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Prayers "S"
- First Level
Sap
Schools: Conjuration/Summoning
Spheres: Plant
Area of Effect: 10-ft x 10-ft area
Casting Time: 4
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: 10 yds
Saving Throw: Special
A sap spell coats everything within the area of effect in tree sap.
After the spell is cast, any creature entering the area of effect is
slowed to half its movement rate while in the affected area. Any creature
in the area of effect when the spell is cast must make a successful
saving throw vs. spell or be covered in the sticky substance. Those
who succeed can reach the nearest unaffected surface by the end of the
round, although their movement rate is also reduced to half normal while
within the area of effect. Those who fail their saving throws have their
movement rate reduced to 1 and have their Dexterity reduced by half.
Casting spells, employing magical items requiring any sort of movement,
or any launching any sort of physical attack is impossible while under
the effects of this spell. In addition to any loss of the creature incurs
a +2 Armor Class penalty (to a maximum of AC 10). Winged creatures and
those employing magical items such as wings of flying cannot fly.
A free action spell or ring or similar effect negates the effects of
a sap spell for the affected individual only. Thoroughly dousing an
individual covered in sup with wine also ends the effect.
The material components are the priest's holy symbol and a drop of tree
sap. |
Scribe
Schools: Alteration
Spheres: All
Area of Effect: Creates 1 copy
Casting Time: 1 rd
Components: V, S, M
Duration: 8 hrs maximum
Range: Touch
Saving Throw: None
By means of this spell, the priest's handwriting, if it happens to be
poor, is greatly enhanced. Furthermore, the priest can write twice as
rapidly as normal and still produce high-quality copying of a text or
map. This spell decreases the chance of error by 25% in the copying of
text, including maps. It can be used when fabricating a magical scroll.
The scribe spell lasts as long as the priest continues to copy or compose
a text, with a limit of eight hours in any case. Any interruption of the
copying ends the scribe spell. In the case of scribing a magical spell
scroll, the interrupted spell is spoiled and useless, and the work must
be begun again.
The material components are ink, quill and parchment (book or scroll). |
Seedling (Alteration) Reversible
Sphere: Elemental (Air, Earth), Plant
Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
This spell causes one tree seed or seedling per level of the priest to
be specially blessed by the priest's god. When the spell is cast upon
a seed or seedling and planted in the ground, it will immediately start
to grow at an astonishing rate. It will grow to a total height of 2 feet
+ 1 foot per level of the priest in the period of one turn. A tree thus
"blessed" by this spell will grow to be a large, healthy tree,
highly resistant to both parasites and disease, and will have a much longer
lifespan than ordinary trees of its type.
The reverse of this spell, tree shrink, causes one tree to be reduced
in height by the above amount. If this is cast upon an enchanted or intelligent
tree, it gets a saving throw versus spell. If the tree saves, there is
no effect. If the tree fails, then the tree is reduced in Hit Dice by
the level of the priest.
The spell can be cast in two ways. The first way takes 1 round per seed
or seedling to cast and be planted. The other way takes 1 round per seed
or seedling to cast, initially. The spell is then finished at a later
time by completing the final gestures (again, this costs 1 round per seed
or seedling) and then planting the seeds or seedlings. There is no limit
to the time in between the original casting and completion in this variation.
Anybody can perform the final gestures needed to complete this spell.
The seeds or seedlings are most commonly used for gifts or reforestation
projects as needed. The trees around a priest grove tend to be of this
type. |
Sense
Direction
Schools: Greater Divination
Lesser Divination
Spheres: Elemental, Earth
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell tells the priest which cardinal direction he or she faces.
The spell also reveals the caster's depth underground or altitude above
ground.
The material component is a small lodestone held in the hand. |
Shape
Plant
Spheres: Plant
Area of Effect: 1 plant
Casting Time: 1 minute
Components: V, S, M
Duration: Permanent
Range: 0
Saving Throw: None
By touching a chosen plant, a priest can shape its growth pattern in
to several forms. The priest can straighten a plant so that it grows
tall and true, have it grow low to the ground so as to trip a foe, or
make any thorns it possesses sharper and more painful (increasing its
normal damage by +2 hp). When used before casting the spell fast growth,
the priest can make any wooded area defensible. This spell lasts until
the plant is destroyed or until someone casts a successful dispel magic
on it.
|
Shillelagh
(Alteration)
Sphere: Combat, Plant
Range: Touch Components: V, S, M
Duration: 4 rds. + 1 rd./level Casting Time: 2
Area of Effect: 1 oak club Saving Throw: None
This spell enables the caster to change his own oak cudgel or unshod staff
into a magical weapon that gains a +1 bonus to its attack roll and inflicts
2d4 points of damage on opponents up to man size, and 1d4+1 points of
damage on larger opponents. The spell inflicts no damage to the staff
or cudgel. The caster must wield the shillelagh, of course.
