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Prayers "B" - First Level
Beastmask
Schools: Illusion/Phantasm
Spheres: Animal
Area of Effect: Creature touched
Casting Time: 4
Components: V, S, M
Duration: 12 hrs
Range: Touch
Saving Throw: Neg.

Beastmask can affect any single person or animal. It allows the subject (who may be the caster) to take on the illusory form of a single animal species but only that species of animal can perceive the illusion. The subject cannot assume an animal form more than twice or less than one quarter the character's size.
The almost perfect illusion the spell creates deceives the animal's sight, hearing, smell, and touch. For instance, if the priest casts a "bear" illusion on a subject, bears believe that subject to be a bear, while to humans, other races, and other creatures, the subject remains the same.
Characters normally use beastmask to travel among or hunt a particular species. This spell lets a druid assume the guise of a caribou ot move among a herd without causing them panic. A character also could avoid being attacked by a pack of dire wolves by wearing a wolf's "mask."
Beast mask does not allow communication with the animal species, although it can be used with animal communication spells.
The material component is a miniature wooden mask carved to look like an animal

Beast Tattoo
Schools: Enchantment/Charm
Spheres: All
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: 3 hrs/level
Range: 0
Saving Throw: None

This spell enchants a tattoo depicting an animal or monster to imbue the caster with an ability score increase in an attribute related to that creature. For example, cats are often associated with agility, foxes with cunning, and so on. The exact characteristics associated with any given species may vary from culture to culture.
Thus, this spell augments one ability score (the one most closely associated with the animal depicted) by 1 point up to a maximum of 19. Thus, if a bear is associated with strength in the caster's culture, the caster can increase his or her Strength by 1 point (or 10%, for characters with exceptional Strength).
The material component of this spell is the priest's holy symbol. The caster must also have an appropriate tattoo.

Beckon
Schools: Conjuration/Summoning
Spheres: Animal
Area of Effect: 1 creature
Casting Time: 4
Components: V, M
Duration: Instantanous
Range: 1 mi. radius
Saving Throw: None

This spell affects one creature of semi intelligence or lower (Intelligence 4 or less). The creature must either be vulnerable to an animal friendship spell or be a domesticated pet of the caster. The spell does not imbue the beckoned creature with a favorable attitude toward the caster nor does it grant the ability to communicate. When the beckon spell is cast, the creature hears the calling and rushes to the caster's side as fast as possible. Creatures outside the spell's range do not hear the beckoning and are not summoned.
The material component for this spell is a piece of food that is favored by the animal
Beneficence
Schools: Invocation/Evocation
Spheres: All
Area of Effect: 10 ft/level radius
Casting Time: 5
Components: V
Duration: 2 turns/level
Range: Touch
Saving Throw: None

The beneficence spell surrounds the priest in an aura of mystical harmony and wisdom. All who see him recognize him as a holy man of virtue and kindness and many are predisposed to treat him in a friendly and respectful manner. The spell gives the priest a bonus of +2 to encounter reaction rolls with most NPCs and creatures. Only those who are sworn enemies of the priest, his race, his class, or what he represents are immune to the effects of the spell. Nor does the spell work on creatures that have no understanding of the priest's position or role. Thus, the spell is unable to affect the reactions of a den of tigers or a group of bandits waiting to waylay the unwary. It can, however, affect the reactions of a group of peasants or a village of ninjas, provided the latter are not hired to harm the priest
Beneficence does not deprive those affected of their free will and does not cause them to instantly follow the suggestions of the priest. Their reactions are improved for every day dealings, not for very unusual events.
Bless/Curse
(Conjuration/Summoning)
Reversible
Sphere: All
Range: 60 yds. Components: V, S, M
Duration: 6 rds. Casting Time: 1 rd.
Area of Effect: 50 ft. cube Saving Throw: None
Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50 foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.
Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.
This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by 1. The curse requires the sprinkling of unholy water
.
Bloodskin
Spheres: Necromantic, Protection
Area of Effect: The caster
Casting Time: 1
Components: V, S, M
Duration: 2 rounds per level
Range: 0
This spell will conjure up blood to appear on the priest's body. This creates an aura of fear, causing all creatures with 2 HD or less will to flee in terror. The material component is a drop of the caster's own blood.
Bird 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 birds within the spell effect. The birds will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the birds will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the birds will peacefully disperse to whence they came.
Bowstaff
Spheres: Combat
Plant
Area of Effect: One branch
Casting Time: 5 rounds
Components: V, S, M
Duration: Permanent
Range: 0
Saving Throw: None
A priest casts this spell when in need of a bow. The spell can transform any long branch or stick that the priest holds permanent, and the new bow bears no magical dweomer; it is normal in appearance and can be easily broken as any other wooden weapon. Traveling priests who wish to appear unarmed often take along a stout staff that they can cast Bowstaff upon when ready.

