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Prayers "D"
- First Level
Daggerleaf
(Alteration, Invocation)
Sphere: Plant, Combat
Range: 20 yards
Components: S
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Three leaves per 4 levels
Saving Throw: None
Using this spell, the priest causes oak leaves to become rigid and extremely
sharp. These sharpleaves can now be wielded or thrown as daggers. If
the leaves are crumbled before the spell is cast, then the resulting
pieces are similar to caltrops, doing 1d2 HP each. One leaf can cover
a 5-foot long square, with 1d4 points of damage hitting the first creature
to enter. |
Detect Balance
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 object or creature per rd
Casting Time: 1
Components: V, S, M
Duration: 1 rd/level
Range: 60 yds
Saving Throw: None
This spell allows the priest to determine if non neutral forces and alignments
are at work in the area of effect (upon or in the object or creature being
examined). An alignment that is partly neutral (such as that of a neutral
good priest) radiates a mild aura, while an alignment that has no neutral
component (such as that of a chaotic good fighter) gives off a strong
aura. The spell does not determine exact alignment, but only tells the
druid if the object or creature being examined is something other than
neutral; a paladin and a chaotic evil thief, for instance, radiates the
same aura at the same strength.
The spell doesn't function on nonliving items that do not have a natural
aura (such as a vial of poison), but works on any object such as an aligned
magical sword. Creatures that are under the affect of an unknowable alignment
spell or similar magic don't radiate any aura when this spell is used
upon them. If the magic is used upon something or someone that exudes
a true neutral alignment (such as another druid), it produces a smooth,
well balanced aura identifiable as one of neutrality. |
Detect
Disease
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature or object/level
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds
Saving Throw: None
This spell reveals whether a creature or object carries a disease (including
lycanthropy, mummy rot, or a magical disease), and whether the caster
can cure the affliction. The caster has a 10% chance per level to correctly
identify the disease; failure results in no identification at all.
The material component is the priest's holy symbol. |
Detect
Enemy
(Divination)
Sphere: Divination
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1-yard per level radius
Saving Throw: None
By casting this spell, the priest may determine whether there are creatures
within the area of effect that bear hostile intent toward him. The spell
will reveal the direction of the creatures, even if they are invisible,
ethereal, astral, or out of phase. Note that this spell does not reveal
anything about the alignment or motives of the creatures in concern. The
material component of this spell is a miniature spy-glass of any material. |
Detect
Evil/Detect Good
(Divination)
Reversible
Sphere: All
Range: 0 Components: V, S, M
Duration: 1 turn + 5 rds./level Casting Time: 1 rd.
Area of Effect: 10 ft. x 120 yds. Saving Throw: None
This spell discovers emanations of evil, or of good in the case of the
reverse spell, from any creature, object, or area. Character alignment,
however, is revealed only under unusual circumstances: characters who
are strongly aligned, who do not stray from their faith, and who are of
at least 9th level might radiate good or evil if intent upon appropriate
actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations
of evil or good, even if polymorphed. Aligned undead radiate evil, for
it is this power and negative force that enable them to continue existing.
An evilly cursed object or unholy water radiates evil, but a hidden trap
or an unintelligent viper does not.
The degree of evil (dim, faint, moderate, strong, or overwhelming) and
possibly its general nature (expectant, malignant, gloating, etc.) can
be noted. If the evil is overwhelming, the priest has a 10% chance per
level of detecting its general bent (lawful, neutral, or chaotic). The
duration of a detect evil (or detect good) spell is one turn plus five
rounds per level of the priest. Thus, a 1st-level priest can cast a spell
with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round
duration, etc. The spell has a path of detection 10 feet wide in the direction
the priest is facing. The priest must concentrate--stop, have quiet, and
intently seek to detect the aura--for at least one round to receive a
reading.
The spell requires the use of the priest's holy symbol as its material
component, with the priest holding it before him.
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Detect
Harmful Gas
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 60-ft diameter sphere
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn + ½ turn/level
Range: 0
Saving Throw: None
Useful in mining and underground exploration, this spell enables the caster
to detect the presence of harmful gas in a sphere 60 feet in diameter
around the caster. The primary use of this spell is to detect underground
hazardous natural gases such as explosive methane or poisonous sulphur,
or toxic gases like carbon monoxide, but this spell can also detect any
other harmful gas that occurs naturally or is produced by alchemy or magic.