The material components of this spell are a shamrock leaf and the caster's
holy symbol. |
Snow
Boots
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: Creature touched
Casting Time: 4
Components: V, S
Duration: 1 rd/level
Range: Touch
Saving Throw: None
This spell creates heavy but amorphous fields of air around the lowest
pair of extremities of either the caster or one. touched creature (who
must be willing or the spell fails). The fields do not hamper movement
overmuch (no Dexterity penal-ties), but their density does slow movement
rates by 1 point.
The magic allows creatures who would normally break through a crust of
snow or ice to glide atop it by spreading out their weight. It also absolutely
prevents their falling over due to an external thrusting force or attack,
though they can deliberately launch themselves into a dive or fall. The
prohibition on falling works only on upright bipeds of 9 feet or less
in height and who have at least two walking limbs (legs). The magic does
not permit water walking on open water, but does slow sinking in water
from a plunge into a round long settling (allowing an alert victim to
hurl at least one item from his person, or to make one grab at any nearby
anchor point).
While the slow boots spell last normally lasts for one round per caster
level, a caster using the spell personally can dismiss it earlier if desired.
Once brought into being, the snow boots effect cannot be transferred from
one being to another. |
Snake
Charmer
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 creature
Casting Time: 1
Components: S
Duration: Special
Range: 10 yds
Saving Throw: Neg.
By staring into a creature's eyes and swaying his or her head back and
forth slightly, the caster can hypnotize one creature. The creature is
entitled to a saving throw vs. spell. Success means the spell has no effect.
Failure means the creature falls under the effects of the snake charm.
This spell has no effect on undead creatures of any sort.
While entranced, the affected creature simply stares at the spellcaster
and cannot perform any other action. The spell effect ends immediately
if the caster performs any other action except moving at no more than
half normal movement rate or if the creature is physically shaken or attacked
in any manner. A snake charm is not a particularly deep enchantment, hence
the subject can respond to any attack in the same round, although always
attacking last and performing only a single action if normally allowed
multiple actions. |
Speak
With Birds
Schools: Alteration
Spheres: Animal,
Divination
Area of Effect: 1 avian within a 30-ft radius
Casting Time: 4
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None
This spell empowers the priest to comprehend and communicate with any
normal or giant avian that is not mindless. The priest is able to ask
questions and receive answers from the creature, although friendliness
and cooperation are by no means assured. Furthermore, terseness and evasive-ness
are likely in basically wary and cunning birds; the more stupid ones will
instead make inane comments. If the bird is friendly and of the same general
alignment as the priest, it may do some favor or service for the priest
(as determined by the DM). |
Speak
with the Intoxicated
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 1
Components: V, S
Duration: 1d20 rounds
Range: 0
Saving Throw: None
This spell empowers the priest to comprehend and communicate with any
person that is intoxicated. The priest is able to ask questions and receive
intelligent answers that may still be friendless, cooperative, or understanding.
The true usefulness of the spell is when the intoxicated person is comatose.
A spell or power of this sort could make the priest a very valuable party
commodity for his ability to interrogate those who require so much alcohol
to loosen their tongues that it also shuts down most of their brains. |
Spider
Climb
Schools: Alteration
Spheres: Necromantic
Area of Effect: Creature touched
Casting Time: 1
Components: V, S
Duration: 1 round + 1 round/level
Range: Touch
Saving Throw: Neg.
The version of spider climb used by priestesses is a slight improvement
over the widely-known wizard's spell.
Bare hands and feet are required, and the affected creature moves at
MV 9 (6 if at all encumbered). Movement is silent, unless loose rock,
etc. is dislodged. Objects that weigh less than 1 pound will stick to
the affected being's hands and feet for the spell duration, making certain
types of spellcasting virtually impossible. The effect can be prematurely
ended by the caser, by pronunciation of a word (if the affected being
is not the caster, the caster must be within a range of 10'/level for
the word to have any effect).
Sufficient force will tear a spider climbing being from the surface
he is clinging to; the DM must determine what occurs according to the
situation.
Unlike the wizardly equivalent of this spell, no material components
are required. If the caster is the recipient of the spell, its duration
can be (by silent will) stopped and started; i.e., a climber who reaches
a ledge can "turn off" the effect and sleep, cast other spells,
and engage in other activities, "turning on" the spider climb
later in order to climb down.
This option is not available to recipient creatures other than the caster.
Such beings must be touched for the caster to transfer the magic to
them. This can be done at any time during the life of the spell - i.e.
a priest can spider climb for a time, touch another being, and by will
transfer the remaining time of the ability to that other being. If a
being is unwilling to be affected, a saving throw vs. spell is allowed
to negate the effect (this ends the spell immediately). |
Spidereyes
Schools: Alteratio n
Spheres: Animal
Area of Effect: Special
Casting Time: 1
Components: V, S
Duration: 1 rd/level
Range: Special
Saving Throw: None
This spell enables a priest to temporarily see through the eyes of any
living arachnid, which must be touched (unlike the wizard version of this
spell, a priest requires no other material components). This spell does
not give the caster any direct mental contact with the spider, and does
not confer any sort of control over the arachnid, or ability to learn
its thoughts or emotions.
