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Prayers "C" - First Level
Call Animal or Bird
Schools: Conjuration/Summoning
Spheres: Animal
Area of Effect: 120 yds
Casting Time: 1 round
Components: V, S, M
Duration: Special
Range: 0
Saving Throw: None

Before casting this weaker form of animal summoning, the druid must decide if the spell is an animal call or a bird call, as the verbal and material components are different. After casting, all animals (or birds) of size T within the area of effect that are susceptible to the animal friendship spell come to the druid; this takes 1 to 4 rounds. Once most of the animals or birds arrive, the spell lasts for three rounds, plus one round per caster level. During this time, the called animals (or birds) are charmed; they will stay and not harm the calling druid or other animals or birds called. They act normally with respect to other creatures, fighting if attacked as if they were cornered; no other control is evident to onlookers without the use of further spells (such as detect charm). After the spell has expired, the called animals or birds return to their normal territories, the charm lifted. The spell typically calls 3d6 creatures with 3 HD or less, or 2d6 creatures with 2 HD or less.
The material components are two handfuls of food appropriate to the type of creatures summoned; the food is eaten by the animals (or birds) called.

Calm Animals
(Enchantment/Charm)
Sphere: Animal
Range: 60 yds. Components: V, S
Duration: 1 turn + 1 rd./level Casting Time: 4
Area of Effect: Special Saving Throw: Special

This spell soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other words, animal or semi intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th level priest could affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he wishes to within the spell=s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it=s more difficult to affect a winter wolf, hell hound, or owlbear.
While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell's magic is broken and the animals are free to act in whatever fashion they normally would. Note that creatures affected by this spell are not helpless and defend themselves normally if attacked.

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.
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
Description:
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.

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. 

 

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
Comprehend Languages
(Alteration) Reversible
Sphere: Divination

Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Creature or object touched
Saving Throw: None

Except as noted above, this spell is the same as the 1st-level wizard spell comprehend languages.
(When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text.
The material components of this spell are a pinch of soot and a few grains of salt.
The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.)

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.
Create Water
(Alteration)
Reversible
Sphere: Elemental (Water)
Range: 30 yds. Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: Up to 27 cu. ft. Saving Throw: None

When the priest casts a create water spell, up to four gallons of water are generated for every experience level of the caster (for example, a 2nd-level priest creates up to 8 gallons of water, a 3rd-level priest up to 12 gallons, etc.). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc. The reverse of the spell, destroy water, obliterates without trace (no vapor, mist, fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard).
Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 ½ pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.
The create water spell requires at least a drop of water; the destroy water spell, at least a pinch of dust.
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.

 
     
2nd Level

Call Animal
Schools: Conjuration/Summoning
Spheres: Animal
Area of Effect: 1 mile
Casting Time: 1 rd
Components: V, S, M
Duration: 1 hr/level
Range: 1 mi.
Saving Throw: None

This spell calls to the caster one animal of any given species. The only requisites are that such an animal exists within one mile of the caster - and is capable of coming to him - and that the caster hold in one hand a bone, tooth, tail, paw or feather from an animal of the species called. This token is not destroyed by the casting.
The called animal typically arrives in 1d20 rounds, and then behaves as a semi-intelligent pet for the duration of the spell. The animal trusts and respects the caster, protects and serves him as faithfully as possible, but retains its natural personality and instincts. Further, the animal can carry out only simple commands, such as "leave him alone," "follow that," "take this to the top of the hill," and "kill any horses you see." The creatures do not act suicidally, and are not capable of understanding words like "castle," "barbarian," "thief," and other subjective descriptions.
Intelligent or magical creatures are immune to the effects of this spell.

Camouflage
Schools: Alteration
Spheres: Animal
Plant
Area of Effect: 1 person/level
Casting Time: 5
Components: S, M
Duration: 1 turn/level
Range: 20 ft radius
Saving Throw: Neg.

This spell functions only in the wilderness settings, allowing the priest to instantly and completely hide one person per level of experience, concealing them against even thorough searches. The spell changes the coloring and shading of the affected individuals to blend with the natural surroundings. It is effective against infravision and ultravision, and is especially useful for spies and infiltrators. Spell-camouflaged individuals retain all their faculties and abilities, and can emerge from magical concealement at any time they desire.
The concealed individuals can move while magically camouflaged, creeping slowly up to 10 feet each round. Trying to move faster dissipates the spell. As long as the movement is surreptitious and stealth ("Look, Thrag! That bush is moving!"), the spell holds. As with the invisibility spell, if the warded individuals attack, they gain a surprise bonus of initiative and a +4 bonus to hit, but the spell is immediately broken.
The concealed individuals cannot be detected except by magic or by moving stupidly. Until the spell wears off, they enjoy near-total invisibility. The material components are the priest's holy symbol and a mistletoe berry.

