Gnat Swarm
(Conjuration/Summoning)
Sphere: Animal, Summoning
Range: Sight
Components: S, M
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
The priest can summon a swarm of gnats to bother and harass the victim for the duration of the spell.
For example: a man is stalking Bob-the-wonder-druid through the forest. The fellow gets closer than Bob would like, and, unless he acts fast, is liable to get spotted (a situation he'd like to avoid). The man has a 30% chance to spot Bob normally, but with the swarming gnats, his attention is elsewhere, so his chances are cut to 15%. The material component for this spell is a dead gnat. |
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Guardian Watch (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 20-yard radius sphere
Saving Throw: None
This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1 pound, the elemental will cause the ground to shiver and wake people up (detection of creatures is by movement and vibrations across the ground). The elemental can also form a hand and try to trip intruders (the guardian is semi-intelligent and can remember simple commands from the priest, like who the party members are). The guardian is hard to detect and will almost always trip from surprise. Opponents get a saving throw versus death magic to avoid tripping - a successful saving throw means they just felt something trying to grab their leg. The material components of this spell are the priest's holy symbol and a live worm. |
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Gembomb
Schools: Enchantment/Charm
Spheres: Combat
Area of Effect: 1 gem per 5 levels
Casting Time: 6
Components: V, S, M
Duration: 1 turn
Range: Touch
Saving Throw:½
This spell converts up to one gem per five caster levels into a grenade-like missile that can be lobbed by the caster at an enemy target. The caster must hold the gems in his or her hand when the spell is cast. Gems enchanted by gembomb can be thrown only by hand (range 10/20/30). Misses use the grenade-like missile table in the DMG to determine the point of impact.
A gembomb explodes in a rainbow-colored shower of magical energy when it is thrown to impact a hard surface. It will not explode if dropped or if held temporarily in a pouch. On a direct hit a gembomb inflicts 1d6 points of damage per 50 gp value of the gem, to a maximum of 3d6 points of damage. Creatures not struck directly, but within 10 feet of the impact, take 1d3 points of damage per 50 gp value of the gem, to a maximum of 3d3 points of damage. Those who suffer damage from the gembomb are allowed a saving throw vs. spell for half damage.
Only one enchanted gem can be thrown per round. The caster cannot have more than one gembomb spell active at a time. Gems that have not been thrown when the spell expires disappear; all gems that explode are destroyed. The spell does not function upon artifacts.
The material components of this spell are one or more gems worth at least 50 gp. |
Glyph of Warding
(Abjuration, Evocation)
Sphere: Guardian
Range: Touch Components: V, S, M
Duration: Until discharged Casting Time: Special
Area of Effect: Special Saving Throw: Special
A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box.
The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph. Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster's religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded.
When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster's total square footage. Thus, a 6th-level caster could place a glyph on a 6-foot x 6-foot square, a 4-foot x 9-foot rectangle, a 2-foot x 18-foot band, or a 1-foot by 36-foot strip. When the spell is completed, the glyph and tracery become invisible.
The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth).
Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by one-half or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-traps skill.
The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules. |
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