Most spiders have eight eyes (two compound, six simple) whose vision is
not readily understandable to most intelligent races. The spell allows
the caster to comprehend what the spider sees (with range, focal viewpoint,
and usually infravision) as readily as the spider does. The range between
spider and caster is limited only by the spell duration and the spider's
travels, but the spell is broken if either spider or caster move to another
plane of existence. The interposition of certain magical barriers, such
as the border of a minor globe of invulnerability or any more powerful
spell, between the arachnid and caster will also end the spell.
Usually small, harmless spiders are employed by casters of this spell,
to serve as spies where the caster dare not go - but often, frustratingly,
a spider will not go or look where the caster wants it to, unless controlled
or influenced by additional spells.
Sometimes, this spell is cast on a giant spider (the caster requires a
successful attack roll if the spider is hostile and not surprised) to
see through its eyes while battling it, so that the caster and companions
can strike from areas that the arachnid cannot see. |
Stone
Quiet
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: 1 person
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None
The druidmust touch the subject of this spell for the spell to work. The
spell causes the stone upon which the person steps to absorb all sound
made by his movement and so grant him the ability to move silently while
he walks. This works even when the ground is littered with dry leaves
or bones and even when the person is wearing a noisome plate mail armor.
Note that this spell will not work while the person walks on surfaces
that are either not solid or not stone-based (i.e. water, metal, gem,
solid fogs, etc.).
Priests use the spell, along with the Pass without trace spell, to spy
on people that walk through the forest before they introduce themselves.
The material components are mistletoe and some fine dust to spread upon
the person's feet. |
Stoneblend
Schools: Illusion/Phantasm
Spheres: Elemental, Earth
Area of Effect: Creature touched
Casting Time: 4
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell enables the recipient to blend against stone walls so as to
be effectively invisible for as long as he or she holds still. The creature
must press its body against the stone wall when the spell is cast.
Careful observation of the exact area in which the concealed creature
stands allows a 5% chance for visual detection. Tactile or other physical
inspection of the specific region immediately reveals the presence of
the creature and ends the spell. The material components are the priest's
holy symbol and a pinch of dust. The spell also requires that the recipient
be dressed in dull or drab colors (browns, blacks, and/or grays) that
do not clash with the surrounding environment. |
Stop
Bleeding
(Alteration)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
This spell immediately stops the bleeding of a wounded individual. It
will not heal any damage, only stop the flow and scent of blood. This
is useful when a priest needs to halt bleeding of an individual who cannot
be fully healed at that time (note that even a bandaged wound may still
attract sharks and other creatures by scent). The spell will cease to
attract sharks and other carnivorous fish, but the amount of blood already
spilled will still exist. This spell can also be used on land to stop
the victim from leaving a trail of blood. It may also be used to halt
the adverse effects of a weapon of wounding. The material component of
this spell is the priest's holy symbol. |
Strength
of Stone
(Invocation/Evocation)
Sphere: Elemental Earth
Range: Touch Components: V, S, M
Duration: 3 rds.+ 1 rd./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None
This spell grants supernatural strength to the recipient by raising his
Strength score by 1d4 points or to a minimum of 16, whichever is higher.
Each 10% of exceptional Strength counts as 1 point, so a character with
a Strength of 17 could be raised as high as an 18/30, but no higher. Both
the priest and the recipient must be in contact with solid stone or earth
when the spell is cast—standing on the ground will do nicely, but
flying or swimming will not. The spell lasts for 3 rounds plus 1 round
per caster level or until the subject loses contact with the earth. Obviously,
this can happen in a number of ways, including being picked up or grappled
by a larger creature, being knocked through the air by an impact or explosion,
or even being magically moved in some fashion.
The material components are a chip of granite and a hair from a giant. |
|
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2nd Level |
Sanctify
(Conjuration/Summoning)
Reversible
Sphere: All
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 10 yard 0 10 yard square/priest
Saving Throw: None
This
cooperative spell allows the priests to create a beneficial atmosphere
within a specified area. Companions of similar alignment to the casters
will feel fortified and encouraged while in the sanctified area. The spell
can be cast by a single priest or a group of priests.
After casting sanctify, the affected area is imbued with the deity's majesty.
For followers of that deity, the area radiates a holy aura. These followers
gain a +2 bonus to saving throws against all fear- and charm-based powers
(a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same
alignment as the caster but of different faiths gain a +1 to saving throws
(+1 in BATTLESYSTEM rules). The effect applies only as long as the characters
remain in the sanctified area.
Creatures
intent on harming the priest or his followers suffer a -1 on saving
throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units)
when on sanctified ground.
Undead creatures within the area are easier to turn; any priest standing
on sanctified ground turns undead as if he were one level higher.
Although this spell can be cast by a single priest, it is most effective
when cast by several priests at once. The duration of the spell is equal
to one round per level of the caster. When several priests cast the
spell, the level of the most powerful priest is used, with two rounds
added for every contributing priest. Thus, one 8th-level and three 6th-level
priests would give the spell a duration of 14 rounds (8+2+2+2).