 

 
     
2nd Level

Badberry/Goodberry
(Alteration, Evocation)
Reversible
Sphere: Plant
Range: Touch Components: V, S, M
Duration: 1 day + 1 day/level Casting Time: 1 rd.
Area of Effect: 2d4 fresh berries Saving Throw: None

Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period.

The reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested.

The material component of the spell is the caster's holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).

Banish Blight
Schools: Alteration
Spheres: Plant
Area of Effect: 1 plant
Casting Time: 5
Components: V, S
Duration: Special

To enact this spell, the caster touches and breathes on any part of a plant. This spell wipes out existing plant diseases permanently, and it restores plant leaves to an uneaten, unshriveled, unfrozen, and unscorched condition for one day per level of the caster. It cannot restore dead plants to life, nor make ravaged plants whole, but it brings what remains to peak condition - wilted flowers bloom anew, and drooping leaves rise up green. Leaves that have fallen to the ground cannot be reattached to their plants bymeans of this magic, but withered foliage can be made green and growing again, even in the depths of winter, as long as the spell lasts. In this manner, the skeleton of a hedge can be made opaque with thick growth in an instant. A flower restored by means of this magic can be picked without ending the magic, though it shrivels again when the spell expires.
If the weather and season permit continued life, restorations wrought by this spell outlive it. For example, a diseased, shriveled plant restored to health will remain healthy, following its normal growing cycle, and not lapse back into ruin the moment the spell ends. To injured mobile or intelligent plant life (such as treants and shambling mounds), application of a banish blight restores 1d10+4 points of damage, but it cannot help healthy plants to grow larger or gain extra hit points.

Barkskin
(Alteration)
Sphere: Protection, Plant
Range: Touch Components: V, S, M
Duration: 4 rds. + 1 rd./level Casting Time: 5
Area of Effect: 1 creature Saving Throw: None

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.

In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component for the spell.

 

Bat Sense
Schools: Alteration
Spheres: Animal
Divination
Area of Effect: Individual touched
Casting Time: 4
Components: V, S, M
Duration: 3 turns + 1 turn/level
Range: Touch
Saving Throw: None

When this spell is cast, it gives the individual touched the echolocation powers of a bat. The being is able to "see" in all directions up to 60 feet, sensing the physical shape and position of all solid and liquid objects. The exact distance to any object can be determined in a round. To use bat sense, the being must close its eyes, but this causes no penalties in either movement or combat. No concentration is required to maintain the sense.
While using bat sense, the individual cannot be surprised and can "see" any invisible, displaced, or camouflaged item within 60 feet. Psionic invisibility, however, cannot be detected at all; nor can the individual detect illusions, projected images, clouds, gases, or insubstantial spirits such as ghosts. If such objects are capable of harming the individual, the being won't know what is attacking until opening its eyes, temporarily nullifying the spell's effects. Thus, insubstantial or gaseous creatures could attack with a +4 bonus to hit.
This spell works by picking up sound waves; a silence 15' radius spell will nullify the effect. Loud noises do not harm or hamper the recipient.
The material component of this spell is a bit of fur from a bat's ear, which must be eaten by the being that wants to use the sense.

 

Beast Sight
Schools: Invocation/Evocation
Spheres: Animal
Area of Effect: 1 animal
Casting Time: 3 rds
Components: V, S, M
Duration: 2 hrs + 1 turn/level
Range: 150 yd
Saving Throw: Special

By means of this spell, the priest is able to see through the eyes of another animal and perceive things as that animal would. Familiars and polymorphed or shapechanged creatures are not subject to this spell. Animals on friendly terms with the druid, such as companions, pets, or summoned animals, require no saving throw. Normal animals receive a normal saving throw vs. spell. The subject animal can be commanded telepathically to scout, spy, or stand guard at distances up to 100 yards plus 10 yards per level of the caster.
The material components for this spelll are a bit of food desirable to the animal.

 

Beastspite
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 1 person
Casting Time: 5
Components: V, S
Duration: 1 hr/level
Range: 10 yds
Saving Throw: Neg.

