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Prayers "A" - First Level
Allergy Field
Schools: Alteration
Spheres: Plant
Area of Effect: Cube, 5-ft/level
Casting Time: 4
Duration: 3 rds + 1 rd/level
Range: 10 yds/level
Saving Throw: Neg.

This spell can be cast on any field, meadow, forest, or other outdoor area with an abundance of plant life. It causes the plants to produce pollen, antigens, or similar allergens. Creatures in or entering the affected area must make a successful saving throw vs. spell. A creature failing the save experiences swelling of the eyes, fits of sneezing, and dull headaches for the next 1d4+1 turns. All attack rolls and ability checks for this time suffer a -1 penalty.
The spell affects a cubic volume whose sides are 5 feet long per level of the caster; thus, a 9th-level caster could affect a 45-foot cube. The spell lasts for the given duration, or until the first frost, whichever comes first.
The material component is a pinch of ragweed.

Analyze Balance
Sphere: Numbers, Divination
Range: 80 yards
Components: V, S, M
Duration: 5 rounds+1 round/level
Casting Time: 1 round
Area of Effect: One creature, object, or 10' square
Saving Throw: None

This spell allows a priest to sense how far a character, creature, object, or area is from a condition of balance -- in other words, the degree to which its alignment is removed from true Neutral. The spell gives no indication of the "direction" in which the alignment is removed from true Neutral except under certain conditions which follow. The spell does, however, indicate along which axis or axes of alignment the variation lies.
For example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The spell indicates that the creature is removed from Neutral by one grade, and the variation is along the Law/Chaos axis; thus, the creature must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic Evil, the spell would indicate that it is removed from balance by two grades, one along each axis; thus, the creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good.
A priest has a 5% chance per level of correctly determining the direction of variation along one randomly chosen axis. This means that a 10th-level priest evaluating the balance of a Chaotic Neutral creature would have a 50% chance of learning that the creature is Chaotic (and hence Chaotic Neutral, since it is only one step away from balance).
Similar to spells such as detect evil, this spell will not yield a result on a hidden trap. If cast on a creature with an intelligence level of "animal" or "non-," it will always read true Neutral (i.e., zero steps removed from balance).
The material components are four iron coins which the priest tosses in his hand while concentrating on the spell. The coins are not consumed in the casting.

Analyze Opponent
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 creature/level
Casting Time: 4
Components:S, M
Duration: 1 rd
Description:
This spell facilitates the quick analysis of a single opponent by the priest. Up to five weaknesses or strengths can be learned. At 1st level, the priest can divine one salient weakness or strength; at 3rd level, the caster learns
a second piece of information; at 5th a third; at 7th a fourth; and at 9th a fifth. The opponent is allowed a saving throw vs. spell; if this is successful, nothing is learned.
For example, if a 5th level priest casts this spell on a troll, she might learn that trolls can regenerate (a strength), that they are particularly susceptible to fire (a weakness), and that this particular troll was partially blind in his left eye. The last nugget of information might translate into a +1 bonus to hit, at the DM's discretion, if the priest attacked so as to exploit the troll's weakness.
The material component of this spell is the priest's holy symbol, which needs simply to be touched to cast the spell.
Animal Animosity
Schools: Alteration
Spheres: Animal
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S
Duration: 1 day/level
Range: 10 yds/level
Saving Throw: Neg.
A creature affected by this spell exudes an aura that draws a hostile reaction from all animals within 50 feet. Only animals that can be influenced by an animal friendship spell (animals with an Intelligence rating of 1-4) react in this way. When this spell is cast, a single creature must make a successful saving throw vs. spell or be affected. If the saving throw is failed, all animals within 50 feet become hostile to the affected creature. Thus, normally aggressive and temperamental animals instantly attack, while normally passive animals react to moderately dangerous situations as if trapped in a corner or protecting young. (DMs should adjust a given animal's morale by 5 points to determine whether or not it feels threatened enough to attack.)
This spell does not function at its full potential if cast upon rangers or other beings who possess a natural ability that allows them to alter an animal's disposition. This spell simply prevents such beings from changing an animal's emotional state, but the animal does not become more hostile toward the creature. The spell and the natural ability effectively cancel out one another for the duration of the spell.
Similarly, spells that allow a caster to influence animals (e.g., animal friendship, charm person or mammal, etc.) fail when cast by an individual affected by this spell.
Animal animosity lasts for its full duration unless removed with a remove curse, dispel magic, or a more potent spell.
Animal Call (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0

Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 120 yard + 10 yard per level radius
Saving Throw: None
This spell allows the priest to call all animals within the spell effect. The animals will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the animals will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the animals will peacefully disperse to whence they came.
This spell is only effective outdoors. When cast by the periest, it summons one normal woodland creature that is within a mile of the caster. The creature is allowed a saving throw vs. spell. The DM determines the type of creature summoned, depending on terrain and level of the caster. The creature's Hit Dice must be equal to or less than half the level of the caster. This beast is friendly toward the preist. It remains with the caster so long as he travels through the wilderness, but won't go more than 20 miles from its home. Upon entering any large encampment, village or other settlement, the beast parts company with the priest. In addition, mistreating the beast causes it to leave or even turn on the priest
The spell does not provide telepathic or perfect communication with the beast; however, it does understand the general meaning of spoken commands and gestures. The animal is still a wild beast and can be dangerous, especially misinterpreting common situations as threatening. If well treated, the animal defends and serves the priest to the best of its ability and nature. Thus, a monkey would prefer harrassment and tricks to outright combat, while a tiger would fearlessly spring into the midst of the priest's foes. Common animals summoned include monkeys, hawks, badgers, boars, bears, tigers, and serpents.
The spell requires a piece of candy, sugar, or other tasty morsel for the creature summoned.
Animal Companion
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 1 creature
Casting Time: 1 turn
Components: V, S, M
Duration: 1 turn
Range: 1-mi. radius
Saving Throw: Neg.
This spell is only effective outdoors. When cast by the priest, it summons one normal woodland creature that is within a mile of the caster. The creature is allowed a saving throw vs. spell. The DM determines the type of creature summoned, depending on terrain and level of the caster. The creature's Hit Dice must be equal to or less than half the level of the caster. This beast is friendly toward the priest. It remains with the caster so long as he travels through the wilderness, but won't go more than 20 miles from its home. Upon entering any large encampment, village or other settlement, the beast parts company with the priest. In addition, mistreating the beast causes it to leave or even turn on the shukenja.
The spell does not provide telepathic or perfect communication with the beast; however, it does understand the general meaning of spoken commands and gestures. The animal is still a wild beast and can be dangerous, especially misinterpreting common situations as threatening. If well treated, the animal defends and serves the priest to the best of its ability and nature. Thus, a monkey would prefer harrassment and tricks to outright combat, while a tiger would fearlessly spring into the midst of the priest's foes. Common animals summoned include monkeys, hawks, badgers, boars, bears, tigers, and serpents.
The spell requires a piece of candy, sugar, or other tasty morsel for the creature summoned.
Animal Enmity
Spheres: Animal, Charm
Area of Effect: Creature touched
Casting Time: 1
Components: S
Duration: 1 day
Range: 0
Saving Throw: Negates
This spell simply causes the victim to be offensive to animals for the period of one day. Horses will shy or buck, dogs will bark, bulls will charge, birds will aim at them, etc. Note that animals with a close association to
The caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he possesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the caster's experience level. Only unaligned animals can be attracted, befriended, and trained.
The material components of this spell are the caster's holy symbol and a piece of food liked by the animal.
Animal Friendship
(Enchantment/Charm)
Sphere: Animal
Range: 10 yds. Components: V, S, M
Duration: Permanent Casting Time: 1 hr.
Area of Effect: 1 animal Saving Throw: Neg.
By means of this spell, the caster is able to show any animal of animal intelligence to semi intelligence (i.e., Intelligence 1 4) that he desires friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animal's friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.).

The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.

The caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he possesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the caster's experience level. Only unaligned animals can be attracted, befriended, and trained.
The material components of this spell are the caster's holy symbol and a piece of food liked by the animal.