In addition to revealing the presence of such gases, the caster has a
5% chance per level to identify the specific type of gas found (for example,
chlorine gas, methane, or carbon monoxide), to a maximum chance of 75%.
Some rare, exotic gases might be beyond the priest's ability to identify
exactly, although the identification roll may indicate the possible danger
from or effect of the gas.
The material component of this spell is the priest's holy symbol. |
Detect
Harmony
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 10-ft/level cube or 1 individual
Casting Time: 1 turn
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell gives the priest general information on the balance of forces
- good, evil, lawful, or chaotic - in a given area. It does not reveal
the exact alignment or nature of anything in the area of effect, only
the general proportions of each element. The DM must consult his information
about the target area to determine the answer. Answers are always vague
- "there is more evil than good here!" or "the lawful order
of the universe is ascendant in this area."
When cast upon a living creature, the spell takes into account not only
the creature's given alignment, but the acts they have done, the actions
they currently intend to do, and any other factors that may be at variance
with their stated alignment. Thus, a lawful evil character noted for his
occasional outbursts of compassion towards the helpless would be detected
as being "faithful but in which the other forces are at struggle."
Also, the spell can be cast on buildings and areas in an attempt to learn
whether there are powers at work in these places. A dwelling haunted by
spirits would show the harmonies tending towards evil and destructoin,
while the cave of a noted holy hermit would give the opposite impression.
The material component for this spell is a the priests holy symbol. |
Detect
Magic
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 10 ft. x 30 yds. Saving Throw: None
When the detect magic spell is cast, the priest detects magical radiations
in a path 10 feet wide and up to 30 yards long, in the direction he
is facing. The intensity of the magic can be detected (dim, faint, moderate,
strong, or overwhelming). The caster has a 10% chance per level to determine
the sphere of the magic, but unlike the wizard version of the spell,
the type of magic (alteration, conjuration, etc.) cannot be divined.
The caster can turn, scanning a 60 arc per round. The spell is blocked
by solid stone at least 1 foot thick, solid metal at least 1 inch thick,
or solid wood at least 1 yard thick.
The spell requires the use of the priest's holy symbol. |
Detect
Poison
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn + 1 rd./level Casting Time: 4
Area of Effect: Special Saving Throw: None
This spell enables the priest to determine if an object has been poisoned
or is poisonous. One object, or one 5-foot cubic mass, can be checked
per round. The priest has a 5% chance per level of determining the exact
type of poison.
The material component is a strip of specially blessed vellum, which
turns black if poison is present. |
Detect
Pregnancy
(Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell enables the priest to detect pregnancy in any creature. The
priest will also know the day of conception, stage of pregnancy, estimated
day of birth, and gender of child. |
Detect
Snares & Pits
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 4 rds./level Casting Time: 4
Area of Effect: 10 x 40 ft. Saving Throw: None
Upon casting this spell, the caster is able to detect snares, pits,
deadfalls and similar hazards along a path 10 feet wide and 40 feet
long. Such hazards include simple pits, deadfalls, snares of wilderness
creatures (for example, trapdoor spiders, giant sundews, ant lions,
etc.), and primitive traps constructed of natural materials (mantraps,
missile trips, hunting snares, etc.). The spell is directional--the
caster must face the desired direction to determine if a pit exists
or a trap is laid in that direction. The caster experiences a feeling
of danger from the direction of a detected hazard, which increases as
the danger is approached. The caster learns the general nature of the
danger (pit, snare, or deadfall) but not its exact operation, nor how
to disarm it. Close examination, however, enables the caster to sense
what intended actions might trigger it. The spell detects certain natural
hazards--quicksand (snare), sinkholes (pit), or unsafe walls of natural
rock (deadfall). Other hazards, such as a cavern that floods during
rain, an unsafe construction, or a naturally poisonous plant, are not
revealed. The spell does not detect magical traps (save those that operate
by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level
spell snare), nor those that are mechanically complex, nor those that
have been rendered safe or inactive.
The caster must have his holy symbol to complete the spell. |
Detect
Untruth
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1
Components: V, S, M
Duration: 3 rds
Range: 30 yds
Saving Throw: None
A priest who employs this spell is able to note an untruth spoken by a
creature, including even a minor evasion of the truth. The material component
is the forked tongue of a snake.