Cause/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.)

Charm Person or Mammal
(Enchantment/Charm)
Sphere: Animal
Range: 80 yds. Components: V, S
Duration: Special Casting Time: 5
Area of Effect: 1 person or mammal Saving Throw: Neg.

This spell affects any single person or mammal it is cast upon. The creature then regards the caster as a trusted friend and ally to be heeded and protected. The term person includes any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter is included, while an ogre is not.

The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the caster if assured that the only chance to save the caster's life is for the creature to hold back an onrushing red dragon for "just a minute or two" and if the charmed creature's view of the situation suggests that this course of action still allows a reasonable chance of survival.

The subject's attitudes and priorities are changed with respect to the caster, but basic personality and alignment are not. A request that a victim make itself defenseless, give up a valued item, or even use a charge from a valued item (especially against former associates or allies) might allow an immediate saving throw to see if the charm is thrown off. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if such refusal is in character and does not directly harm the caster. The victim's regard for the caster does not necessarily extend to the caster's friends or allies. The victim does not react well to the charmer's allies making suggestions such as, "Ask him this question. . .," nor does the charmed creature put up with verbal or physical abuse from the charmer's associates, if this is out of character.

Note also that the spell does not empower the caster with linguistic capabilities beyond those he normally has. The duration of the spell is a function of the charmed creature's Intelligence, and it is tied to the saving throw. A successful saving throw breaks the spell. This saving throw is checked on a periodic basis according to the creature's Intelligence, even if the caster has not overly strained the relationship.


Intelligence Score Period Between Checks
3 or less 3 months
4-6 2 months
7-9 1 month
10-12 3 weeks
13-14 2 weeks
15-16 1 week
17 3 days
18 2 days
19 or more 1 day

If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm is broken automatically.

If the subject of the charm person/charm mammal spell successfully rolls its saving throw vs. the spell, the effect is negated.

This spell, if used in conjunction with the animal friendship spell, can keep the animal near the caster's home base, if the caster must leave for an extended period
.

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.

 

Clear Water
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: 1 gallon/level
Casting Time: 2
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None

With this spell, the priest can bring Athasian water closer to its true elemental form. Impurities and imperfections are removed, making it more effective at quenching thirst and nourishing plant life. A creature requires only half as much cleared water as normal water for drinking. An active human, for instance, needs only ½ gallon of cleared water per day to avoid dehydration.
When used to grow plants, cleared water can double the yield of fruit or grain bearing plants. This also applies to trees of life and magical fruit trees, but only if cleared water is used to nurture the trees for every day of their growing life.
The material component is a single drop of distilled water.
The reverse of this spell, muddy water, has exactly the opposite effect. Creatures must drink twice as much and plants yield half as much. The effects of muddy water are not readily apparent - creatures may think they are taking their fill of water but find themselves suffering from dehydration anyway; farmers may not realize until crops are in and it's too late.
The material component of the reverse is a rotted seed.

 

Coat of Mist
Schools: Conjuration/Summoning
Spheres: Elemental, Air
Elemental, Water
Area of Effect: Self
Casting Time: 4
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: NA

A priest can use this spell to crate a magical mist about himself. The spell can be used only at night, during a rainstorm, or at any other time natural mists might be present. The coat of mist improves the caster's Armor Class by 2, and gives a +2 saving throw bonus against fire- or sun-based attacks. These modifiers are cumulative with other bonuses the priest might have, but the caster can benefit from only one coat of mist at a time.

 

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

This spell allows the shaman to gain the immediate loyalty of any tame, normal animal, including the giant varieties thereof. The animal views the caster as its true master, forgetting all previous loyalties. It obeys any commands that it has been trained to obey, but does not gain any special ability to understand the caster, and no additional i nstelligence; it also retains its natural instincts and character, likes and dislikes.
To cast this spell, the caster takes a piece of food suitable for the animal, and tosses it to the creature. This is the spell's material component, and cannot be reused. While most people know that dogs eat meat, for example, more exotic pets may baffle a shaman. To correctly deduce the diet of an unusual animal, the shaman must make a successful Animal Lore proficiency check.

