|
Prayers "M"
- First Level
Magic
Creeper
Schools: Alteration
Spheres: Plant
Area of Effect: Vine up to 20-ft long
Casting Time: 1 rd
Components: V, S, M
Duration: 2 rds + 1 rd/level
Range: Touch
Saving Throw: None
This spell allows the priest to temporarily animate up to 20 feet of
a single natural vegetable vine or creeper. The caster can then command
the affected vine to knot or unknot itself, move along most normal surfaces
(including up walls and along ceilings) at a movement rate of 2, or
attack enemies. The vine can be left to attach to its parent growth,
or a suitable length can be cut before the spell is cast. To make the
vine perform any of these actions, the priest must concentrate for an
entire round. Any knots or wrappings remain in place after the priest
stops concentrating.
The vine attacks as the priestand has an Armor Class of 5. The round
after it wraps around a subject and each round thereafter, as willed
by the priest, the vine inflicts 1d4 points of constriction damage.
Further, the subject must save vs. paralyzation or be tangled. The first
missed save gives the subject a -2 penalty on attacks and Armor Class;
the second missed save immobilzes the subject completely. A successful
bend bars attempt snaps the vine outright; a single blow of an edged
weapon inflicting 5 or more points of damage severs it. Otherwise, it
can withstand 15 points of damage from edged weapons or damage-producing
magic. The spell ends when the duration expires or when the vine is
severed or destroyed. Higher-level priests can animate an additional
20-foot length per 4 levels of experience. This additional length can
be the same vine or several different vines within a 10-foot radius |
Make-up
(Invocation)
Sphere: All
Range: 0
Components: V, S
Duration: 1d4 hours + 1 hour per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This
spell's sole purpose is to put on make-up, perfume, etc., by magical
means. A boon when in a rush for a ceremony and need to look just right. |
|
2nd Level |
Message
Mote
Schools: Illusion/Phantasm
Spheres: All
Area of Effect: Cloud up to 1 cu ft
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: 30 yds
Saving Throw: None
This spell does not take effect until the conditions stated during its
casting are met (visual and audible triggers only, as detailed by the
caster, like a wizard's magic mouth spell). Any amount of time can elapse
between casting and triggering this spell, but the trigger spot for
the undischarged magic must be the location of the caster when the message
mote was cast or an item or object (which may be portable) touched during
casting. An undischarged message mote cannot be magically detected or
dispelled.
Once activated, a message mote manifests itself as a twinkling radiance
(a single cloud of not more than 1 cubic foot in volume) of a hue, shape,
and intensity chosen by the caster. It cannot be bliding or even equal
to true sunlight, nor can its appearance change during its presentation,
but it can mimic the features of a being or an item known to the caster.
A message mote flies about on a route predetermined by the caster, at
up to MV Fly 18 (B), within the stated spell range. If desired, its
movements can convey meaning (for example, pointing out the location
of a secret door, keyhole, or hiding place). It can also speak a message
of up to 33 words in length. It cannot utter spells, words of activation,
or any magical trigger phrases, but it does deliver a message in the
voice of the caster, mirroring the volume at which they were delivered
during casting. (The caster can, of course, assume an unnatural voice
or employ mimicry, andt the message mote will reproduce that, too). |
Messenger
(Enchantment/Charm)
Sphere: Animal
Range: 20 yds./level Components: V, S
Duration: 1 day/level Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: Neg.
This
spell enables the priest to call upon a tiny (size T) creature of at
least animal intelligence to act as his messenger. The spell does not
affect giant animals and it does not work on creatures of low (i.e.,
5) Intelligence or higher. If the creature is within range, the priest,
using some type of food desirable to the animal as a lure, can call
the animal to come. The animal is allowed a saving throw vs. spell.
If the saving throw is failed, the animal advances toward the priest
and awaits his bidding. The priest can communicate with the animal in
a crude fashion, telling it to go to a certain place, but directions
must be simple. The spellcaster can attach some small item or note to
the animal. If so instructed, the animal will then wait at that location
until the duration of the spell expires. (Note that unless the intended
recipient of a message is expecting a messenger in the form of a small
animal or bird, the carrier may be ignored.) When the spell's duration
expires, the animal or bird returns to its normal activities. The intended
recipient of a message gains no communication ability. |
Mindtouch
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level
Range: 5 yds/level (90 yds max.)
Saving Throw: Neg.
Similar to the 2nd-level wizard spell, ESP, a mindtouch allows the caster
limited contact with the minds of nearby living creatures. Surface thoughts
can be read, but no mental influencing or direct communication is possible.
Unintelligent creatures will yield only emotions and instinctive thoughts.