Animal Healing I
Spheres: Animal, Healing
Area of Effect: One animal
Casting Time: 1
Components: V, S, M
Duration: Permanent
Range: 10 feet per level
Saving Throw: None
This spell simulates the casting of a cure light wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 1d8 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm I, requires a touch in combat and deals 1d8 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere C if it is used, there have to exist some very good reasons C and if it is used without such reasons, the priest should be prepared to suffer the consequences.
The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.
Animal Sanctuary
Schools: Abjuration
Spheres: Animal
Area of Effect: Animal touched
Casting Time: 3
Components: V, S, M
Duration: 1 hr/level
Range: Touch
Saving Throw: Special
Description:
An animal protected by this spell is overlooked and cannot be directly attacked by any creature that fails a saving throw vs. spell. If the protected animal attacks, this effect is immediately negated. In any case, attack rolls and damage against an animal protected by this spell suffer a 4 penalty for the duration of the spell.
The material component is a feather, bit of fur, or a scale from the animal to be protected.
Arboreal Scamper
Schools: Alteration
Spheres: Plant
Area of Effect: Creature touched
Casting Time: 4
Components: V, S, M
Duration: 1 hr/level
Range: Touch
Saving Throw: None
Description:
An arboreal scamper spell enables the recipient to climb about or hang from trees as easily as a squirrel. The affected creature can be no larger than man sized (7 feet tall), and must have bare hands and feet to climb in this manner, at a movement rate of 6 (3 if encumbered). A creature under the effects of this spell, barring outside interference, won't fall from a tree. The arboreal scamper permits jumpiung up to ten feet to a neighboring limb, although a successful Dexterity check is required to accomplish the feat. Even falling is not necessarily disastrous as the creature can easily grab any tree limb contacted.
The caster can divide the base duration between multiple creatures, to a minimum of one half hour per creature. Thus, a 3rd level caster can confer this ability on two creatures for 12 hours. The recipient can end the spell's effect on himself with a word.
The material components of this spell are the priest's holy symbol and an acorn purloined from a squirrel's secret stash.
 
     
2nd Level
Acorn Barrage
Schools: Enchantment/Charm
Spheres: Plant
Area of Effect: 1 acorn/level
Casting Time: 5
Components: V, S, M
Duration: 1 rd
Range: 10 yds
Saving Throw: None

By means of this spell, the priest can cause a barrage of acorns to launch from his or her hand, from the ground, or from an oak tree within 10 yards. The acorns, up to one acorn per level of the caster, fly up to 40 yards in the round of casting. The priest can direct them in any combination agains any living or nonliving targets in sight.
Each acorn requires a successful attack roll to hit its target. Each attack is made as if the priest was hurling the acorns with a sling. Each acorn that hits a creature inflicts 1d2 points of damage. Although they are magically propelled, the acorns are nonmagical missiles and range modifiers apply (10/20/40). Dexterity modifiers apply only if the acorns are hurled from the hand. The spell is ineffective underwater.
The material components of this spell are the priest's holy symbol and as many acorns as needed.

Animal Eyes
Schools: Necromancy
Spheres: Animal
Area of Effect: 1 creature
Casting Time: 5
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: 0
Saving Throw: None

By using this spell, the caster can temporarily see through the eyes of any animal. The caster points at any single animal within 100 yards, then closes his eyes and remains stationary. In his mind’s eye, he sees whatever the animal is seeing. If the subject animal is a squirrel studying the party from a tree branch, the caster sees himself and the party from the perspective of the squirrel. if the subject animal is a bird soaring overhead, the caster gets a bird's eye view of the area below.
The spell has no effect on the animal, nor can the caster control the animal's actions in any way. The animal is unaware of the spell and acts as it normally would. The spell lasts for the given duration or until the caster moves or takes another action. The caster can voluntariliy end the spell by opening his eyes. The spell also ends if the animal is killed or moves more than 100 yards away from the caster.
The animal must be one normally found in nature. It cannot be supernatural, human, demihuman, nor of extraplanar origin.
The spell requires a glass lens no larger than one inch in diameter as a focus, which is not consumed in the casting.