Beastspite afflicts a single person with a magical aura that induces one species of animal to hate and fear that individual. The individual becomes loathed by any species of normal animal, including giant types. For example, if beastspite causes bats to hate the subject, giant bats will react similarly.
When the individual comes within 30 yards of an animal from the target species, the creature makes warning signals (barks, growls, etc.). Its further reaction depends on the animal's nature. Aggressive animals, including predators and most trained guard animals, attack. Nonaggressive beasts shun the individual, fleeing or attacking if approached. Owners can restrain their domesticated animals, but the beasts show obvious distress and may become very hostile if the character tries to touch them.
If the subject was riding when the spell took effect, the mount tries to throw off the character. The person must make a riding proficiency check each round to stay astride and to avoid a fall if thrown off.
An animal extremely loyal to the subject, such as a pet dog, a creature influenced by an animal friendship spell, a wizard's familiar, or a paladin's war horse does not become utterly hostile to its owner. Instead it notices something "wrong" about the character and acts unusually nervous

 

Boneiron
Schools: Enchantment/Charm
Spheres: Animal
Combat
Area of Effect: Weapon(s) touched
Casting Time: 1 turn
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This lesser version of the 4th-level wizard spell enchanted weapon transforms bone weapons into their metal counterparts with regard to attack and damage capabilities. Any penalty for material strength is removed, and the weapon has no more chance of breaking than if it was iron. Multiple castings of this spell on a single weapon have no additional effect. If cast on a missile, the spell ends when the missile hits a target. The spell also can be used in the creation of a magical weapon of bone.
The material component for this spell is the tooth of a carniverous animal.

Bonewood
Schools: Alteration
Spheres: Plant
Combat
Area of Effect: Weapon(s) touched
Casting Time: 1
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This spell toughens crude wooden weapons to the equivalent of a bone counterpart. The weapons are also fireproof while the spell lasts. One large, one medium, or two small weapons can be affected by a single casting of this spell; missiles revert to normal upon hitting a target. Repeated castings on the same weapon provide no additional benefits.
Anyone wishing to create a permanently strengthened bone weapon must use enchant an item and permanency spells as well. Aside from being fireproof, normal wooden weapons such as clubs and staves gain no additional benefit.
The material components for this spell are a 3-inch strip of wood and a bone of roughly equal length.

 

Burrow
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 1 turn + 1 rd/level
Range: 0
Saving Throw: None

When the spell is cast, the priest's fingernails lengthen and become as hard as stone. For the duration of the spell, the caster can use these claws to burrow through earth, sand, clay, and gravel (but not solid rock), excavating with enough speed to provide a burrowing rate of 3, much like a badger or other burrowing mammal.
In addition, the caster can use these claws as weapons. The priest can attack with both claws, each successful attack inflicting 1d4+1 points of damage, plus any Strength damage adjustment.
This spell ends early if subjected to a successful dispel magic, if the caster dies or by the caster's silent command.
The material components for this spell include the caster's holy symbol, a tuft of fur from a burrowing mammal, and a tiny replica of a shovel.

 

     
3rd Level

Bestow Minor Curse
Schools: Abjuration
Spheres: All
Area of Effect: Creature touched
Casting Time: 4
Components: V, S
Duration: 1 mo./level
Range: Touch
Saving Throw: Neg.

By touching a creature, the caster bestows a minor curse upon it. The caster can choose any effect from the minor curse list. The creature is allowed a saving throw vs. spell; if successful, the curse is negated.
The reverse of the spell negates the effects of any minor curse.
Notes: Very rare spell used by evil priests. (Updated from Dragon Magazine.)

Minor Curse Effects
1. Adherence 21. Forgetfulness 41. Shaking
2. Animal Features 22. Generosity 42. Slurred speech
3. Appendage Growth 23. Greed 43. Smoldering
4. Appendage Shrinkage 24. Hair Growth 44. Sneezing
5. Arthritis 25. Halitosis 45. Spike Growth
6. Babbling 26. Hiccuping 46. Stumbling
7. Baldness 27. Insatiable Appetite 47. Truth
8. Barkskin 28. Insatiable Thirst 48. Uncontrollable Laughter
9. Belching 29. Insomnia 49. Unintentional Insult
10. Body odor 30. Itching 50. Vulgarity
11. Brooding 31. Kleptomania 51. Wart Growth
12. Casting Requirements 32. Lethargy 52. Weariness
13. Change Skin Color 33. Metal Allergy 53. Weight Gain
14. Chills 34. Myopia 54. Weight Loss
15. Continual Smiling 35. Narcissism 55. Whistling
16. Dancing 36. Nausea
17. Double Vision 37. Pathological Liar
18. Elasticity 38. Profuse Sweating
19. Filthiness 39. Serpent Hand
20. Floral Hair 40. Serpent Hair