The reverse of the spell, evade truth, allows the savant to lie or evade
the truth without being discovered by any means. The material component
is a pinch of brass dust. |
Detect
Venereal Disease
(Divination)
Sphere: Divination
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell detects the presence of sexually transmitted diseases in a
creature. A successful Intelligence check reveals the nature and symptoms
of, but not the cure for, any detected diseases. The material component
is the caster's holy symbol. |
Detect
Weapons
Schools: Greater Divination
Lesser Divination
Spheres: Combat
Divination
Area of Effect: Path, 10 ft x 90 ft
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn
Range: 0
Saving Throw: None
When the detect weapons spell is cast, the priest detects weapons in a
path 10 feet wide and up to 90 feet long, in the direction she is facing.
The caster can turn, scanning a 60° arc per round. The spell is blocked
by solid stone at least 1 foot thick, solid metal at least 1 inch thick,
or solid wood at least 1 yard thick.
The spell detects concealed, invisible, and improvised weapons that have
been used to harm or are carried with intent to harm. Broken weapons are
detected only if still usable. In some old ruins, this spell is rendered
useless by the sheer number of abandoned weapons.
The material component is the priest's holy symbol. |
Divine
Romantic Interest
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 1 rd
Components: S
Duration: Special
Range: Touch
Saving Throw: Neg.
This spell enables the priest to divine the existence and subject or subjects
of the unspoken love, crush, or romantic interest of the first creature
touched by the caster. A successful saving throw vs. spell by a creature
unwilling to share such information prevents the caster from learning
the identity of the romantic interest, but conveys to the caster whether
or not the creature harbors any such secret affections at the time the
spell is cast.
Curiously, this spell does not reveal whether or not any other creature
has a romantic interest toward the caster. |
Divine
Sexual Experience
(Divination)
Sphere: Divination
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Casting of this spell involves taking a clear vessel of water and releasing
a drop of ink into it. The percentage of the water not darkened by the
diffused ink indicates that person's purity score. Although not absolutely
certain, any score under 50% probably indicates loss of virginity, and
with the exception of the rarest of heroes and deities, the score will
be between 25% (casual interaction with others) and 90% (extreme debauchery).
More specific information may be revealed at the DM's discretion. |
Divining
Rod
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 60 yds
Saving Throw: None
With this spell, the priest can attempt to locate common items or forces
of nature that may be hidden from view. The material component for the
spell is a wand cut from a ginkgo tree. The priest must state the particular
item being searched for. Thereafter, the wand points in the direction
of the item, pulling the caster along, provided the item is within the
spell range. If an impenetrable obstacle is reached (the ground, for
example) the wand presses against it and stops. The priest must hold
the wand with both hands for the spell to work. If there is no item
matching the description within the spell range, the wand does not react,
although the priestcan move about searching for the item. Common uses
include locating water, buried treasure, and stolen goods. |
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2nd Level |
Dehydration
(Alteration)
Sphere: Elemental (Water)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Negates
This
spell will cause a creature successfully touched by the priest to lose
nearly all water suspended in its body. An option for the priest is
to use his waterskin, into which he may send the displaced water, filling
the skin (but not overflowing). The priest must by holding the skin
in one hand while touching the target for this to occur. Otherwise,
the water is sent to the plane of water.
The
effects on the target of this spell are that they take an extra 1d4
damage from slashing attacks, 1d6 from bludgeoning attacks, and no extra
damage from piercing attacks. They cannot heal normally and must drink
some water within 24 hours or die, and a few gallons to recover (I don't
know the exact amount that the body holds). In addition if no water
is received in 12 hours then there is a failure of the stomach system
(alimentary canal, if you want to be technical) and the character must
make a Constitution check to eat without vomiting, thus requiring a
healing spell; or weeks of light, salty foods to try to heal naturally.
Each failure lowers the character's Constitution for the next eating
attempt, if the adjusted Constitution goes to zero then that character
may not eat until cured. There is also a chance of chronic diarrhoea
setting in if not given water within 12 hours (make a Constitution check)
whereupon then the character's Constitution is reduced by two for a
week after a normal diet has returned.
This
spell will not affect creatures without non-negligible water contents,
this being DM's discretion. Magical water creatures are allowed two
saving throws, the first a regular saving throw, then, if failed, an
additional saving throw versus death magic. If both fail, the creature
is killed (this spell could kill a nereid). |
Detect
Charm
(Divination)
Reversible
Sphere: Divination
Range: 30 yds. Components: V, S
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 1 creature/rd. Saving Throw: Neg.