Animal Healing II (Alteration) Reversible
Sphere: Animal, Healing
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One animal
Saving Throw: None

This spell simulates the casting of a cure serious wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 2d8+1 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm II, requires a touch in combat and deals 2d8+1 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is used without such reasons, the priest should be prepared to suffer the consequences.

The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.

Animal Sense (Alteration)
Sphere: Animal
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates

This spell offers a touched creature a single sense of another creature. This sense must be from any animal. For example, the sense of a bat will give absolute radar power in any circumstances. The creature can understand what it receives by the new sense if it succeeds at an Intelligence check. If it fails, it misinterprets the sensory input. Once a number of 20 Intelligence checks (with a minimum of one check) have succeeded, the creature no longer needs to make any Intelligence checks again for this sense, unless a special situation arises: say you had gained the nose of a bloodhound and followed a trace through a swamp; suddenly you come upon a large patch of aniseed (which is incredible irritating to dog noses), in this case you would have to succeed at an Intelligence check again (normally even with a hefty subtraction). It is possible to have up to one additional sense per 3 Intelligence points of the recipient creature; for each new sense the Intelligence checks of all senses are reduced by 2 (this simulates the strain on the brain of trying to cope with so many new sensory inputs).

The material components are the holy symbol of the priest and a tiny bit from the animal from which you desire to gain the sense.

Animal Speech
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 1 animal
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 10 yds/level
Saving Throw: None

With this spell, the caster can bestow upon an animal the ability to speak any specified language known by the caster. The animal can talk to any creature within normal speaking distance that understands the bestowed language, though the animal's intelligence remains the same as it was prior to casting. The affected animal is basically well disposed toward the caster while the spell lasts.
The material component is mistletoe.

Animal Spy
Schools: Greater Divination
Invocation/Evocation
Spheres: Animal
Area of Effect: 1 animal
Casting Time: 5
Components: V, S
Duration: 1 turn/2 levels
Range: 10 yds
Saving Throw: None or neg.

Only a normal animal (including a giant version) can become an animal spy. This spell enables the caster to share the animal's senses: see through the animal's eyes, hear with its ears, smell with its nose, and so on. The animal is completely unaware of the spell's effects, unless the druid warns the beast before casting. Animal spy grants no control over the creature. However, most casters use it on a trained animal or one befriended with the animal friendship spell.
An animal with a special bond to another, such as a familiar, receives a saving throw vs. spell to negate the effect if unwilling to submit to the caster or unaware.
For the duration of the spell, the caster remains in a trance, unable to move or use human senses. This can prove dangerous; for instance, those attacked while using the spell cannot feel injuries to their bodies. However, at the start of any round, the caster can return the animal's senses to the creature and resume control of the human body. This decision ends the spell immediately. The spell also ends if the animal travels more than 100 yards away per caster level.

Animate Wood (Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell allows the priest to bend wood to his will, making it supple and flowing, altering the shape of the wood permanently (though the form created must bear some semblance to the original form of the wood). A living tree may be animated at five feet (height) per level. Dead wood may be animated at a rate of two arrow shafts per level. The wood may be made to grasp, entangle, or attack as club. The material component of this spell is a supple twig.

Assist Labor & Birth
Schools: Necromancy
Spheres: Healing
Area of Effect: One creature
Casting Time: 2
Components: V, S, M
Duration: Instant
Range: Touch
Saving Throw: None

This spell has multiple functions to assist the mother in labor and birth:

1) Epidural - Produces a numbing of the lower back and pelvis to reduce stress on the mother during labor.
2) Push - Assists mother in pushing the child out. Will cut the time of labor by 1d4 hours.
3) Turn Baby - Will position the child correctly during labor for proper birth.

The material components of this spell are boiling hot water and towels.

Augury
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: Special Casting Time: 2 rds.
Area of Effect: Special Saving Throw: None

The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: "weal," "woe," or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell; for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury.

For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: "Great risk brings great reward." If the troll is too strong for the party, the augury might be: "Woe and destruction await!" Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.

The material component for an augury spell is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting).

     
3rd Level

Air/Water Breathing
(Alteration)
Reversible
Sphere: Elemental (Water, Air)
Range: Touch Components: V, S
Duration: 1 hr./level Casting Time: 6
Area of Effect: 1 creature Saving Throw: None

The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character.