Create Healing Potion
Schools: Alteration
Spheres: Healing
Area of Effect: One container of liquid
Casting Time: 7
Components: V, S
Duration: 1 day + 1 day/level
Range: Touch
Saving Throw: None

This spell allows the caster to transform a single flask or bottle of any liquid - be it water, poison, or even another potion - into a statndard potion of healing capable of restoring up to 2d4+2 points of damage to an injured creature who imbibes it. The potion may be carried and used at a later time, but if no one imbibes it before the spell duration expires, it reverts to its previous composition.

Create Spring
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None

This spell causes a spring of fresh water to bubble forth at the priest's command. The spring can appear only from natural rock or earth, never from creatures, plants, or man-made constructions. The spring puts forth one gallon of water per level per turn. The water is fresh, clear, and cool.
The reverse of this spell, dry spring, causes any natural or created spring to lessen its flow by the same amount.
The material component for this spell is a forked stick.

Crystallize
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: 1 cu ft/level
Casting Time: 5
Components: V, S
Duration: Instantaneous
Range: 30 yds
Saving Throw: None

This spell turns 1 cubic foot of water per level of the caster into ice, or forms a 1-inch thich layer of ice over an existing pool of water. Many of the people and creatures of Athas have never seen ice, and may consider it a treasure, even if told it will last only for a short time. Of course, the priest doesn't have to tell them the ice will melt. Anyone walking on a patch of ice must make a successful saving throw vs. paralyzation to remain standing. If failed, the individual falls and spends the rest of the round trying to stand up.

Cure Drunkenness (Abjuration) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

This spell will instantly remove all effects of alcohol intoxication from one target's system. This instantly alleviates hangover, lack of sobriety, and all associated effects of being drunk or its immediate after-effects. It will not cure or abate maladies caused by long-term alcohol abuse, such as cirrhosis of the liver, alcoholism, heart disease, etc.

The reverse, cause drunkenness, will make its target instantly and severely drunk. The drunkenness caused will last as long as normal drunkenness would last, and may bring on a hangover. The severity of the drunkenness is slight if cast by a 2rd-5th level priest, moderate if cast by a 6th-9th level priest, and great if cast by a 10th level or higher priest

Cure Scurvy
Schools: Abjuration
Spheres: Healing
Necromantic
Area of Effect: 1 creature/level
Casting Time: 5
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None

This spell cures scurvy, a disease common among sailors and caused by a vitamin deficiency. It works only on scurvy, not other diseases.
The material components of this spell are the priest's holy symbol and the salt-encrusted pit of a fruit.
The reverse of this spell, inlfict scurvy, afflicts a single target with scurvy. The range of inflict scurvy is 90 yards. Inflict scurvy has no effect on targets who succeed at a saving throw vs. spell. Targets who fail their saving throw feel extremely weak and their Strength and Constitution ability scores drop to one-third of their current value. They suffer 1d3 points of damage immediately and 1 point per day thereafter due to painful, bleeding gums and bleeding beneath the skin.
These effects of inflict scurvy can be ended immediately with a cure disease spell or similar incantation. Otherwise, the afflicted can recover only with a huge daily intake of fresh fruit. Each day triple the normal diet of fruit is eaten, they recover 1 point each of Strength and Constitution, and no additional damage is taken from the disease. The disease ends when Strength and Constitution have returned to their original values.


 

 

 

3rd Level

 

Call Follower
Schools: Conjuration/Summoning
Spheres: Animal
Area of Effect: 10 mi. radius/level
Casting Time: 6
Components: V, S
Duration: Special
Range: 0
Saving Throw: None

A priest who has not yet received his full allotment of followers can use this spell in the attempt to summon one. After the spell is cast, the DM secretly consults an appropriate table or list of followers he's chosen for the ranger. If the DM decides that a potential follower is within the area of effect, the follower appears within the next 24 hours. If the DM decides that a follower isn't available nothing happens (no follower appears). The ranger can't call a specific type of follower; as always, the type of follower is up to the DM. This spell can be attempted no more than once per month.

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.