 

Effect Explanations
Adherence: The subject becomes very sticky. Items touched adhere to the fingers,
preventing the use of material components. Alcohol topically applied can negate
this effect for several rounds. The subject can pull away from solidly anchored
objects with successful Strength check. The caster can affect either the
victim's whole body or just part of it.
Animal Features: This curse causes the subject's features (ears, nose, etc.) to become
animal-like. which animal's features are gained is entirely up to the caster.
Appendage Growth: One of the victim's appendages grows to a disproprotionate size.
Appendage Shrinkage: This curse effect is the opposite of appendage growth.
Arthritis: The victim suffers from painful arthritis. The Dexterity is reduced by 2 and somatic
gestures are 25% likely to fail.
Babbling: The cursed individual constantly talks and chatters unable to remain silent for more
than a moment. This causes a 25% chance of spell failure.
Baldness: In addition to affecting the subject, this can also be cast to cause those around the
cursed one for any great length of time to suffer baldness as well.
Barkskin: The subject's skin takes on the texture and appearance of tree bark, increasing
base Armor Class to 6. Fire saving throws are at a -2 penalty and fire-based
damage is increased +2 per die of damage.
Belching: Uncontrollable belching causes a 25% chance of spell failure while casting, and
likewise reduces any chance to Move Silently or be quiet.
Body Odor: The subject develops a repugnant body odor, lowering Charisma by 2 points.
Brooding: The victim is continually downcast, lowering Charisma by 2 points.
Casting Requirements: This establishes a short action (dancing a jig, knocking on wood, etc.)
that a spellcaster must perform before or during spell casting for the
spell to be effective. (The DM might require the player to actually
perform the action).
Change Skin Color: The subject's skin changes to any hue of the caster's choice.
Chills: The subject suffers chills as with a fever, lowering reaction time and dropping overall
Dexterity by 2 points.
Continual Smiling: While not seeming much of a curse, this can result in many a skirmish.
Many will be offended by the subject's constant grin.
Dancing: The subject breaks into a dance, jig, or caper at the most inopportune moments.
Armor Class and saving throws have a -2 penalty, while spellcasting has a 20%
chance of spell failure.
Double Vision: The subject makes attack rolls at a -2 penalty; effective Dexterity is lowered by
2 points.
Elasticity: The subject can stretch his body beyond its normal shape. Unfortunately, the body
takes 1d4 hours to return to its normal shape, during which time Dexterity is
reduced by 4 points.
Filthiness: The subject remains dirty no matter how many baths are taken. This filthiness
extends to the clothing as well. Charisma is reduced by 2 points.
Floral Hair: The subject's hair becomes like weeds, grass, twigs, and flowers. While possibly
improving the reaction of woodland creatures, it otherwise lowers Charisma by 2
points.
Forgetfulness: Lapses of memory triggered by certain events or contact with particular objects
or creatures incur a 25% chance of spell failure. The effects on
nonspellcasters is determined by the DM.
Generosity: The subject feels an irresistible need to give away everything of value that he
owns.
Greed: The subject covets anything of value that anyone else owns. Often this leads to theft.
Hair Growth: The subject is best by rapid uncontrollable hair growth. The caster can choose
to make this over the entire body or just the head.
Halitosis: The subject develops breath so foul that all within 10 feet have a -2 penalty to
attacks and a 20% chance of spell failure.
Hiccuping: This increases chances of spell failure by 25%. It is otherwise similar to belching.
Insatiable Appetite: The subject can't satisfy feelings of overwhelming hunger and suffers a -2
penalty to all actions when uneaten food is present.
Insatiable Thirst: This curse has the same effect as insatiable hunger except that it causes a
thirst that cannot be quenched.
Insomnia: The subject is always tired and has a 25% chance of spell failure during casting.
Itching: The caster chooses whether this is nonstop itching or triggered by an event or stress.
The subject's Dexterity and attack rolls are reduced by 2, and any spellcasting is 25%
likely to fail.
Kleptomania: The subject has an irresistible urge to pilfer from others (if not a thief, he won't
be very good at it).
Lethargy: The subject suffers extreme drowsiness either all the time or when under stress.
Dexterity and attack rolls are reduced by 2, and any spellcasting is 25% likely to fail.