Sanctify
is often used in conjunction with focus to protect the grounds of a
temple or encourage men defending a castle.
The material components are the priest's holy symbol and a handful of
dirt from the grounds of an existing temple of the same faith.
The reverse of this spell, defile, functions in an identical manner
with respect to saving throws for charm and fear. However, priests standing
on defiled ground who attempt to turn undead do so at one level lower
than their current level.
The
material components for the reverse are the priest's holy symbol and
a handful of earth from a grave. |
Scent
of Vengeance
Schools: Alteration
Spheres: Animal
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: 2 days/level
Range: 0
Saving Throw: None
This spell imbues the priest with the ability to unerringly track any
living creature who has directly caused insult or injury to a designated
being (including the caster). This spell does not allow the tracking
of undead creatures, and the name of the being who committed the action
must be known for the spell to be effective. This spell can only be
cast at the site of the offending insult or injury. The priest can follow
the trail across any terrain by following the scent of his foe, even
underwater or through the air if he or she can swim or fly.
The only way for the quarry to throw the pursuit from the trail is to
teleport, employ a gate, shift to another plane or employ some other,
similar form of magical transportation. Even if the quarry employs such
forms of magical transportation, the tracking priest can continue to
follow the trail until the point of magical departure, at which point
the spell ends.
The spell requires a small token once possessed by the quarry and the
priest's holy symbol. Neither is consumed in the casting. |
Sharpleaf
Schools: Alteration
Spheres: Plant
Area of Effect: 3 leaves/level
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 5 yds
Saving Throw: None
When cast, this spell causes leaves of any type to become rigid and
razor sharp, effectively becoming knives. These sharp leaves can be
wielded or thrown, causing ld3 points of damage if a successful attack
roll is made.
The leaves can also be crushed and crumpled before the casting, then
serving as caltrops doing ld2 points of damage. Three leaves per level
of the caster can be affected. If mistletoe is used as the object of
the spell, 1 point of additional damage is added.
The material components are leaves and sap from a hardwood tree, which
is sprinkled on them.
|
Sheltered
Form
Spheres: Weather
Area of Effect: Caster
Casting Time: 2
Components: V
Duration: One hour+one hour/level
Range: Touch
Saving Throw: None
When sheltered form is cast, it
prevents bad weather from having adverse effects on the priest. The caster
is protected from the effects on nonmagical heat and cold in a range of
10 degrees F to 100 degreeds F, with such temperatures feeling as if they
were only a mild 70 degrees F. The ward ceases to function in extreames
of temperatures beyond the limits mentioned above.
The sheltered form does not have a visible aura, yet it also prevents
the priest from being hampered by mundane rain, snow, hail, and gusts
of wind; the character avoids not only illness brought on from such conditions
but also poor visiual conditions and bad terrain. To an observer, the
priest appears only slightly dampened or hindered by the weather.
The spell offers slight protection again magically-generated weather (dust
devil or ice storm), granting the elf a +1 on his saving throws for the
duration of the sheltered form. |
Slow
Poison
(Necromancy)
Sphere: Healing
Range: Touch Components: V, S, M
Duration: 1 hr./level Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a
poisoned individual, it greatly slows the effects of venom, if cast upon
the victim before the poison takes full effect. (This period, known as
the onset time, is known to the DM.) While this spell does not neutralize
the venom, it does prevent it from substantially harming the individual
for the duration of its magic in the hope that, during that spell period,
the poison can be fully cured.
The material components of the slow poison spell are the priest's holy
symbol and a bud of garlic that must be crushed and smeared on the wound
(or eaten if poison was ingested). |
Snake
Summoning
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 120-ft radius
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level
Range: 120 yds
Saving Throw: Special
This spell allows the priest to
summon all snakes, serpents, and serpent-like creatures within the area
of effect. Creatures with Hit Dice greater than the level of the shukenja
and those creatures with a high Intelligence are allowed a saving throw
vs. spell to avoid the effect. If the saving throw is failed or the creature
not allowed a save, it comes to the priestand follows him about, so long
as the priest maintains concentration on the spell.
The creatures make no attempt to harm the priest or those with him, unless
they are attacked. Once attacked, the spell is broken. The priest can
move at half his normal movement rate without breaking his concentration.
At the end of the spell, the serpents revert to their normal state, with
all the consequences this may entail.
