Sphere |
: Enchantment/Charm |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: 1 round/2 levels |
Casting Time |
: 7 |
Area of Effect |
: 30 foot radius |
Saving Throw |
: None |
Spell Level |
: 7 |
This spell causes confusion in one or more creatures within the area,
creating indecision and the inability to take effective action. All
creatures within the area of affect are allowed saving throws vs.
spell with -2 penalties. Those successfully saving are unaffected
by the spell.
The spell lasts for two rounds plus one round for each level of the caster. Those who fail their saving throws will either go berserk, stand confused or
wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters
walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
CONJURE EARTH ELEMENTAL [PRIEST] |
Sphere |
: Conjuration/Summoning |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: 1 turn/level |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 7 |
Upon casting a conjure earth elemental spell, the caster opens a special gate to the elemental plane of Earth, and an earth elemental is summoned to the
vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice
elemental appears. All of the commands given to the elemental are done so telepathically so there is no time lost due to miscommunication and it is
not necessary to know the language of the summoned creature. Priests do not have to engage in a battle of the wits to control their summoned elemental (unlike mages).
Sphere |
: Conjuration/Summoning |
Range |
: 80 yards |
Components |
: V,S,M |
Duration |
: 6 rounds |
Casting Time |
: 1 rounds |
Area of Effect |
: Special |
Saving Throw |
: 1/2 duration |
Spell Level |
: 7 |
When the caster utters the spell of creeping doom, he calls forth
a mass of from 1000 venomous, biting and stinging arachnids, insects
and myriapods. This carpet-like mass swarms over a large area. Upon
command from the caster, the swam creeps forth toward any prey within
80 yards, moving the direction in which the caster commands. Victims
caught in the path of the creeping doom may make a saving throw vs.
breath weapon (-2 penalty) to escape the insects - half duration for
the spell. Those trapped by the insects suffer 2 points of damage
each round, and a spell failure rate of 100%
Sphere |
: Alteration |
Range |
: 120 yards |
Components |
: V,S,M |
Duration |
: 3 tremors |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: 1/2 |
Spell Level |
: 7 |
When this spell is cast by a priest, a local tremor of fairly high
strength rips the ground. The shock is over in several rounds. The
earthquake affects all creatures in its area of effects. There are
three tremors that are caused by the earthquake. The first tremor
causes all creatures affected to suffer 6d6 points of damage (save
vs. spell at a -6 penalty for half damage). Those who fail their saving
throws fall to the ground for four rounds and drop their weapons.
The second tremor is less severe, causing 3d6 points of damage (save
for half at a -2 penalty). Those failing the saving throw will also
drop their weapons. The final tremor causes 2d6 damage (save for half)
and if the saving throw is failed they will drop their weapons. This
spell will affect both enemies and friends of the caster, so care
must be taken in its use. Finally, Earth Elementals dislike mere mortals
toying with the land and there is a small chance that casting this
spell will cause and earth elemental to appear. This elemental will
attack the party.
Sphere |
: Necromancy |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 5 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 7 |
The finger of death spell snuffs out the victim's life force. The caster points his finger at the victim after the incantation is complete and
unless he saves vs. spell at -2, death occurs. A creature successfully saving still receives 2d8+1 points of damage.
Sphere |
: Evocation |
Range |
: 40 yards |
Components |
: V,S,M |
Duration |
: 4 rounds |
Casting Time |
: 1 round |
Area of Effect |
: 20 foot radius |
Saving Throw |
: None |
Spell Level |
: 7 |
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava.
Creatures within the area of fire receive 2d8 points of damage plus one for each level of the caster (i.e. 2d8+1/level). This assault will last for four rounds and will
continue to do damage to the creature during that time unless he moves out of the area of effect. There is no saving throw vs this spell.
Sphere |
: Conjuration Summoning |
Range |
: 20 yards |
Components |
: V,S,M |
Duration |
: 33 rounds |
Casting Time |
: 5 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 7 |
By means of this spell, the caster calls an outer planar creature - the Pit Fiend - to attack his foes and himself if he's not careful.
The caster must use a protection from evil on himself (and comrades) to keep the demon from noticing them. If the caster fails to protect himself
in this manner, the Pit Fiend will tear the caster and his companions apart, piece by piece and then feast on the remains.
Sphere |
: Conjuration/Summoning |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 1 |
Area of Effect |
: 30 foot radius |
Saving Throw |
: None |
Spell Level |
: 7 |
Uttering a holy word spell creates magic of tremendous power. The
priest acts as a bridge between his god and the prime material plane
causing a small explosion centered on the priest and reaching up to
a 30' radius. It affects only evil creatures or creatures of any evil
alignment that are caught in the area of effect. The effects differ
according to the level of the target as follows:
Hit dice or levels - Effects of Holy Word
Less than 4 - Death
4 to 7 - Stunned for 1 turn
8 to 11 - Slowed for 1 turn with 75% chance of spell failure
12 and up - Deafened for 1 turn with 50% chance of spell failure
There is no saving throw vs. this spell and the effects are instantaneous and last for the duration of the spell or until dispelled.