Metal Allergy: Every time the subject touches metal, his hand breaks out in hives and blisters.
This gives a -2 (or -10%) penalty to any activity requiring the use of the hands.
Myopia (extreme near-sightedness): The subject has a -2 penalty to missile attacks, and uses
the grenade-like missile table to determine the center of
area attacks.
Narcissism: The subject becomes extremely vain, and quick to point out his own looks to
everyone, while pointing out their flaws. Those spending any time around the
subject react as if his Charisma was 2 points lower than normal.
Nausea: This arises when conditions set by the caster are met (for example, entering a small
room, meeting a dwarf, etc.). Attack rolls are at a -2 penalty and spellcasting failure
is 25% likely.
Pathological Lying: No explanation is necessary to portray what an inability to tell the truth can
cause.
Profuse Sweating: While not causing any detrimental effects of a physical nature, this curse
might have deletrious effects on Charisma. It might also make the hands
slippery at inopportune times.
Serpent Hair: The subject can be mistaken for a medusa by others who may be prone to
attack first and examine the corpse later. The subject's hair changes into locks
of living serpents. These snakes are indeed poisonous to all but the victim,
making them hazardous to those who are close to him.
Serpent Hand: One or both of the victim's hands becomes the maw of a living poisonous
snake. The type of snake is decided by the caster of the curse. The snakes
cannot harm the victim, but are not under his control, attacking any else who
venture too close.
Shaking: Body spasms reduce the subject's Dexterity and attack rolls by 2 points and cause a
25% chance of error in casting spells with a somatic portion.
Slurred Speech: Aside from making the subject hard to understand, a spellcaster has a 25%
chance of spell failure if the spell has a verbal component.
Smoldering: The subject constantly emits smoke from his skin and hair. This can cause some
visual impairment, reducing attack rolls by 2 points and causing errors in distance
judgment for spell casting. Furthermore, anyone suffering from this curse has no
chance of going undetected unless he is standing downwind in a gale.
Sneezing: Sneezing fits occur when a particular event happens or the subject is under stress,
causing a 25% chance of spell failure during casting.
Spike Growth: Once cursed, the subject sprouts spikes all over his body. While the spikes
are no danger to the accursed, they can cause serious damage to clothing
and to others (1d4 poitnts of damage per spike).
Stumbling: This affects Dexterity with regard to movement. Any walking or running requires a
successful Dexterity check at a -2 penalty to avoid tripping over one's own feet.
This is in addition to a general penalty of -2 to the effective Dexterity score.
Truth: This is the opposite of pathological lying.
Uncontrollable Laughter: Many people find being laughed at insulting. This can have serious
repercussions when the accursed laughs at the wrong persons in
the wrong places.
Vulgarity: Insults can be forthcoming with this curse, but unlike the unintentional insulting
curse, profanity is uttered in some form with every breath.
Wart Growth: The cursed person becomes covered from head to toes with warts. This
reduces Charisma by 4 points.
Weariness: The accursed individual is always tired. This causes a -2 penalty to attack rolls.
Furthermore, this curse reduces Constitution by 2 points. This makes wearing
armor or equally heavy objects for long periods of time nearly impossible.
Weight Gain: The subject immediately begins to gain weight at the rate of 5 pounds per day.
The curse ultimately adds 100 pounds to the subject's original weight. Of
course, clothing and armor no longer fit.
Weight Loss: The exact opposite of weight gain. However, the subject's weight is not
reduced below 1% of the original weight.
Whistling: This curse appears at random times. When it does it has a 25% chance not only of
interrupting the subject's spellcasting, but also of interrupting the spellcasting of
those in the immediate vicinity. It also makes hiding difficult.

Bramblestaff
Schools: Alteration
Spheres: Elemental, Earth
Elemental, Water
Area of Effect: 1 wooden staff or club
Casting Time: 1 rd
Components: S, M
Duration: 1 turn
Range: 0
Saving Throw: None

This spell causes an ordinary wooden staff or club to sprout thick, extremely hard spikes on one end, just like a staff made from bramblewood. The staff adds +2 to the caster's attack roll and inflicts double damage for the duration of the spell. A bramblestaff can affect any creature harmed only by magical weapons.