When used by a priest, this spell can
detect if a person or monster is under the influence of a charm spell,
or similar control such as hypnosis, suggestion, beguiling, possession,
etc. The creature rolls a saving throw vs. spell and, if successful,
the caster learns nothing about that particular creature from the casting.
A caster who learns that a creature is being influenced has a 5% chance
per level to determine the exact type of influence. Up to 10 different
creatures can be checked before the spell wanes. If the creature is
under more than one such effect, only the information that the charms
exist is gained. The type (since there are conflicting emanations) is
impossible to determine.
The reverse of the spell, undetectable
charm, completely masks all charms on a single creature for 24 hours. |
Detect
Enemies
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Path, 10 ft x 60 ft
Casting Time: 1 rd
Components: V, M
Duration: 1 turn
Range: 0
Saving Throw: None
This spell detects the presence and
direction of any creature within a 60-ft radius that has immediately
hostile intentions toward the caster. The creature or creatures can
be invisible, ethereal, astral, out of phase, hidden, disguised, or
in plain sight. The priest feels a compulsion to face each individual
enemy in range. The priest need not do so, but unerringly recognizes
as hostile any such creature the priest sees. Unseen enemies are sufficiently
detected to negate surprise attack rounds, and a thief positioned for
a backstab has the relevant thief skill score halved (usually hide in
shadows or move silently).
The caster also has a 5% chance per level to detect longer term hostility
towards himself or herself, even if no direct attack is imminent.
The material components of this spell are the priest's holy symbol and
a drop of blood from a former enemy. It is not necessary to display
either in an obvious fashion, allowing the priest to cast this spell
without alerting opponents that he is doing so.
|
Detect
Invisibility, 15-foot Radius (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: 15-foot radius sphere
Saving Throw: None
Except as noted above, this spell is
the same as the 2nd-level wizard spell detect invisibility. Note that
the spell allows only the priest to see invisible creatures, and then
only those within the specified radius. The material component of this
spell is a pinch of any fine powder such as talc.
|
Detect
Life
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: 5 rds
Range: 10 ft/level
Saving Throw: None
By use of this spell, a priest can
tell if a creature is alive. The magic detects life in the subject of
a feign death spell, or someone in a coma, deathlike trance, or state
of suspended animation. If cast upon the body of a creature that is
engaged in astral travel, it reveals that the creature is alive. The
spell works on plants and plant creatures as well as animals. The spell's
range is diminished if more than one-inch thickness of wood or stone
lies between the priest and the subject. Each inch of thickness of a
wood or stone barrier is treated as 10 feet of open space. A barrier
of metal of any thickness causes the spell to fail and be ruined. Any
form of mental protection, including those of psionic or magical nature,
likewise ruins the spell without anything being detected. The spell
detects the first living creature that lies along the priest's line
of sight (and within range), or else the first creature that crosses
the line-of-sight path before the duration ends. |
Detect
Phase (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Person touched
Saving Throw: None
When this spell is cast, the person
touched can see and perceive any creature that is out of or in a different
phase than that of the spell recipient. This means that the person touched
will see clearly such creatures with special defenses such as displacement,
blinking, duo-dimension, astral- or etherealness and those who can shift
out of phase, such as phase spiders. Furthermore, if the person touched
has means to attack such creatures, he will have none of the ill effects
that normally occur when trying to attack (i.e., the person touched
would know the exact location of a displacer beast, or where the phase
spider is, etc.). The information cannot be communicated to anyone else
by words. The recipient's sight is limited to 120 yards.
The material component of this spell,
in addition to the priest's holy symbol, is a lens of calcite crystal
which must be viewed through for the spell to have effect. It does not
disappear at the end of the spell. |
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3rd Level |
Deafening Thunderclap
Sphere: Weather
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-foot radius sphere
Saving Throw: Negates
After the casting of this spell a strong thunderclap occurs in the area of effect. It automatically deafens all creatures in the target area for two rounds. Moreover, all creatures subject to the thunderclap have to roll a successful saving throw versus spell in order to remain standing. Creatures that fail their saving throw are knocked over by the force of the movement of air and may be stunned for up to one round if the surface they hit is hard (stone or metal, for example).
