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Published by archangel777, 2022-05-24 20:05:19

Priest Spell Compendium Volume 3

Priest Spell Compendium Volume 3

Quest Spells

The quest spells that follow are used only in Combined List
extraordinary circumstances, as determined hy the
DM. The DM should read the explanatory notes Abundance
ahout quest spells before allowingthese spells into Animal Horde
play (see page 776). Avanik Resuscitation
Avatar Form
Tome Circle of Sunmotes
Conformance
Abundance Daythief
Animal Horde Elemental Swarm
Circle of Sunmotes Erik‘s Animal Compulsion
Conformance Etherwalk
Elemental Swarm Fear Contagion
Etherwalk Haelyn’s Wisdom
Fear Contagion Health Blessing
Health Blessing Highway
Highway Imago Interrogation
Imago Interrogation Implosionilnversion
Jmpioqionllnversion Interdiction
Interdiction Kriesha’s Cursed Quest
Mmdnet Laerme’s Emissary
Planar QneTt Mebhaighl Touch
Preservation Mindnet
Revelation Planar Quest
Reversion Preservation
Robe of Healing Revelation
Siege Wall Reversion
Shoohng Stars Robe of Healing
Sphere of Security Sera’s Blessed Luck
Spiral of Degeneration Ship of Tears
Stalker Shooting Stars
Storm ofvengeance Siege Wall
Transformation Sphere of Security
Undead Plague Spiral of Degeneration
Warhand Quest Stalker
n a r d Matrix Storm of Vengeance
holf Spints Tattoos of Protection
Transformation
BIRTHRIGQHuTest Spells Undead Plague
Avani’? Resuscitation Warhand Quest
Avatar Form Ward Matrix
Daythief Warlords of Cuiraken
Enk’s Animal Compulsion Wolf Spirits
Haelyn’s Wisdom
Kriesha’s Cursed Quest
Laerme’s Emissaq
Mebhaighl Touch
Sera.5 Blessed Luck
Ship of Tear?
Tattoos of Protection
Warlords of Cuiraecen

Animal Horde

Abundance

(Alteration)

Sphere: Creation, Plant

Level: Quest
Range: 0
Duration: Special
Casting Time: I turn
Area of Effect: Special

Saving Throw: None

By casting an abundance spell, the priest quick- round and all assemble at the priest’s location at
ens the ripening of a harvest or the growth of wood- the end of three turns.
land. The priest stands anywhere within the area to
be affected and designatesthe exact size and shape The animals won’t fight among each other even
of the area in the casting. if they are natural enemies. Monsters (dragons, gor-
gons, hell hounds, and so on) cannot be summoned
Fields of crops in the affected area grow, ripen, with this spell.
and he ready for harvest in a single day. Seed must
be sown any time before the casting of the spell. The summoned animals aid the priest by any
The spell affects 10 square miles of cultivated means of which they are capable.They enter battle,
fields. protect the priest and any companions,and perform

A woodland achieves 25 years of growth in one specified missions until the priest dismisses them
day, plus 5 years per day for another three days. Soil or the spell expires. During this time, the priest can
capable of supporting the woodland is required for communicate with the summoned animals.
the growth to remain healthy thereafter. The spell
affects 25 square miles of woodlands. At the end of the spell, the animals instinctively
return to their lairs. For the first three turns after the
The spell does not create effects such as entan-
glement or enlargement of the flora within its area spell expires, the animals won’t attack the caster,
of effect. his or her companions, or other summoned ani-
mals. After this time, the animals behave normally.
Notes: Common quest spell.
Notes: Common quest spell.
Animal Compulsion, Erik’s

See Erik‘s animal compulsion.

Animal Horde

(ConjuratiodSummoning)
Sphere: Animal

Level: Quest
Range: 0
Duration: 1 day
Casting Time: 1 turn
Area of Effect: 10-mi. radius
Saving Throw: None

This potent spell summons a number ofanimals
to the priest. For each level of the priest, a number
of animals totaling 10 Hit Dice appear. Thus, an
18th-levelpriest summons 180Hit Dice of animals.

