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Eilstraee

 

eilstraeeMajor Spheres - All, Combat, Eilstree, Guardian, Proctection
Minor Spheres - Healing, Summoning, Travellers, Weather.

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Prayers "C" - First Level

Call Upon Faith (Invocation)
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

Before attempting a difficult task, the priest may cast call upon faith to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.
The material component is the priest's holy symbol.

Ceremony
Schools: Invocation/Evocation
Spheres: All
Area of Effect: 1 creature, one item, or area
Casting Time: 1 hr
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: Special

The ceremony spell represents certain functions carried out by religious organizations, and has various applications, depending on the level of the priest. A ceremony does not leave behind an aura of magic (although in some cases an aura of good or evil might be present and thus detectable), and the effects of a ceremony cannot be dispelled. Specific ceremonies vary from religion to religion, but usually encompass the following: 1st level cleric: coming of age, burial, marriage
3rd level cleric: dedication, investiture, consecrate item, bless newborn
5th level cleric: ordination, special vows
7th level cleric: consecrate ground/ desecrate ground
9th level cleric: anathematize Each of these variations of the ceremony spell require a priest of the indicated level or a higher one, with additional restrictions as described below. All ceremony spells except anathematize have no saving throw, since the recipient is either inanimate or presumed to be willing; these simply fail if performed on someone who is unwilling to receive the benefit. Briefly, the ceremonies listed do the following things:Coming of age is a limited form of bless spell that is performed upon a young man (and in some cultures a young woman) at some point relatively early in life, often the age of 12. A young person who undergoes this ceremony receives a +1 bonus to any single saving throw, which can be taken at any time after the coming of age ceremony is completed. In some cultures, the coming of age ceremony has a symbolic significance, such that an adolescent must receive this blessing before he or she can enjoy the rights and privileges of adulthood.Burial magically protects a corpse, and bestows it with the blessing of the religious organization. The body is shielded for one week as if by a protection from evil spell, and anyone trying to disinter the corpse within that time must make a saving throw vs. spell or stop and flee in fear for one turn.Marriage has no tangible after effeect (it does not guarantee happiness or harmony), but it usually carries a moral or legal significance, not dissimilar to the various rites of marriage that are performed in our real world.Dedication allows the recipient of the spell to be taken into the ranks of the performing priest's religion, making that person a sanctioned worshiper of the priest's deity. The effect of a dedication is permanent, unless the worshiper demonstrates a desire to change allegiance to a different deity. In such a case, the earlier dedication can be overridden by a new dedication performed by a priest of a higher level than the one who performed the previous dedication.Investiture must be performed on any aspiring priest before that individual can achieve the status of a 1st level priest.