The material component is a small silver flute, which is played throughout
the duration of the spell. |
Speak
With Animals
(Alteration)
Sphere: Animal, Divination
Range: 0 Components: V, S
Duration: 2 rds./level Casting Time: 5
Area of Effect: 1 animal within 30 ft. Saving Throw: None
This spell empowers the priest to
comprehend and communicate with any warm- or cold-blooded normal or giant
animal that is not mindless. The priest is able to ask questions of and
receive answers from the creature, although friendliness and cooperation
are by no means assured. Furthermore, terseness and evasiveness are likely
in basically wary and cunning creatures (the more stupid ones will instead
make inane comments). If the animal is friendly or of the same general
alignment as the priest, it may do some favor or service for the priest
(as determined by the DM). Note that this spell differs from the speak
with monsters spell, for this spell allows conversation only with normal
or giant nonfantastic creatures such as apes, bears, cats, dogs, elephants,
and so on. |
Speed
Fermentation (Alteration)
Sphere: Plant
Range: 3 feet + 1 foot per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 2x2 feet x2 feet per level
Saving Throw: None
By the use of this spell, a priest may speed the fermentation process
of any naturally fermentable vegetable matter (grapes, potatoes, wheat,
etc.). Within one hour, all contents of the container will be completely
fermented as if the full year (or whatever the necessary time period
is) has passed. The priest must be careful to make sure that all other
preparations have been made to hold the newly fermented liquid. There
must be vats, bottles and anything else that is necessary for the preservation
of the alcohol.
The
priest must already be knowledgeable about the processes involved with
fermentation, know the time necessary to ferment the grapes (or whatever),
and know the alcohol-making processes before casting this spell (the
character must have a proper nonweapon proficiency). The material component
is a bit of already fermented material. |
Spirit
Tracker (Conjuration/Summoning)
Sphere: Astral, Divination, Vengeance
Range: Special
Components: V, S
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The
spell operates by creating an ethereal presence capable of tracking
an enemy with complete certainty. This spirit tracker is magically linked
to its creator in such a way that the priest becomes aware of the direction
to an enemy as soon it is located by the tracker. The tracker can find
a creature in the same plane as the priest in 2d12 turns, and can find
an enemy anywhere in 2d12 hours.
The
enemy must have in some way, mentally or physically, brought harm on
the priest or someone known to the priest. At fifth level, the priest
learns the exact location as well as the direction to the hunted creature.
At ninth level, the priest can actually see through the eyes of the
spirit tracker. During
the operation of this spell, the tracked creature continually has the
feeling that he is being watched. If the hunted creature is sensitive
to ethereal vibrations (high level wizards, certain creatures of the
outer planes, etc.) then the spirit tracker itself may (5% chance) be
seen. The 3rd-level wizard spell detect scrying will reveal the location
of the tracker, and a dispel magic cast upon the tracker will destroy
it. If the tracker is dispelled, the casting priest must make a saving
throw versus paralysation or sustain 1d6 points of damage and will have
a tremendous headache for 3d6 hours preventing the use of another spiritual
tracker during that time and placing the priest at -1 to hit. |
Spread
Healing
Schools: Necromancy
Spheres: Healing
Area of Effect: The caster
Casting Time: 5
Components: V, S
Duration: 2 rnd/level
Range: 0
Saving Throw: None
When the priest casts any cure wounds spell while this spell is active,
he may have the spell absorb part of the healing, which he may then release
on another person or people (this requiring 1 round per person). It is
possible, therefore, to cure 6 hit points of wounds, spreading it between
two people, one damaged by 2 and another by 4. Excess curing may be saved
up to the end of the spell's duration. The priest under this spell can
sense when a person is fully healed and thus when it would be wise to
heal the wounds of others instead.
Priests who may cast "cause wounds" spells may reverse this
spell to spread wounds. Either version of the spell works only for cure
(or cause) wounds spells personally cast by the priest during the spell's
duration.
|
Spring
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: Creates 1 spring
Casting Time: 1 rd
Components: V, S, M
Duration: 24 hrs maximum
Range: 3 yds/level
Saving Throw: None
The priest can use this spell to create
a temporary spring of water with a flow rate of 2 to 12 gallons a minute,
depending on the relative dryness of the region. If the DM determines
that underground water exists within range, it is detected and drawn
to the surface at the spot chosen unless its path is blocked by solid
rock. The appearance of the water is delayed one round for every 10
feet it must travel. In arid country, the spring may last for as little
as 1 hour and flow at a lower rate.
The material component is a small forked stick, which is thrust into
the ground. |
Stalk
Schools: Alteration
Spheres: Animal
Travelers
Area of Effect: Creature touched
Casting Time: 5
Components: V, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None
This spell makes the affected creature nearly invisible in rural surroundings
(99% undetectable visually, as if hiding in shadows). The creature also
becomes almost totally silent (as if moving silently with a 99% skill),
and both its natural scent and its heat signature are masked by the spell
(making infravisual or scent detection of the creature also 99% unlikely).
A stationary creature under the effect of stalk is impossible to detect
by nonmagical means at a range of greater than 10 yards.
Movement does not negate the spell, but it renders nonmagical detection
possible by keen observation. In this case, the affected creature still
can Move Silently with a base 50% chance for success and remain undetected
with a base 65% chance for success with respect to vision and infravision.
If the creature's normal Hide in Shadows or Move Silently skills are higher
than these percentages, then they are used instead, although the infravision-
masking chance while moving remains 65%. Scent masking is always at 99%
for the duration of the spell.
The spell effect ends when the duration expires or when the creature attacks.
The material components are a piece of dried chameleon or lizard skin
and the holy symbol. |
Stormvoice
Schools: Alteration
Spheres: Weather
Area of Effect: Special
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: Special
Saving Throw: Neg.
