropes, undead, faeries, giants, etc.

Hand of Borogar

(Alteration, Conjuration/Summoning)

DWARVES ONLY

Level: 6
Components: V,S,M
Range: 6"
Casting Time: 9 segments
Duration: 1 rnd./lvl.
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell causes a great hand of earth and stone to emerge from any earthen surface - floor, wall, or ceiling. Once created, the hand performs the bidding of the caster for the duration of the spell. The base of the hand is rooted to the spot chosen by the caster, and cannot move from that spot. The hand does, however, have a reach of 10' in any direction. The hand possesses a strength of 20, equal to that of a stone giant. The hand could be used to uproot a small tree, lift a boulder, or help support a structure threatening to collapse.

The hand is too slow and awkward to grab any object that can move faster than 3" per round, but if the hand grasps a living creature, it inflicts 2-12 hp constriction damage per round if the spell-caster so commands. The hand can also punch an opponent chosen by the caster. The hand can attack once per round, attacking with the same chance to hit in melee as the spell-caster. The hand always attacks last in a melee round because it is so slow. The hand does 2-16 hp damage when it punches. The hand can also attack by hurling stones just as does a stone giant, provided there are sufficient boulders within its reach. The hand can hurl stones a maximum range of 30", and a boulder inflicts 3-30 hp damage if it hits.

The hand of Borogar has AC 4 and can sustain 30 hp damage before being destroyed. Sharp weapons inflict only one-half damage to the hand. The hand of Borogar can also be destroyed by turning its earthen base into mud and mire, so it is vulnerable to any of the attacks that may destroy the pillar of Borogar (see the fourth-level spell listed herein). The material components for this spell are a pinch of earth and a finely crafted, miniature stone fist worth no less than 1,000 gp.

Imbue purpose (Enchantment)

Level: 6
Components: V,M
Range: Touch
Casting Time: 1 hour
Duration: Special
Saving Throw: Special
Area of Effect: 1 weapon

This spell allows the cleric to give a weapon the purpose to slay a particular type of creature (ghouls, bears, elves, etc.) for a period of 24 hours. tf the cleric is good, the creature type must be evil. The weapon is treated as a + 3 weapon for attack and damage unless it is a magical weapon that has greater bonuses.

Any subject creature hit by the weapon must make a saving throw vs. death or be slain instantly. If a creature with 8 or more hit dice is slain by the weapon, the spell ends immediately. Any subject creature that is hit by the weapon and survives must make an immediate saving throw vs. spell or flee as if affected by the fear spell.

A cleric cannot imbue purpose to more than one weapon at a time. The material component is powdered diamond dust worth 1,000 gp.

Sea Mount (Conjuration/Summoning)

Level: 6
Components: V, S
Range: Special
Casting Time: 6 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: One sea creature

When this spell is cast, a sea creature large enough to ride is summoned to the caster, if one is present within an hour's swim. Therefore, the summons may not be answered until an hour has passed and the creature has had a chance to arrive. Typical sea mounts include giant fish, sea horses, sea turtles, and nonmagical creatures like rays and dolphins. Even sharks may respond, and for the duration their natural predatory urges will be kept in check. The summoned creature can bear one person at the surface of the waves, and can carry the rider a variable distance depending on its reaction to the summons (see below).

When the spell is cast, the sea priest must picture where he wants the creature to go. Since this spell does not bestow the ability to communicate with sea creatures, only the mental picture provides direction to the sea mount. The DM should make a reaction roll: if friendly, the creature carries its rider to the nearest shore, no matter how distant. If unfriendly, it carries the person to somewhere near, and abandons its rider as soon as possible. A creature that makes its saving throw may either ignore the summons, or may deliver the rider to a destination of its own choosing.

Seal of destiny (Abjuration)

Level: 6
Components: V,M
Range: 30'
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: 1 creature or object

This spell seals a creature or object against divinations that would reveal its destiny, fortune, fate, or role in epic events. This includes all casting of augury spells with respect to the subject, and the general failure of any other divinations that would reveal such information. It prevents any forecasting of the subject's influence on greater campaign events, making general campaign-level divinations more difficult. Any caster whose divination is blocked by this spell will realize that blocking magic of some type is involved, and any priest with major access to divination spells has a 5% chance per level of knowing the exact cause. The seal can be removed only by a dispel magic spell cast expressly for that purpose by a caster of higher level than the one who placed the seal. The caster ages one year with each casting of the seal of destiny

Speak With Dragonkind (Alteration)

Level: 6 (priest)
Components: V,S
Range: 0
Casting Time: 7 segments
Duration: 1 turn/lvI.
Saving Throw: None
Area of effect: All within 30' of the caster

Explanation/Description: When this spell is cast, the shukenja (or sohei or cleric) is given a special aura that can be detected and read by only a dragon or dragonlike creature such as a chimera, pseudo-dragon, firedrake, dragonne, Oriental dragon, etc. The aura allows the dragon to determine that the caster is not hostile and is interested only in conversation. Any number of dragons may view the caster, and the chance that any sufficiently motivated dragon will feel impelled to attack the caster while the spell is in effect is only 2% per hit die of the dragon. Even if this check is passed, the dragon will have no wish to attack the spell-caster if no real reason for such an attack exists.