Consecrate an item must be performed on any object to be placed on an altar or in some other location within a religious edifice. Holy (or unholy) water must be kept in a properly consecrated container, to revent it from losing its potency.Bless Newborn: This ceremony protects a newborn infant from possession and other ill effects. It must be performed within 14 days of birth and has a saving throw bonus of +2 against any form of possession. Further, the infant will not be stolen by faerie folk or replaced by a changling. The usual cost for the ceremony is 2 5 gp.Ordination must be performed on a priest before the individual can assume responsibility for a congregation or assume similar duties, and even an adventuring priest must be ordained before he or she can gain followers and establish a following or other sort of group. In all cases, the priest performing the ordination must be of higher level than the recipient; this ceremony is often conducted as part of the training a priest receives in order to advance from 2nd to 3rd level.Special vows can be received by a would be paladin or knight before that individual embarks upon a career in the desired profession. The effect lasts for as long as it takes the individual to gain enough experience points to rise to the upper limit of the curren tlevel. The special vows can then be renewed as part of the individual's training between levels, or at any time during advancement through the next higher level. A paladin who has received special vows is immune to the effects of bestow curse spells (but not cursed items) for as long as the special vows remain in effect. Additionally, this ceremony renders the subject more susceptible ( 4 on saving throw) to any quest spell cast upon him or her by a priest of the same alignment as the one who performed the special vows ceremony.Consecrate ground should be performed upon an area before any holy (unholy) structure is built on the site. A religious edifice constructed on ground that has not been consecrated will slowly but irrevocably fall into a state of disrepair, having a 1% chance per year cumulative, of actually collapsing as a result of this oversight. This ceremony must be performed before the area in question is altered in any way (for example, landscaping) and before any construction materials are brought to the site; it has no effect if it is done as an afterthought. Consecrate ground can be used on a plot of land destined for use as a graveyard, and in such a case the graveyard itself automatically turns undead each round with the same effectiveness as a 3rd level cleric. (Or, if the consecration of a would be graveyard is performed by an evil cleric, any undead creatures occupying the area are treated as if they were being protected and controlled by an evil cleric of 3rd level.)
Desecrate Ground: This ceremony, the reverse of the consecrate ground ceremony, is generally used against a building or area consecrated to an opposing alignment. It goes beyond mere physical pollution or defilement, and the affected area requires extensive ritual purification before any attempt can be made to reconsecrate it. Any general alignment based bonuses the site provides are reduced or negated. Further, a desecrated building is 1% likely per year to collapse; this chance is not cumulative.
This ceremony is also used by evil priests to remove the protections placed on burial grounds. This makes those buried within more vulnerable to animation, and makes those interred later 5% likely to become restless spirits of some type. Further, any priest in the burial ground and attempting to turn its undead operates as if two levels lower than he or she actually is. There is, of course, no charge.Anathematize is a form of excommunication by means of which the offender is literally branded on the cheek, forehead, arm, or hand with a symbol, sigil, or sign that identifies the subject (to those who understand the symbol) as someone who has committed a serious offense in the eyes of his or her deity. An unwilling subject of this spell is allowed a saving throw vs. spell, at 4, to escape its effects. If the recipient is not truly deserving of the telling brand, the ceremony fails when performed. A successful atonement causes the brand to fade, and possibly vanish. If the offending actions were caused magically or by some other external force, the brand utterly disappears. If the offending actions were willful, the brand cannot be completely removed. The components for the various ceremony spells vary from religion to religion, but the material component always involves the use of the cleric's holy symbol in one way or another.
Standard costs for performing these ceremonies are as follows: coming of age, 5 15 sp; burial, 5 50 gp; marriage, 1 20 gp; dedication, 1 10 sp (or sometimes free); consecrate item, usually free; ordination, usually free but possibly as much as 200 gp; special vows, 1 100 gp (or sometimes free); consecrate ground, 100 600 gp depending on the size of the area and the level of the priest; and anathematize is always performed at no charge, since this ceremony is always deemed to be in the best interests of the priest' religion.

Charged Arrow
Schools: Conjuration/Summoning
Spheres: Summoning
Area of Effect: 1 arrow
Casting Time: 1
Components: V, S
Duration: 2 rds.
Range: Touch
Saving Throw: None The priest enchants and fires an arrow in the same at her normal chances to hit. The arrow deals 1d6 points of damage, but has a 50% chance to deal an additional 1d6 points of damage the next round by channeling an electric current into the foe. The base damage and subsequent damage increases by 1d6 points of damage every 3rd spellcaster level (at 4th, 7th and 10th) to a maximum of 4d6 electrical damge at 10th level. The arrow cannot be reused. The priest can only fire one arrow in the round of attack.

Clean
Spheres: All
Area of Effect: Special
Casting Time: 2
Components: V, S, M
Duration: Permanent
Range: 0
Saving Throw: None

Upon casting this spell, the priest effectively cleans one person, animal, or object per level of experience. If cast upon a person or mount, it cleans the being plus any personal belongings it has on it. Alternatively, it can be cast on a 10 foot cube area. This spell affects dirt, grease, paint, sweat, etc., but can be controlled so it doesn't remove something that is permanent, such as oil in boots or paint on a shield. This spell is useful for a party that is on the road for weeks without a chance to bathe. It can also be used to negate the effects of some spells. These spells would include colour spray, grease, etc. The material component of this spell is a piece of soap.