Call Pack
Schools: Conjuration/Summoning
Spheres: Animal
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level (Special)
Range: 1 mi.
Saving Throw: None

This spell calls a number of animals (including giant varieties) of a species specified by the caster, who then perform one simple command given to them by the caster. The spell attracts 2d10 animals or however many the DM considers are within range, whichever is lower.
The animals continue to follow the caster's command until it has been fulfilled or the spell's duration has expired. The spell duration begins from the time the animals arrive (usually 1d10 rounds), not from the time that the spell is cast. Commands must be extremely simple - usually one word only: "Kill" or "Pursue" (while pointing at the target) are both acceptable.
The material components are the priest's holy symbol and a small amount of food preferred by the animal type the priest is calling.

Chatterbark
Schools: Greater Divination
Lesser Divination
Spheres: Plant
Area of Effect: 1 tree
Casting Time: 1 turn
Components: V, S
Duration: Special
Range: Touch
Saving Throw: None

A variation of the 4th-level priest spell, speak with plants, this spell enables apriest to ask a simple question of a tree and receive a spoken response. The tree can be any species, so long as its trunk is at least 1 foot in diameter. Before casting the spell, the caster must spend at least an hour carving a humanoid face in the trunk. A priest with proficiency in wood carving (a variation of artistic ability) can carve a suitable face in one turn.
After carving the face, the caster spends 1 turn casting the spell, at which time the face becomes animated, twitching and grimacing as if just waking from a long sleep. The tree face then looks at the caster expectantly, waiting for a question. The caster can ask the tree any single question that can be answered in a single word or short phrase. Typical questions might include: "Has a dragon passed this way within the last few days?" "Has it rained here recently?" "Are there any fruit trees nearby?" The tree answers the question honestly. If the question is beyond the scope of the its knowledge, the tree says, "I don’t know." After answering , the face disappears.
The DM should keep in mind that a typical tree doesn't know very much, as it has little experience, never travels, and rarely interacts with other living things in meaningful ways. As a rule of thumb, a tree's knolwedge is limited to things it has observed (passersby, weather conditions) and general information about the immediate area (animal populations, location of landmarks). A tree can't give dependable advice or make judgments. If the DM is in doubt about what a particular tree knows, the tree answers, "I don't know."

Circle of Life
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: 3 creature/level
Casting Time: 4 rds
Components: V, S, M
Duration: 1 day
Range: 0
Saving Throw: None

This spell enables a number of creatures to survive in arid, inhospitable terrain. Those affected by the spell need only half their water requirements per day, and regain 1 extra hit point every 24 hours.
The spell does not help the caster ini any way, in fact, the caster requires twice the normal amount of water. The priest transfers his own bodily water to those within the circle of life, and the constant drain needs to be replenished.

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.

Cloud Message (Alteration, Conjuration)
Sphere: Elemental (Air), Weather
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 5
Area of Effect: 1 cloud
Saving Throw: None

This spell enables the priest to write a message into a cloud so that it becomes visible to all creatures who can see the cloud. The caster summons a small (1 HD) air elemental from the elemental plane of air, points at the cloud he wants to use and then writes the message into the air. The elemental then flies to the cloud and changes its shape until it is an exact copy of the original message magnified many times. The handwriting of the caster will even be recognised by all that are familiar with it.

The message will be visible during the day and the night as long as there is at least one major celestial body in the sky that can shine through the holes made in the cloud. The cloud is magically protected for the duration for the spell and it will not lose any vapour during this time, even if the surrounding clouds disappear into rain (the elemental is taking care of this). What's more, the priest can influence the direction the cloud is moving: he can cause it to stay immobile, or he can choose a direction the cloud has to travel to (at about 2 miles per hour). But once this choice has been made it cannot be changed and will remain the same for the full duration of the spell - 1 day per level of the caster. At the end of the duration, the elemental returns to its native plane.

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.

Cloudview
Schools: Alteration, Greater Divination
Spheres: Divination
Area of Effect: See Below
Casting Time: 5
Components: V, S, M
Critical:
Duration: 1 turn/level
Knockdown:
Range: 20 miles/level
Saving Throw: Nil

Cloud view allows the caster to see and hear events through any one cloud within the range of the spell. The caster's image appears in the cloud for all to see. The caster can see in any direction from the cloud, including up. Hearing is limited to relatively loud events such as shouts or explosions. Spells cast on the cloud do not affect the caster, though an effective dispel magic severs the connection between the caster and the cloud.

The spell's material component is the cloud itself.