Deafened creatures suffer a -1 penalty on surprise, a +1 penalty on initiative, and any spells they cast requiring a verbal component has a 20% chance of going awry. If the creature is stunned, it cannot even defend itself, let alone cast spells.
Large creatures get a +3 on their saving throw, small creatures suffer a penalty of -3, and tiny creatures have to save at -6. Huge or gargantuan creatures are immune to the spell's effects. Note that the caster is not in any way protected against the spell's effects. The spell can be used to scare or confuse a group of creatures and to disperse swarms of flying insects. Used defensively, Thunderclap can deafen the party on purpose so as to avoid the adverse effects of Harpy songs and the like.
The priest needs a small inflated balloon which he has to destroy at the end of the casting by clapping his hands.
|
Detect Ambush
Schools: Abjuration
Spheres: Divination
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 50 yds + 10 yds/level
Saving Throw: None
This spell detects sentient creatures of hostile intent within range that mean to do harm to the caster by lying in ambush. It does not detect traps that might surprise the caster or hostile creatures that might do harm to the caster if encountered; only those expecting the caster and lying in wait to harm him or her are detected.
The reverse of this spell, undetectable ambush, makes one sentient being waiting in ambush proof against this spell or any other divination spell (from the school or the sphere) that would have the same effect. For example, undetectable ambush would prevent an ambush from being detected by a detect evil or detect magic spell.
The material component for this spell is a possession taken from an enemy (not necessarily the one who is lying in ambush). |
Detect Curse
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 object or being/rd
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: 10 yds
Saving Throw: None
This spell enables the caster to magically examine an item or creature to see if it has been subject to a curse spell. To the spellcaster, such cursed items or beings appear to be radiating a black aura. At 12th level, the caster is able to determine if a curse spell so detected is bestow curse, major curse, dying curse, bane, or some other similar spell. This spell does not detect magical items that have malign effects, such as a necklace of strangulation. |
Detect Cursed Item
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 item or person
Casting Time: 1 rd
Components: V, S
Duration: Instantaneous
Range: Touch
Saving Throw: Neg.
A priest using this spell may be able to tell if an item is cursed. The priest must touch the item (in some cases this might release the curse effect). Cursed scrolls must be opened, but not read, for the spell to have an effect. Artifacts give no reading to this spell in any case. This spell does not detect charm effects; though it can detect a curse on a creature. An unwilling subject receives a saving throw vs. spell to negate the effect.
The basic saving throw of an item is 13, though a very powerful cursed item might have a saving throw as low as 5 (the DM decides saving throws on an item-by-item basis). Failure to detect a curse means the caster has no chance to cast this spell successfully upon the item or creature before gaining another experience level.
Casting this spell affects the priest so strongly that no other spells can be cast for four hours, though currently memorized spells are not lost. |
Detect Illusion
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 6
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None
This spell enables the caster to see any illusion for what it is, and banishes phantasms from the caster's mind. Further, while the spell lasts, the priest can allow one creature per round a new saving throw vs. spell against any illusion or phantasm created by a spell of 6th level or less. To do this, the caster must touch the creature (which might require a successful attack roll) taking no other significant action in the round. |
Dismiss 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.
|
Divine Purpose
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell helps the caster to discern the purpose of an item, even if it is broken or only a part of it can be examined. The caster must establish direct flesh-to-item contact with both the mystery item (which can be of any size, but must be solid, not a gaseous cloud, illusion, or visual effect) and his holy symbol, then utter a specific prayer. Neither the item nor holy symbol is altered by the spell. Through divine guidance, the caster can glimpse a vision of what the mystery item once was a part of, or how it is used or functions. Whether or not the spell succeeds, it drains 1 hit point from the caster (which can be regained readily through rest or magical healing).
The chance of learning something about an item has a base of 1% per level of the caster, plus 1% per point of the caster's Wisdom, plus 5% if the item was made by beings of the same race as the caster, plus 10% if the item is or was wholly nonmagical in its functioning (not necessarily in its making), plus 10% if the item performs a function or has an end effect similar to one personaly familiar to the caster. (For example: If the caster has shoed horses, an unfamiliar smithy tool concerned with horseshoes would gain this modifier.)
The DM must determine how clear or extensive is the vision gained. This spell is very good at showing the nearby location (if such exists) where an item was used or allied items lie, but it is very poor at showing the identities of past users of an item. A priest can only work divine purpose on a given item once; subsequent castings fail.