This spell enables the caster to
speak with the voice of a storm. The caster can be heard clearly at 10
times normal distance. All creatures within a 20- foot radius of the caster
must roll successful saving throws vs. spell or be deafened for 1d4 rounds
and be knocked from their feet. |
Straighten/Warp
Wood
(Alteration)
Reversible
Sphere: Plant
Range: 10 yds./level Components: V, S
Duration: Permanent Casting Time: 5
Area of Effect: Special Saving Throw: Special
When
this spell is cast, the priest causes a volume of wood to bend and warp,
permanently destroying its straightness, form, and strength. The range
of a warp wood spell is 10 yards for each level of experience of the
caster. It affects approximately a 15-inch shaft of wood of up to 1-inch
diameter per level of the caster. Thus, at 1st level, a caster might
be able to warp a hand axe handle or four crossbow bolts; at 5th level,
he could warp the shaft of a typical spear. Note that boards or planks
can also be affected, causing a door to be sprung or a boat or ship
to leak. Warped missile weapons are useless; warped melee weapons suffer
a -4 penalty to their attack rolls.
Enchanted
wood is affected only if the spellcaster is of higher level than the
caster of the prior enchantment. The spellcaster has a 20% cumulative
chance of success per level of difference (20% if one level higher,
40% if two levels higher, etc.). Thus, a door magically held or wizard
locked by a 5th-level wizard is 40% likely to be affected by a warp
wood spell cast by a 7th-level priest. Wooden magical items are considered
enchanted at 12th level (or better). Extremely powerful items, such
as artifacts, are unaffected by this spell.
The
reversed spell, straighten wood, straightens bent or crooked wood, or
reverses the effects of a warp wood spell, subject to the same restrictions. |
Summon
Swarm (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 30 yards + 10 yards per level above fifth
Components: V, S, M
Duration: 1 round + 1 round per level above third
Casting Time: 2
Area of Effect: 1-yard per level radius sphere
Saving Throw: None
This
spell is similar to insect plague, but the insects summoned are of a
specific type (with specific effects) for example: Insect
Effect
Flies 15% + 2% per level chance of causing disease
Locusts 2 HP per round to creatures caught in the swarm, and infestation
of food
For a more detailed description, see the 5th-level priest spell insect
plague.
|
3rd Level |
Selective Entangle (Alteration, Invocation)
Sphere: Plant
Range: 80 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One creature per 2 levels
Saving Throw: 1/2
This spell is very similar to the 1st-level priest spell entangle except that it affects only the creatures targeted by the spell and no-one else, unlike entangle.
When the creatures that are affected by this spell try to walk by any form of plant life, the plants will reach out and grab the creatures much in the same manner as with entangle. Thus, while they are trapped by the spell, others can then walk up to the entangled creatures. In this respect, the spell is similar to hold person in its effects. If the creatures fail their saving throw versus spell, they are held fast by the plants. If the saving throw is made, the targeted creatures have their movement reduced to half normal.
If the creatures struggle to free themselves from the plants then a new saving throw versus spell can be made every turn (note: this is very tiring). The to-hit bonus can be used as a positive modifier for these additional saving throws. If the creatures make one of these additional saving throws, they are freed, but their movement is still reduced by half. If after another turn the creatures are still in an area with plant life then a saving throw versus spell is required with the effects outlined above occurring. In short, a saving throw must be made every turn when in areas of vegetation to determine the effects of the spell if the spell target is actively fighting the effects of the spell.
The material component for this spell is the priest's holy symbol. |
Shape Wood
Schools: Alteration
Spheres: Plant
Area of Effect: 9 cu ft +1 cu ft/level
Casting Time: 1 rd
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None
By means of shape wood, the caster can reform wood. For example, the priest can cast it upon any appropriate-sized piece of wood to fashion a wooden weapon, make a rough door, or even create a crude figurine.
The spell also allows the caster to reshape an existing wooden door, perhaps to escape imprisonment. Again, the volume of the wooden object must be appropriate to the desired result and fit in the area of effect.
While a caster might form a wooden coffer from a tree stump or a door from a wooden wall, the result does not bear high quality detail. If a shaping has moving parts, there is a 30% chance they do not work. The alteration endures permanently, at least until the wood rots or is physically destroyed.
The caster blows the material component, a pinch of fine sawdust, over the wooden object subjected to the spell. |
Slow Rot (Abjuration)
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 week/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell increases the amount of time that fruits, vegetables, and grains remain wholesome and ripe. The spell will not take effect upon meat of any kind.
The caster can affect as much as 100 cubic feet of plant material per level. Thus, even a low level priest could effectively keep a farmer's grain from rotting while in storage or keep the fruit on the trees in his orchard ripe until they are harvested. This spell does not prevent pests (such as rats) from eating the food.