In all other cases, the dragon may decide to speak for one of two reasons. First, the dragon might genuinely desire conversation. Second, any dragon who slays a spell-caster while this spell is in effect will become known to the deity of the spellcaster; that deity will always make a point afterward of arranging for vengeance to be dispensed by various adventurers, though the success of these attempts must be played out or determined randomly by the DM. The knowledge of this vengeance is made known to the dragon upon sighting the spell-caster while this spell is in effect, and few dragons are willing to risk a god's displeasure. The worst that a dragon will do to the spell-caster in most cases is merely ignore him or make vaguely threatening gestures.

The shukenja, too, is bound by certain considerations. This spell will not be granted to a someone who secretly plans to harm any dragon being addressed by this spell. If the spell-caster or one of his companions within the area of effect shows hostile intent toward a dragon while this spell is in effect, the spell is cancelled immediately and the dragon to whom the characters are speaking will (if it chooses to attack) gain a + 2 bonus on all to-hit and damage rolls in combat with those characters. The dragon will gain initiative on its first attack even if the characters make the first moves, as the spell invokes a curse that gives the dragon the upper hand for the first round of melee. The phrase "hostile intent" includes any action that would harm or immobilize the dragon, as well as any attempt to spy on the dragon's lair prior to an attack or theft. Wise spell-casters will avoid entering a dragon's lair, as the temptation of seeing the dragon's treasure hoard might move the caster to contemplate a "hostile" action-and thus invite doom.

Since this spell is actually cast upon characters, no saving throw or magic-resistance check is necessary for dragons viewing them. The dragon operates under its own free will and may decide to attack the characters once the spell's duration expires. Dragons that speak with characters using this spell are not obliged to be truthful or helpful, nor are they compelled to reveal their secrets. However, even evil dragons are more inclined to bend or shade the truth rather than to lie, as this may prove to be far more effective a tactic in certain situations (e.g., if asked for information on a nearby orc tribe, a red dragon might disguise the fact that the orcs give him treasure and sacrifices, and might offer misleading information as to its location and the composition of its forces). Divination spells can be used in conjunction with this spell to strengthen one's bargaining position.

Whirlpool (Alteration)

Level: 6
Components: V,S,M
Range: 0
Casting Time: 1 turn
Duration: 1 turn/lvl.
Saving Throw: Neg.
Area of Effect: Special

By use of this spell, a priest causes a large whirlpool to come into being. The spell is effective against both surface and underwater creatures and objects. The spell requires the use of a specially constructed ball of shark's teeth that is 1' in diameter. The ball is taken to the appropriate depth (10' for every level of the spell-caster) or is placed on the sea floor or ocean bottom if the depth is insufficient. The whirlpool spell is then cast, and the ball of teeth begins to rotate, slowly picking up speed with every rotation. Once the spell is cast, the ball stays in place and cannot be moved. The ball will rotate for two turns before the whirlpool forms (the two turns count against the spell's duration). The caster has these two turns to get out of the area of effect, or he may get caught in his own whirlpool.

The whirlpool has a radius of 100', plus another 10' per level of the spell-caster.

The center of the whirlpool, called the vortex, is 1' per spell-caster's level wide at the surface, narrowing to 1' wide just above the ball; the vortex is 10' deep per level of the spell-caster. If the ball has not been placed deep enough in the water, or if the water is of insufficient depth and the ball is placed on the ocean floor, the depth of the vortex is shortened accordingly. If the ball is placed too deep, the vortex fills with water immediately after forming and the whirlpool collapses on itself and is destroyed. When the spell's duration expires, the ball of shark's teeth disintegrates and the whirlpool collapses in on itself and disappears in one round.

Anything entering the area of effect is inexorably drawn into the vortex of the whirlpool in one turn. Movement is in a spiraling fashion at a rate of 12. Once in the vortex, ships and underwater vessels must make seaworthiness checks to avoid capsizing; apply a -5% penalty to such checks for every level of the spell-caster above 11th level. Characters caught in the vortex suffer 1-6 hp damage per round from battering.

Swimmers and ships may fight the pull of the whirlpool's current, but their movement rate must exceed 12 to escape. For swimmers, use the information on swimming on pages 120-121 of the PHB; for ships, use the information on ocean voyaging on page 126 of the DMG. lb determine how long a swimmer or ship may fight the whirlpool's current, deduct the swimmer s or ship's movement rate from the whirlpool's movement rate (12), then divide the whirlpool's movement rate by this number for the time in rounds. For example, a human with a swimming rate of nine is caught in a whirlpool. The swimmer will be drawn into the vortex in four rounds (12 -9 = 3, 12 / 3 = 4). Swimmers whose movement rates exceed 12 can avoid being pulled into the whirlpool.

Swimmers and ships with a maximum movement rate of 12 make no progress and only keep themselves the same distance from the vortex. Swimmers may swim at full speed against the whirlpool's current for four rounds, after which they must make a constitution check every round. If a swimmer fails a constitution check, he is considered exhausted and can do nothing but keep his head above water until the whirlpool takes him under. Ships with a maximum movement rate of 12 hold their own against the whirlpool for five turns. After that time, a seaworthiness check must be made at -10% per turn in the whirlpool. This check reflects the growing exhaustion of the sailors and rowers as they fight the whirlpool's current. If a seaworthiness check is failed, it means the sailors and rowers have collapsed with exhaustion and can do nothing more.

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