Cleanse
Schools: Alteration
Spheres: All
Area of Effect: The caster
Casting Time: 1
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None

This spell causes all grime, dirt and stains to be removed from the caster and his vestments, enabling the priest to present himself to his congregation in immaculate condition. All clothing that the caster wears is restored to its original color. If the caster was exposed to any minor incidental diseases, these are cured, provided they have not already reached a noticeable level. This does not affect diseases such as mummy rot, rat bites, or lycanthropy. Even wounds are cleansed and infections are purified (healing 1 point of damage, if no cure wounds spells have been applied previously).
The material component for this spell is a handful of clean sand.

Combine
(Evocation)
Sphere: All
Range: Touch Components: V, S
Duration: Special Casting Time: 1 rd.
Area of Effect: Circle of priests Saving Throw: None

Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells.
The encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.

Comforts of Home
Schools: Illusion/Phantasm
Spheres: Travelers
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S, M
Duration: 8 hrs
Range: Touch

This simple spell allows a willing recipient to pamper himself or herself with all the comforts of home. For the duration of the spell, even the most meager trail rations warm the belly like a favorite home cooked meal, the hard-packed ground feels like a soft, warm bed, upon awakening the recipient feels like he or she has bathed and changed into a fresh, clean set of clothes, etc. While this spell does not alter the reality of the recipient's current environment, it does alter his or her perception of that environment, mitigating the psychlogical rigors of travel.
This spell does provide one tangible benefit: Any night's sleep had while under the effects of this spell is equivalent to complete bed-rest, allowing the recipient of the comforts of home to regain 3 hit points for the day and be fully rested for the purpose of praying for spells.
The material components of this spell are the priest's holy symbol.

Common Prayer
Spheres: All
Area of Effect: 10 yard radius
Casting Time: 1 round
Components: V, S
Duration: 1 day
Range: 0
Saving Throw: None

The priest leads a prayer to his deity, that he may influence the day to come. All who participate (by repeating the prayer) inside the area of effect gain the influence. It is expressed by a +5%/+1 (or 5%/ 1) alteration on a single die roll during the day to come. If not used before the priest's recycle time, the benefit dissipates. Several common prayers may be participated in by the same individual. The benefits stack, but their effects are not cumulative

Conjured Weapon (Conjuration)
Sphere: Combat
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One weapon
Saving Throw: None

When this spell is cast, it brings into existence a weapon of the priest's choice that he can use to fight with. The weapon is a normal weapon with the holy symbol of the god engraved upon it. The weapon has a dim glow upon it which can be faintly seen. The priest, if he is to use the weapon, must be proficient in its use. The weapon can be given to another character to use.If a striking spell is used in conjugation with the conjured weapon spell, there is an additional +1 to the to-hit and damage roll, because of the cumulative effects of the magic of the spells. The conjured weapon then counts as a weapon, +2 for purposes of special defense.The weapon stays into existence until the end of the spell or until the priest wishes the spell to end.

Control Hair (Invocation)
Sphere: All
Range: Special
Components: V
Duration: 1d6 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

Control hair can direct the hair on the person's head to grow one foot around, style itself, or act as a hand. The hair can perform simple tasks like untying ropes, or opening locks at a 20%. The hair cannot hold weapons larger than a knife and doesn't give an extra attack. If used to fight with, it has a THAC0 of 20. The caster can discontinue the spell at any time.

Create Earth
(Alteration) Reversible
Sphere: Elemental (Earth), Summoning
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

By this spell, the priest creates up to 3 pounds per level of stone or 1 cubic foot per level of sand, dirt, or dust. The stone can be solid or loose gravel. The reverse, destroy earth, will destroy a like amount of earth or stone. Magical creatures are allowed a saving throw versus death magic or take 1 point of damage per level of the priest. The material component is the priest's holy symbol.

Cure Light Wounds/Cause Light Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound.Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal--or can be cured--just as any normal injury.