Conjure Lesser Elemental
Schools: Conjuration/Summoning
Spheres: Elemental, Air, Elemental, All
Elemental, Earth, Elemental, Fire, Elemental, Water
Area of Effect: Special
Casting Time: 3 rds.
Components: V, S, M
Duration: 1 turn + 1 round/level
Range: 30 yds.
Saving Throw: Special

With this spell, a priest can freely summon a lesser elemental from his own elemental sphere. The lesser elemental will do anything within its power to aid the caster. A priest cannot summon an elemental from an opposing sphere (that is, a water priest cannot summon a fire elemental). Only clerics and druids can cast this spell; templars cannot conjure lesser elementals.

Once cast, there is a 50% chance for one to three 2 Hit Die elementals to appear; a 25% chance for one or two 4 Hit Die elementals; and a 25% chance that one 6 Hit Die elemental will appear. The lesser elemental can be sent back by the caster, one at a time or all at once, at any time. It automatically returns to its home plane when the spell ends.

Conjured lesser elementals must be controlled by the priest; otherwise, it will simply assume a defensive posture until it returns to its plane. Lesser elementals won't attack the priest when uncontrolled. Lesser elementals can be controlled up to 30 yards away per level of the caster. Lesser water elementals are destroyed if they are ever more than 30 yards from a large body of water.

This spell requires a handful of material representative of the elemental being's home plane:

· Lesser Air Elemental: Breath of the caster

· Lesser Earth Elemental: Dirt, dust, or other earth

· Lesser Fire Elemental: Any burning object

· Lesser Water Elemental: Liquid, water, sweat, spit, and so on.

Continual Faerie Fire
Schools: Alteration
Spheres: Weather
Area of Effect: 12 sq ft/level, within a 70-ft radius
Casting Time: 6
Components: V, M
Duration: Permanent
Range: 120 yds
Saving Throw: None

This spell is most often used to illuminate temples or temporary places of worship. Continual faerie fire allows a priest to cover an area with a pale, glowing light. This radiance can be of any color desired by the caster. Amber, green, red, and ale-brown, in that order, seem the most popular. Crafy spellcasters sometimes employ blue-white or specific aura hues to simulate magical auras. The spell's area of effect can be of any size up to the limit imposed by the priest's level, but it must be continuous. A row of patches of light would require a row of spells, whereas a ribbon or circle of light in the same area could be created with a single spell.
When in contact with the lit area, all beings and objects are outlined with a slightly more intense light than their surroundings. Invisible creatures are also surrounded with a nimbus and revealed if in contact with continual faerie fire, but noncorporeal, ethereal or gaseous creatures are unaffected. Undead creatures, however disguised, display an aura of blackness when in contact with continual faerie fire.
All creatures and objects possesing or under the current influence of cast magic that is not part of their essential nature radiate an additional, flickering white aura. (The magic that animates some undead creatures is part of their essential nature; they would not cause a white aura unless they also bore some special magical item or cast dweomer). Spellcasting or activating a magical item while in contact with the radiance of continual faerie fire is accompanied by tiny, winking white motes of light. (A flickering white aura is not displayed by beings that have only memorized spells and not yet cast them.) The white aura concentrates around magical items and surrounds beings under a dweomer. In other words, a magical sword or potion flask would display this flickering white aura, and the entire person of a polymorphed being would glow. The whole of any illusion also glows with this flickering white aura. Aura effects are cumulative: An undead creature imbued with spell ability or disguised by an illusion would have a black aura haloed with a flickering white one.
The radiance does not harm undead or creatures that dwell in darkness and doesn't approaches the intensity of sunlight, but creatures with normal vision can attack and function as if in normal light. The radiance does not alter or damage objects or creatures within its area of effect in any way. Moving objects and creatures retain a glowing outline for one round after the round in which they leave the area lit by the spell.
Continual faerie fire operates independently of magical light and darkness, functioning as if neither existed. Within areas of bright light, the winking hite lights of magical outlines are hard to see, and the colored outlines around beings and objects appear as a faint fuzziness around the perceived edges of the outlined forms.
The material components of this spell are a piece of foxfire, a drop of water, a pinch of ashes, and a pinch of bone dust.

Continual Heat (Alteration) Reversible
Sphere: Sun, Weather
Range: 6 yards
Components: V, S, M
Duration: Until dispelled
Casting Time: 3
Area of Effect: 20-yard radius sphere
Saving Throw: Negates

This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (continual chill), causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect. Continual heat is very handy cast on blankets, etc., for those travelling in cold climates or in deserts. Materials required: sulphur for continual heat, clear crystal for continual chill.