Note this spell may not be cast by any priest of evil alignment.
Sphere |
: Illusion/Phantasm |
Range |
: Caster |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 6 |
Area of Effect |
: 5 foot radius |
Saving Throw |
: Negates |
Spell Level |
: 7 |
When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty,
for a male, this is usually a nymph, for a female, the image varies. As with a nymph, anyone viewing the disguised caster must make a saving throw
vs. spells (+3 bonus) or die of longing for the denied illusion. Even if the saving throw is successful, hapless viewers of the transformed druid are
all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous but lasts only seconds, affecting those near the
caster (excluding fellow party members).
GREATER RESTORATION [PRIEST] |
Sphere |
: Necromancy |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 7 |
When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life
energy level drain of the creature by a force or monster. A restoration spell will also restore the intelligence of a creature affected by a
feeblemind spell. It also negates any form of insanity such as confusion or berserk, fully heals the target, and cures any disease or poisons.
The casting of this spell is very draining on the priest and she will likely require rest immediately after the casting as it will cause days
worth of fatigue almost instantaneously.
Sphere |
: Necromancy |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 1 turn |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 7 |
Like the 5th level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character
so that they are ready for the adventuring life once more.
SHIELD OF THE ARCHONS [PRIEST] |
Sphere |
: Abjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: 3 rounds/level |
Casting Time |
: 9 |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 7 |
This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal
to half the level of the priest. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects
that are not centered directly upon the priest as well as area effects that are stationary such as cloud kill and stinking cloud.
As long as the spell is cast directly at the priest it will be absorbed. As long as there are spell levels remaining, this will absorb the spell.
For example, if there is only 1 level left and a 3rd level spell is cast at the priest, the spell will be absorbed while canceling the shield.
This also works against dispel magic.
Sphere |
: Evocation/Alteration |
Range |
: 20 feet |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 4 |
Area of Effect |
: 20 foot radius |
Saving Throw |
: Special |
Spell Level |
: 7 |
When this spell is cast, it causes a ray of sunlight to beam down
upon the caster and all within a 20' radius. All creatures within
the area of effect take 3-18 points of damage and must save vs. spells
or be blinded for 10 rounds. Undead that are hit by the sunray take
1-6 damage for every level of the caster, and must save vs. spells
or be destroyed.
Sphere |
: Conjuration/Summoning |
Range |
: 100 feet |
Components |
: V,S,M |
Duration |
: 1 round/level |
Casting Time |
: Special |
Area of Effect |
: Special |
Saving Throw |
: Special |
Spell Level |
: 7 |
A symbol of stun is a powerful enchantment that allows the wizard to enscribe a symbol on the ground or any other surface. The symbol will remain there until
someone comes too close at which point it will be activated causing all those within the area to make a save vs. spells at a -4 penalty or be stunned for 1 round per level of the caster.
Sphere |
: Conjuration/Summoning |
Range |
: 100 feet |
Components |
: V,S,M |
Duration |
: 1 round/level |
Casting Time |
: Special |
Area of Effect |
: Special |
Saving Throw |
: Special |
Spell Level |
: 7 |
Symbol of death is a powerful enchantment that allows the wizard to enscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close at which point it will
be activated causing all those within the area to make a save vs. death or die. Creatures with more than 60 current hit points are immune to this effect.
Sphere |
: Conjuration/Summoning |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: Special |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 7 |
A symbol of fear is a powerful enchantment that allows the priest to enscribe a symbol on the ground or any other surface that will remain there until someone
comes too close. When a living creature approaches too close to the symbol it is activated, at which point it will explode, causing all those within the area to make a save vs. spells
at -4 or be affected by fear for 1 round per level of the caster.
Sphere |
: Conjuration/Summoning |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: special |
Casting Time |
: 1 |
Area of Effect |
: 30 foot radius |
Saving Throw |
: None |
Spell Level |
: 7 |
Uttering an unholy word spell creates magic of tremendous power. The
priest acts as abridge between his god and the prime material plane
causing a small explosion centered on the priest and reaching up to
a 30' radius. It affects only good creatures or creatures of any good
alignment that are caught in the area of effect. The effects differ
according to the level of the target as follows:
Hit Dice or levels - Effects of Unholy Word
Less than 4 - Death
4 to 7 - Stunned for 1 turn
8 to 11 - Slowed for 1 turn with 75% chance of spell failure
12 and up - Deafened for 1 turn with 50% chance of spell failure
There is no saving throw vs. this spell and the effects are instantaneous and last for the duration of the spell or until dispelled. Note this spell may not be cast by any priest of good alignment.
|