The material component is a pinch of sugar.
|
Snake Arrow (Enchantment/Charm)
Sphere: Animal
Range: 2 yards
Components: S, M
Duration: 1 turn + 1 round per level
Casting Time: 3
Area of Effect: 3 creatures
Saving Throw: None
Upon casting this spell, the priest paralyses 1 to 3 snakes causing them to elongate or be reduced to the size of a flight arrow. Any size of snakes can be used but the snake must be non-magical. Then, these snakes can be fired as arrows as they harden like wood while under the spell's effects. They have the same range as flight arrows, unless the snake used is of size L or G. Then, the range is halved, but a +1 damage bonus is applied, due to the mass that is conserved, despite the change in size.
If a poisonous snake is used, the victim must make a saving throw versus poison or suffer the ill effects of the poison the snake possesses within (the DM decides). After the impact, the spell wears off, and the snake turns back to its original form without getting injured, even if it had hit a plate armour or a tree or any other kind of barrier, as it is under the protection of the spell. The arrow itself does 1d6 HP of damage, and if the snake was L or G, an additional 1d8 damage is taken as the creature grows in the body.
After the spell expires, the snake's attitude is determined by a 1d4 roll: a 1 means the snake continues to attack its victim, a 4 indicates that it starts looking for the priest to take some kind of revenge. Note that this won't take much time if the caster is still in the melee area. Other results mean that it leaves the area silently. The material component of this spell is the caster's holy symbol. |
Snapdragon
Schools: Alteration
Spheres: Plant
Area of Effect: 20 ft radius
Casting Time: 6
Components: V, S, M
Duration: 3 rds/level
Range: 80 yds
Saving Throw: Special
This spell is named after the little flower whose petals can be manipulated like jaws. Upon casting this spell, all blooming plants in the area of effect become animated and carnivorous. They writhe and stretch, biting at creatures passing through the area. They also shoot their pollen at creatures within the area of effect, in imitation of a dragon's use of its breath weapon. Creatures passing through this spell area take 2d4 points of damage from plant bites each round they are within the area of effect. Flowers shoot pollen at creatures in the area of effect. This causes a disabling sneezing and choking attack that prevents any action other than staggering about at half movement rate for as long as the creature remains in the area and 1 d4t 1 rounds thereafter. A successful saving throw vs. spell reduces damage from bites to ld4 points per round, and negates the pollen attack for five rounds. Creatures remaining in the area longer than this, or leaving and then reentering must make another saving throw to avoid the effects.
The material component is a snapdragon blossom. |
Snare
(Enchantment/Charm)
Sphere: Plant
Range: Touch Components: V, S, M
Duration: Until triggered Casting Time: 3 rds.
Area of Effect: 2-ft. diameter + 2 in./level Saving Throw: None
This spell enables the caster to make a snare that is 90% undetectable without magical aid. The snare can be made from any supple vine, a thong, or a rope. When the snare spell is cast upon it, the cordlike object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could be thus ensnared).
If a strong and supple tree is nearby, the snare can be fastened to it. The magic of the spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cordlike object tightens upon the member(s), then wraps around the entire creature, causing no damage, but tightly binding it. Under water, the cord coils back upon its anchor point. The snare is magical, so for one hour it is breakable only by cloud giant or greater Strength (23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour--22 after two hours, 21 after three, 20 after four--until six full hours have elapsed. At that time, 18 Strength will break the bonds. After 12 hours have elapsed, the materials of the snare lose all magical properties and the loop opens, freeing anything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded with at least a +2 attack bonus (from Strength, for example).
The caster must have a snake skin and a piece of sinew from a strong animal to weave into the cordlike object from which he will make the snare. Only the caster's holy symbol is otherwise needed.
|
Snow Man (Conjuration/Summoning)
Sphere: Elemental (Air, Water), Summoning
Range: 40 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell conjures up a 5 foot snow man. The snowman has 3 HD, MV 90 feet per round, and one attack for 2d6. It can be hit by normal weapons, and can freeze potions with a touch. It can put out normal fires and torches. It can also cause a small snowstorm in its range (40 yard radius from priest) that lasts for 1d4 rounds, making all creatures in the storm blind. Any being from the planes of ice, air, or water can destroy the snowman with a touch, including another snowman. If the snowman moves more than 40 yards away from the caster it will instantly melt. The material component for this spell is a bit of snow. |
Spike Growth
(Alteration, Enchantment)
Sphere: Plant
Range: 60 yds. Components: V, S, M
Duration: 3d4 turns + 1/level Casting Time: 6
Area of Effect: 10-ft. sq./level Saving Throw: None
Wherever any type of plant growth of moderate size or density is found, this spell can be used. The ground-covering vegetation or roots and rootlets in the area becomes very hard and sharply pointed. In effect, the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. For each 10 feet of movement through the area, the victim suffers 2d4 points of damage. He must also roll a saving throw vs. spell. If this saving throw is failed, the victim's movement rate is reduced by 1/3 of its current total (but a creature's movement rate can never be less than 1). This penalty lasts for 24 hours, after which the character's normal movement rate is regained.
Without the use of a spell such as true seeing, similar magical aids, or some other special means of detection (such as detect traps or detect snares and pits), an area affected by spike growth is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous area unless some means of magical detection is used.