 

 

     
Prayers "C" - 2nd Level

Chant
(Conjuration/Summoning)
Sphere: Combat
Range: 0 Components: V, S
Duration: Time of chanting Casting Time: 2 rds.
Area of Effect: 30-ft. radius Saving Throw: None

By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of the same religious persuasion (not merely alignment) is chanting, the effect is increased to +2 and -2

Chilling Scythe
Schools: Invocation/Evocation, Necromancy
Spheres: Combat
Necromantic
Area of Effect: 1 scythe
Casting Time: 5
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None

This spell creates an oversized but weightless scythe that can be wielded by any living creature either as a tool or as a weapon. The scythe appears in the hands of the spellcaster, but can be given to another to be wielded. The scythe is a two-handed, 7-foot-long device that is a +2 enchanted weapon, dealing 2d4+2 points of piercing and slashing (Type P/S) physical damage (1d8+2 vs. L-sized or larger creatures) plus chilling for a further 1d4 points of damage (no saving throw). This chilling damage is caused by draining life force, not by cold; however, the damage can be healed normally. A chilling scythe has a speed factor of 5, and its dweomer enables the wielder to use it with no nonproficiency penalty.
If a chilling scythe even touches an undead creature it inflicts 4d6 points of damage and hurls the creature helplessly 20 feet away from the scythe. The undead creature cannot advance again until the next round even if the creature hit a barrier before travelling the full distance.
The material component for this spell is a fragment of bone.

Clay Beast (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell enables a priest to conjure up a weak earth elemental - a clay beast of AC 4, 2 HD, MV 100 feet per round, 1 attack for 1d4 points of damage, which can be hit by normal weapons. It is about 5 feet tall and appears as a solid mud man. It moves as directed by the priest, but if it ever becomes separated from the priest by more than 30 yards, it instantly dissipates. Any native to the elemental plane of earth can disperse it at will with a simple touch, even another clay beast. The material component for this spell is a bit of clay.

Consecrated Weapon
Schools: Invocation/Evocation
Spheres: Combat
Area of Effect: One weapon per 4 levels
Casting Time: 2
Components: V, M
Duration: 5 rounds + 1 round per level
Range: 0
Saving Throw: None

The use of this spell calls down upon a specially consecrated weapon of a believer the benediction of his deity. This spell only works for those of the same faith as the priest and the weapons used must have been previously dedicated to that deity through a ceremony spell. Once these conditions have been met, the spell endows the weapon with a glowing, magical aura that inflicts an additional 1d6 points of damage per blow struck. This additional damage will affect creatures that are struck only by magic weapons of +2 or less (while the weapon itself may do no damage to these creatures). Note: this spell will not affect weapons which are +2 or better. The material component is the priest's holy symbol.

Cure Moderate Wounds
(Necromancy)
Reversible
Sphere: Healing
Range: Touch Components: V, S
Duration: Instantaneous Casting Time: 5
Area of Effect: Creature touched Saving Throw: None

Somewhat less common than the well-known cure light wounds and cure serious wounds, this healing spell was created by a priest who found that his heroic companions required his skill at doctoring more than his advice and wisdom. By laying his hand on the subject’s body, the priest can heal 1d10+1 points of damage. Noncorporeal, nonliving, or extraplanar creatures cannot be healed by this spell. The reverse of this spell, cause moderate wounds, requires the priest to successfully touch the victim and inflicts 1d10+1 points of damage. (The knockdown and critical strike entries above are for spell’s reverse.)

 
     
Prayers "C" - 3rd Level

Call Lightning
(Alteration)
Sphere: Weather
Range: 360 yds. Components: V, S
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: 10-ft. radius Saving Throw: ½

When a call lightning spell is cast, there must be a storm of some sort in the area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice or more). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately--other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster's experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8+4d8).The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which case only one-half damage is taken.

Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.

Caustic Arrow
Schools: Conjuration/Summoning
Spheres: Summoning
Area of Effect: 1 arrow
Casting Time: 3
Components: V, S
Duration: Special
Range: Touch
Saving Throw: None

The priest enchants and fires an arrow in the same at her normal chances to hit. It deals 2d4 points of acid damage to the chosen creature. For every 3 additional levels of the casters spell ability (8th, 11th, 14th, 17th) the acid burns for an aditional round, inflicting 2d4 more points of damage, to a maximum total of 10d4 points of damage at 17th level. The arrow cannot be reused. The priest can only fire one arrow in the round of attack.