Undead and creatures without minds (as we know them) cannot be contacted
by this spell. Contact can be broken or initially foiled by any thickness
of lead, tow or more inches of any metal other than lead, or two or
more feet of rock.
One creature per round can be probed; the priest can freely switch from
one being to another. The priest can even engage in spellcasting or
activities requiring intense concentration without ending the spell
- but any round in wihch the priest does not concentrate on the thoughts
of a being is a round wasted. While the spell continues for the entire
duration, without the caster's concentration, nothing is read.
The caster can use the spell to help determine if a creature lurks in
ambush; even if no thoughts can be read, the priest can detect the presence
of a mind, and gain some idea of its current state (agitated, active,
damaged, at reast, and so on). Even a clear thought-reading will not
always reveal what sort of creature is being read.
The material component is the priest's holy symbol. |
|
|
|
3rd Level |
Mass Spoilage Prevention (Abjuration, Alteration)
Sphere: Plant, Protection, Wards
Range: 10 feet per level
Components: V, S, M
Duration: 2 years per level
Casting Time: 1 turn
Area of Effect: 3 cubic yards per level
Saving Throw: None
This spell has the same effect as prevent spoilage, but in a much larger area of effect with an increased duration. In addition to that it also prevents food from being spoiled even if it is dropped into a sewer - if it is washed or rubbed off even slightly, the filth will be removed and the food will be as good as it had been at the day of the spell casting. Obviously, if it is cast on already rotten food, it will not change its quality into good, but it will prevent further decomposition. Both prevent spoilage spells may be applied to easily decaying plant (or even mineral) poisons - if they are treated with this spell they will be untarnished by time. Once this spell runs out, the previously protected material will start to decay at its normal pace again.
The material components are the holy symbol of the priest and a piece of a grain storage sack which has somehow survived over one hundred years without magical prevention of its decomposition. |
Meld Into Stone
(Alteration)
Sphere: Elemental (Earth)
Range: 0 Components: V, S, M
Duration: 8 rds. + 1d8 rds. Casting Time: 6
Area of Effect: The caster Saving Throw: None
This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone's destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell.
The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage.
The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; and passwall expels the priest without damage.
|
Metamorphose Element (Alteration)
Sphere: Elemental (Air, Earth, Water)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
The caster can transform some material of one element into a different but related material of the same element. The transformation is permanent for air or water and lasts for one turn per level for earth.
The air priest can metamorphose gases and vapours in containers or the air around him into other gases (one 5 foot-cube per level).
Earth priests can transform stone, gems, etc., into other earthly materials. He can, for example, transform granite into obsidian. He cannot affect metal at all. He can also turn stone into dust and vice versa (1 pound per level). To make the change permanent, the earth priest must prepare a special gem, costing at least 50 gp, using the spells bless and stone shape on it.
The water priest is able to turn a liquid of one type into another. Water can be made poisonous, for example, or the reverse could be done (up to one gallon per level). Note that the priest must know both substances before casting the spell. A water priest, for example, cannot turn an unknown liquid into pure water; he must know what the liquid is in order to use this spell.
The material component is a small amount of the target material. If water must be turned to poison, some of the desired poison must be at hand. If a gas is to be turned into steam, a container with steam must exist. To use this spell, one must have at least minor access to the related sphere (i.e. a templar can change all elements). This spell was designed for the Dark Sun campaign world. |
Mold Touch
Schools: Alteration
Spheres: Plant
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: Special
This spell empowers the casting priest to transmute its material components into brown mold spores without suffering personal harm. The first creature touched by the caster within six rounds of the casting is infected by brown mold. A successful attack roll is required to touch an opponent in combat or one who is not unaware or immobilized. If the caster cannot touch any creature, the mold spores vanish at the end of six rounds.
The mold spores created by this spell cannot live on plant or inorganic material. All the spores are transferred to the first creature touched by the caster. Thus, the caster can infect only one creature per spell. In the event of an accident, this could well be a friend or ally. A mold touch spell inflicts 4d6 points of damage upon the target creature, or half that if the subject makes a successful saving throw vs. spell.
Brown mold spreads from the contact point rapidly, growing by absorbing body heat. In the process, it chills the subject. In the second round after the attack, the mold inflicts 2d6 points of damage and half that if the subject makes a successful saving throw vs. spell. On every round thereafter, the subject receives a saving throw vs. spell. If the saving throw is successful, no damage is taken, and the spell ends. If the saving throw is failed, that subject takes 1d6 points of damage in that round.
Brown mold created by this spell is of limited duration, and a subject cannot infect other creatures even if intending to do so. Magical cold harms mold created by this spell in the usual manner, but also affects the creature on which the mold is growing.
The material components of this spell are mistletoe, holly, or oak leaves. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|