The material component of this spell is the priest's holy symbol. |
Dream Vision
Schools: Invocation/Evocation
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
By means of this spell, the priest is able to send messages to others in the form of dreams. At the beginning of the casting, the priest names whom the message is for. The priest must know the identity of the recipient or identify him by some title that leaves no question as to the recipient. For example, the priest could send a dream to the governor of Changtai Province, even if he has never met the man, since there is only one governor of that province. However, he could not send a dream to the sail-maker of a village in that province, since there might be several sail-makers in that village.
Upon completing the physical casting of the spell, which requires but a turn, the priest falls into a deep, trancelike sleep. At this point his spirit leaves his body and travels instantaneously to the recipient. Thereupon, the priest is able to enter the dreams of the recipient and deliver his message unless the recipient is magically protected from spirits. If the recipient is awake when the spell is cast, the priest can choose to remain in his trancelike sleep until the recipient goes to sleep or he can choose to cancel the spell. The priest does not learn anything about the current activities or whereabouts of the recipient, only whether he is asleep or awake.
Once the priest enters the dream of the recipient, he can deliver a message of any length desired, which the recipient remembers perfectly upon awakening. The communication is one way - the recipient cannot offer informatoin or ask questions of the priest. Neither can the priest gain any information by observing the dreams of the recipient. Once the message is delivered, the priest's spirit returns instantly to his body. If the body is disturbed in any way while using this spell, the priest's spirit becomes lost. The body remains in its comatose state until some means is found to rejoin the priest's spirit with his body, such as a restore spirit spell.
The duration of this spell is the amount of time required for the priest to enter into the dreams of the other and then deliver the message. Thus, the duration could be as short as one round or as long as several hours.
The reverse of this spell, nightmare, allows the priest to send a hideous and unsettling vision to the subject. The identity of the subject must be known, as stated above, and the subject must be asleep. This nightmare prevents restful sleep and causes the victim to lose 1d10 hit points. Since the individual has not rested, he is fatigued as if he had not had the night's sleep and is unable to regain spells. The subject is allowed a saving throw vs. spell to avoid the effects of the nightmare.
The material components for this spell are a bowl of incense and a robe of red (or white for the reverse) silk cloth. |
Druid's Decay
Schools: Alteration
Spheres: Animal
Plant
Area of Effect: 1 dead creature or 10 cu ft of dead plant material
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: 30 yds
Saving Throw: Special
Upon casting this spell, the caster can cause a single dead creature to decompose into dust. Alternatively, the spell can decompose 10 cubic feet or less of dead plant material, including objects made of wood. Items or constructions made entirely or partially of plant material (such as wood) must make a successful item saving throw vs. lightning or be destroyed. An item worn or held by a creature is unharmed unless the owner fails a saving throw vs. spell; upon failure the item must save vs. lightning or be destroyed.
This spell doesn't affect living matter. A single corporeal undead creature of up to 10 Hit Dice can be destroyed if it fails a saving throw vs. death magic. The spell cannot affect noncorporeal undead (ghosts, shades, wraiths, etc.) or undead with more than 10 Hit Dice.
The material component is the priest's holy symbol. |
Dust Shield
Schools: Invocation/Evocation
Spheres: Elemental, Earth
Area of Effect: 1 square yd/level
Casting Time: 6
Components: V, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell causes a scintillating, invisible wall of force by causing the dust particles in the air to form an unbreakable barrier. During the casting, the priest must mentally picture the shape, size, and orientation of the barrier, but it must be two-dimensional. Once cast, the barrier is immovable and unaffected by magic except for a dispel magic spell or the mental command of the spellcaster, who can dismiss it at will. Priests of Geb commonly use this spell to shore up collapsing mine shafts, thus allowing miners time to escape.
If the barrier is smaller than 1 square yard, the priest can specify during casting that the dust shield attach itself to his or her left or right forearm. The priest can then use the barrier as a full "body" shield, providing a +3 (total) bonus to Armor Class. Such a shield cannot be dropped (as it is not actually held), but its presence does not allow the priest to do anything with the shield arm that someone holding a real shield could not do. The spell cannot be used this way in conjunction with a regular shield or a shield spell.
The material components of this spell are a handful of dust thrown into the air and the priest's holy symbol. |
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