Chill
Schools: Alteration, Invocation/Evocation
Spheres: Combat
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 50 yds + 10 yds/level
Saving Throw:½

This spell creates a 30-foot-radius sphere of cold air. The caster can focus the cold on one creature in that area, inflicting 1 point of damage per caster level (to a maximum of 10 points). If the creature makes a successful saving throw vs. spell, the damage is halved. Each succeeding round, the caster can focus on the same or another creature in the area of effect, inflicting 1 point of damage per level (to a maximum of 10 points) to any one creature in the area of effect. Creatures in the area of effect other than the target feel an unpleasant chill, but are not damaged by it.
This spell does not cause any damage during a round that the caster has struck before his or her initiative, since the caster must concentrate to target the spell. However, striking the caster does not end the spell; it merely prevents its energies from being focused that round. The caster can take actions other than focusing the spell, such as a physical attack, and resume focusing in a later round, but casting any subsequent spell terminates the chill spell. In addition, if all creatures leave the area of effect, the spell ends.

Circle of Secrets
Schools: Alteration
Spheres: All
Area of Effect: Special
Casting Time: 3
Components: V, S
Duration: Concentration
Range: Special

Saving Throw: None This cooperative magic spell allows a minimum of two and a maximum of twelve priests to make themselves and a number of allies undetectable by normal means. The priests stand or sit in a circle (two priests position themselves face-to-face, while three make a triangle) so that they are within arms' reach of each other. They then close their eyes and concentrate. The DM may rule that both priests must follow the same deity, or they may be followers of allied deities.
The spell's magic changes the appearance of each priest into some natural terrain feature for as long as the priests maintain their concentration. The terrain feature is dictated by the deity worshipped and the situation (a priest of Erik in a forest, for example, might look like a tree, but might appear to be a cactus in the desert).
While the spell lasts, the priests look, feel, and smell like the object of their transformation. They remain aware of their surroundings and are able to hear and smell activities around them. They do not actually polymorph into these magical forms, however. A priest who assumes the form of a boulder, for example, can feel rough or smooth like a boulder, but isn't actually as hard as rock.
All passersby, even those searching for the priests, are affected by the magic. Unless greatly motivated, even those familiar with the ground often assume that these natural features are normal for the landscape. Those suspicious of the landscape ("Hey, that boulder wasn't here a minute ago!") are allowed a saving throw vs. spell with a -1 bonus for every priest participating in the circle of secrets. Success means the individual knows the natural features weren't there previously (but does not actually see the priests); failure means the individual dismisses his or her suspicions.
In addition to their own forms, the casting priests can affect one additional individual for every two priests casting the spell. These additional individuals stand between the priests or within the circle and change shape along with the priests. These beings need not concentrate or remain still, but cannot move out of their places.
Any participant who moves significantly or breaks the circle reverts to normal. As long as two or more priests maintain their concentration, however, the rest of the circle remains disguised, no matter how many beings are enclosed. Thus, six priests could cast the spell to include three allies, then four of the priests could move away to pursue other activities. Two priests must remain in concentration to safeguard themselves and the three allies.
A true seeing spell or gem can penetrate a circle of secrets. Detect magic shows only that magic is present, but not the nature of the magic.

Clay Golem
Schools: Necromancy
Spheres: Guardian, Necromantic, Summoning
Area of Effect: 1 clay golem
Casting Time: 3
Components: V, S
Duration: 10 rds.
Range: 60'
Saving Throw: None

The caster calls up a creature of clay from loose earth on which blood has been spilled anytime in the last 24 hours. Within this limit, the golem appears in the location of the casters choice within range. The clay golem does not check morale. The golem attacks the caster's enemies until ordered to cease, the duration expires, or the golem is slain. The caster can also give the golem simple commands, including gaurd, tote, follow or scout.