The reverse, air breathing, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.

Animal Healing III (Alteration) Reversible
Sphere: Animal, Healing
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One animal
Saving Throw: None

This spell simulates the casting of a cure critical wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 3d8+3 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm III, requires a touch in combat and deals 3d8+3 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is used without such reasons, the priest should be prepared to suffer the consequences.

The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.

Animal Trick
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 1 animal
Casting Time: 6
Components: V, S
Duration: 1 rd/lvl
Range: 30 yds
Saving Throw: Special

This spell temporarily enables any animal to perform a trick it normally doesn’t know or lacks the intelligence to execute. The animal must be within 30 yards of the caster, and must be able to hear spoken commands. If these conditions are met, the animal will do exactly what the caster tells it. A creature with less than 5 Hit Dice and no prior allegiances receives no saving throw. Any willing creature predisposed to aid the caster (such as an animal follower) will not resist this spell at all.
The animal can’t execute a trick or task that exceeds its physical limitations. A snake can't pick a lock, and a horse can't play a trumpet. Note also, that the caster must give specific instructions, not general commands. If the caster commands a lion to "Get something to help me put out this fire," the puzzled lion won't know what to do. However, if the caster says, "Take this bucket in your mouth, dip it in the stream, and carry the water back to me," then the lion will do as it's told.
The caster can take other actions while the animal is completing the trick. Once the animal completes its trick, the caster can give it additional tricks to complete until the spell expires. If the spell expires while the animal is in the middile of a trick,the animal immediately stops what it's doing.

Aura of Nature (Abjuration, Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: 1d12 HD of undead per level
Saving Throw: Special

When this spell is cast, it surrounds the druid with an overwhelming aura of life. This aura is comforting to woodland creatures (+25% on reaction rolls) for it is the sensation of life which puts the animals at ease with the druid.

This, however, is not the principal purpose for the spell. Its primary use is to turn undead. Undead creatures find this sensation emanating from the druid's aura very distasteful. When undead encounter this sensation, they are usually repulsed. This occurs if the druid succeeds in turning undead as a priest does. If the die roll to "turn undead" does not succeed, the undead are not repulsed.

The druid's level is the level used to determine the effect of the turning. This is only the case if the druid is in natural surroundings (such as forest, underground caverns and caves, or plains etc.). If the druid is in his own consecrated grove, then he gets a +4 modifier to the die roll to turn undead and in addition is allowed to turn twice the normal number of undead.

If the druid is in an unnatural surrounding (such as buildings or the astral and ethereal planes of existence) then he turns undead as a priest two levels lower than his current level. This is because the influence of nature is reduced in these surroundings (note: in some man-made surroundings there may not be a reduction because of the circumstances - a man-made garden for example). The material component of this spell is a freshly cut twig of mistletoe.

Aurora Borealis (Charm, Invocation)
Sphere: Charm, Weather
Range: 20 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One 30x30-foot area per level
Saving Throw: Negates

Casting this spell will only work under the open sky at night. It invokes extremely colourful and beautiful northern lights that slowly swirl through the entire sky. The aurora is visible to all creatures in the area of effect, even to those that are looking outside through a window. All affected creatures have to roll a saving throw versus spell in order to avoid the charming effects of the spell. The following modifiers apply:

-4 on a moonless night
-4 if there is a real aurora
-2 for a quarter of the moon
-2 at midnight
+2 for three quarters
+2 at dusk or dawn
+4 for a full moon

The normal Wisdom modifiers against charming spells also apply. Those creatures that fail their saving throws are fascinated by the spectacle in the sky and will continue looking at it for the full duration of the spell - possibly resulting in strained necks. A physical attack on a charmed creature cancels the charm immediately for that creature. If a lot of noise is made (by alarm-bells or shouting, for example) a new saving throw is granted at +4 for all the creatures affected by the spell. Those creatures that successfully save versus spell are free to look at the northern lights if they want to, but are in no way charmed. The priest casting aurora borealis is always immune to his own northern lights. He needs his holy symbol to cast the spell.