The components for this spell are the priest's holy symbol and either seven sharp thorns or seven small twigs, each sharpened to a point.
|
Splinter Wood
Schools: Alteration
Spheres: Plant
Area of Effect: 1 wooden item
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: 60 yds
Saving Throw: Neg.
This spell causes one wooden object to explode violently into thousands of splinters. The druid can affect up to one spear shaft in volume per level (one axe handle, seven arrow shafts, or 7 pounds of wood). An item with a volume greater than the caster can affect suffers no harm. Otherwise, the item is allowed an item saving throw vs. crushing blow with a -1 penalty for every four levels of the druid (magical items have bonuses as noted in the DMG).
Any creature within a certain distance takes damage from the flying splinters. The affected area depends on the size of the splintered object: 2 feet, plus 1 additional foot per 20 pounds mass. The splinters cause damage equal to 1 hit point per 7 pounds of wood. Thus, a spear shaft inflicts 1 point of damage to any creature holding it or within 2 feet.
Damage caused by the splinters is reduced by a value equal to the Armor Class of the creature subtracted from 10. Thus, a creature with AC -1 is protected from 11 points of damage.
A creature's Dexterity is reduced by 1 point for every 5 points of damage inflicted by this spell until such time as all splinters are removed. This takes one round per point of damage received. (Splinters inflicting less than 5 points of damage need not be removed.)
Additionally, creatures without great helms or eye protection have a 5% chance of being blinded for 2d4 rounds. |
Stone Seeds (Alteration)
Sphere: Elemental (Earth), Plant
Range: 0
Components: V, S, M
Duration: 1 month
Casting Time: Special
Area of Effect: 50-yard long square per level
Saving Throw: None
When stone seeds is cast, it causes plant seeds to become magically enchanted so as to enable them to grow in to solid stone. The seeds will grow at quadruple normal rate for 4 weeks. During this time the roots will grow down into the stone a distance of 1 inch per level of the priest in hard stone or 2 inches per level in soft stone. After this month (28 days) is over, the plants will grow normally. Thus they will require food, light, and sunlight if they are to continue growing after this point.
The effect of the plants growing into a stone structure are rather nasty, for it could remove around 10-90% of the structure's structural points, depending upon the thickness of the stone. To cast this spell, the priest must mix a handful of seeds from whatever hardy plants are available (such as crabgrass, ivy, cactus, dandelion, etc.) with the seeds to be planted. This must be then mixed in a leather pouch with sapphire dust of not less than 50 gp value per 5 inch square area to be covered. The priest then "sows" the seeds as he casts the spell, with the seeds magically implanting themselves in the stone. The spell takes 1 turn per 5 inch square area to be covered to cast. |
Stone Shape
(Alteration)
Sphere: Elemental (Earth)
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 9 cu. ft. + 1 cu. ft./level Saving Throw: None
By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.
The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object, and then touched to the stone when the spell is uttered.
|
Stonebirds
Schools: Alteration
Spheres: Animal,
Elemental, Earth
Area of Effect: 2d10 birds
Casting Time: 4
Components: V, S
Duration: Special
Range: Special
Saving Throw: None
When cast, this spell summons 2d10 birds, which are transformed into living stone. The birds are under the control of the caster and retain all of their avian abilities. Each stone bird is treated as a 1 Hit Die creature with a THAC0 of 19. A stone bird has 4 hit points and inflicts ld4 points of damage with each pecking attack.
Stone birds can be directed to fly into a creature. If the bird successfully strikes a creature, it inflicts 2d8 points of damage and dies.
Birds remain in their stone form for 10 minutes per level of the caster, or until they are killed. At the end of the spell's duration, the birds are no longer under the caster's control. |
Storm Shield
Schools: Abjuration
Spheres: Protection
Weather
Area of Effect: Special
Casting Time: 6
Components: V, S
Duration: 6 rds + 1d4 rds
Range: 10 yds/level
Saving Throw: None
This spell creates a floating, weightless, mobile barrier of solid air that blocks all damage from winds, lightning, normal missiles, and heat or cold. A storm shield attracts all electrical discharges within 30 feet and absorbs them so that no harm is done to nearby beings. It automatically neutralizes any extreme of heat (including fire), or cold (including ice), that it comes into contact with, but does so only once for each extreme. A storm shield neutralizes a second encounter or round of contact with either extreme heat or cold, but as it does so, the storm shield itself dissipates, ending the spell.
A storm shield is always about 6 inches thick and occupies a square, flat area of 10 square feet per level, stopping where it encounters solid obstacles. It can be fitted into a narrow passage or opening, so as to seal it entirely or be made to fold in on itself if the caster so wills to make a smaller barrier that can be moved about in narrow confines without becoming stuck. The caster can move the shield by force of will at MV 12 (B) and turn or tilt it as desired, until he or she engages in other spellcasting, whereupon control over the shield is lost, and it remains stationary until the spell expires.
A storm shield is effective from all sides, but it only deflects normal missiles; a sword or other weapon can be thrust through it with no effect on either the shield or the attack. |
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