Cloudburst
Schools: Alteration
Spheres: Elemental, Air, Elemental, Water, Weather
Area of Effect: 30 ft diameter cylinder up to 60 ft high
Casting Time: 6
Components: V, S, M
Duration: 1 round
Range: 10 yards/level
Saving Throw: None

This spell precipitates a rush of water out of the air, instantly drenching everything in the area of effect. Normal fires will be extinguished. Permanent magical fires will go out, but will re-light in 1-2 rounds (weapons in 1 round). Fire-based spells of first or second level are negated immediately.
Fire-based spells of third level or higher are also negated, but will create a steam cloud with a 120' diameter. Those within the steam cloud are scalded for 1-3 points of damage per round (twice this for cold-based creatures). The steam cloud lasts 2-5 rounds, half that in a breeze, and but one round in a strong wind.
This spell has doubled effect in humid climes, causes a haevy dampness in arid climes, produces slush and sleet at temperatures near freezing, and creates up to 10" of snow if temperature is below freezing.

Conceal Item
Schools: Illusion/Phantasm
Spheres: Protection
Area of Effect: 1 item
Casting Time: 1
Components: V, S, M
Duration: 1 turn + 1 rd/level
Range: Touch
Saving Throw: None

This magic enables the caster to render a single item utterly undetectable. The item can be any nonliving thing smaller than the caster's total body mass, as long as the caster carries or touches it. The spell conceals even magical and alignment auras, and shows true seeing a blank, wavering area of white fog where the item is.
This spell is usually used to conceal a carried magical item or weapon. Priests of Vhaeraun typically use it to hide holy symbols (when cast on any holy symbol, spell duration is tripled). Developed by a priestess of Lolth, this spell has been requested of Vhaeraun by most of his priests and granted to them, also.
Its material component is a small handful (about 2 ounces) of the dust of any powdered gemstone (cheap stones, such as quartz, work fine).

Corpse Explosion
Schools: Invocation/Evocation
Necromancy
Spheres: Combat, Necromantic
Area of Effect: 1 corpse
Casting Time: 3
Components: V, S
Duration: Instantaneous
Range: 120'
Saving Throw: 1/2

The caster targets any single corpse in range, which explodes! The explosion inflicts 1d6 points of damage per caster level to all creatures in a 10' radius (save vs. spell for half damage), to a maximum of 6d6 points. Animated undead do not count as corpses until destroyed, and corpes that have been affected by this spell cannot be tageted by this spell again.

Create Campsite
(Conjuration/Summoning) Reversible
Sphere: Travelers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 50-foot radius
Saving Throw: None

With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster).

The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this.The entire process takes 4-16 (4d4) rounds to complete.

The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite.

The material components are a piece of string, a bit of wood, and a drop of water.

The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 (4d4) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for create campsite.

Crown of Cold
Schools: Invocation/Evocation
Spheres: Combat
Elemental, All
Area of Effect: Caster
Casting Time: 5
Components: V, S, M
Duration: 1 round + 1 round/level
Range: 0
Saving Throw: None

The crown of cold surrounds the caster with ripples of cold, blue light. All innately evil creatures (including fiends, undead, evil spirits, and evil faeries, but not evil-aligned characters or petitioners) within 10 feet of the caster suffer 2d4 points of damage per round. Even creatures who are usually resistant or impervious to cold suffer half damage from this effect, and those who normally suffer half damage from cold sustain full damage from it, as the magical energy the spell releases is not entirely cold-based. Evil creatures (such as yugoloths) that normally suffer double damage from cold-based attacks suffer 4d4 points of damage per round while within 10 feet of this effect.
The material components of the spell are the priest's holy symbol and a small piece of ice or sliver of cold-wrought iron.

Cure Blindness or Deafness
(Abjuration)
Reversible
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: Special

lBy touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease.

Its reverse, cause blindness or deafness, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results.A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.

Cure Disease
(Abjuration)
Reversible
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: None

This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.The reverse of the cure disease spell is cause disease. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical:

Debilitating: The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.Fatal: This wasting disease is effective immediately. Infected creatures receive no benefit from cure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.

The inflicted disease can be cured by the cure disease spell. Lycanthropy cannot be caused.

Cure Medium Wounds (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

This spell is a more potent version of cure moderate wounds. The spell cures (or causes) 3d8+3 HP per application. Otherwise, this spell is the same in all respects as a cure light wounds.

 

 

     
     
 
 
 
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