The Power who grants the spell enables the
priest to h o w exactly what types and numbers of
animals are within the area of effect.The priest can
specify the number of animals desired; forinstance,
a 16th-level priest could summun 60 Hit Dice of
wolves, 40 Hit Dice of hears, and 60 Hit Dice of
wolverines. The animals hegin arriving in one

J 729 L

Avani’s Resuscitation fl

\

Avani’s Resuscitation Notes: Granted hy Avani of Cerilia, the
BIRTHRIGHseTtting.
(Necromancy)
Sphere: Healing Avatar Form

Level: Quest (Alteration)
Range: 0 Sphere: All
Components: V; S, M
Duration: Special Level: Quest
Casting Time: 1 turn
Area of Effect: 100-yd. radius Range: Touch
Saving Throw: None Components: V, S , M
Duration: 1hdlevel of caster
Under certain circumstances, priests of Avani Casting Time: 2 turns
can use the healing power of the sun to revive
injured or fallen friends. Area ofEffect: 1 creature
Saving Throw: None
This spell can he cast only during daylight and
lasts until the sun sets. In the Khinasi climate, this Tnis spell must be cast upon a willing worshiper
spell can last 12 to 16 hours. In other parts of Cer- of the same faith as the priest commanding the
ilia, the duration may be significantly shorter spell. Attempting to cast it on a nonbeliever would
(during a Vosgaard winter, daylight may last only be considered sacrilege, and could cause the priest
eight hours). to be stripped of his god’s favor (spells, special abil-
ities, etc.) until he performs a suitable act of atone-
When cast, the sunlight ofAvani shines brightly, ment.
even through cloud cover (even magically sum-
moned or created clouds), and confers healing on By means of this spell, the priest grants the
the bodies of anyone within 100 yards of the caster. form of the god‘s avatar to himself or a fellow wor-
For the magic to work, two conditions must he met: shiper. (The avatar forms of each Cerilian deity are
Those to be healed must he exposed to the sunlight described in the first section of this book under the
(the priest or his allies may have to drag fallen com- individual god descriptions.)
rades into the sunlight), and those to be healedmust
be worshipers of Avani or otherwise designated by The recipient gains no additional powers, hut is
the priest. This prevents the priest’s enemies from in all ways transformed into the avatar. The indi-
being healed unless the priest so desires. vidual’s appearance, voice, scent, and mannerisms
fit the avatar in all ways. The character cannot be
Avanik resuscitation is an extremely powerful detected as anything other than the avatar by any
healing spell. While it lasts, all affected beings heal means (true seeing, for example, would not reveal
at a rate of one hit point per turn. The healing sun- the transformation).
light also acts as cure blindness, cure disease, and
performs similar physical healing. The spell cannot Notes: Granted by all deities of Cerilia, the
cure certain magical afflictions; it cannot restore BIRTHRJGHsTetting.
lost levels or remove curses.
Blessed Luck, Sera’s
Avani’s spell can even raise dead and regen-
erate. As long as the sun has not set on a dead or See Sera’s blessed luck.
maimed character, the spell restores lives or limbs
at the last light of the day. Restored individuals Circle of Sunmotes
need not make System Shock rolls because of
Avani’s direct influence. An individual raised (Alteration, InvocationIEvocation, Necro-
from the dead by this spell has 1 hit point at mancy)
sunset. Sphere: Sun

This spell docs not affect elves, though half- Level: Quest
elves who believe in the human pantheon may he Range: 200 yds.
healed. Dwarves and halflings may he healed if Duration: 3 turns
they are allied to Avani or the casting priest. Orogs, Casting Time: 1 rd.
humanoids, and other nonhumans seldom benefit Area of Effect: 60-fi. radius
from Avani’s power-only those who have allied Saving Throw: None
themselves with Avani’s servants stand a chance of
receiving the healing gift Other creatures may he By casting circle ofsunrnotes, the priest creates
healed at the DMk discretion.
a hemispherical shell filled with sparkling, glowing
motes of bright sunlight. A 1-foot-radius globe of
sunlight appears at the height of the caster’s head

J 730 \

Conformance

in the exact center of the circle. Friends are posi- Enemies of the priest who come within 10 feet
of the minisun arc burned for ld8+2 points of fire
tively affected and enemies arc negatively affected damage. No saving throw is allowed hut creatures
hy the spell. possessing magical resistance against fire suffer
only half damage.
Creatures within the area of effect that arc
friendly to the priest experience the glowing motes Enemies of the priest outside the circle view the
priest's allies as if obscured by a blinding light and
as warm, invigorating,inspiring, and healing.They suffer a -2 penalty to missile attacks against them.

regain Id6 points of damage, gain the benefit of Notes: Common quest spell.
an aid spell for 1 turn after the circle ofsunmofeS
is created gain a + I bonus to attack and damage Conformance
rolls, and gain a +2 bonus to morale. Further, com-
panions of the priest who step within 10 feet of the (ConjurationISumrnoning,Invocation)
Sphere: Law
glowing miniature sun at the center of the effect are
healed of ld8+2 points of damage. This affects Level: Quest
each creature only once during the spell's duration. Range: 0
Duration: 1hr.
To companions of the priest outside the area of Casting Time: 1 rd.
effect, enemies within the circle look like they are Area of Effect: 40-ft. radius
SavingThrow: None
affectedby goldenfaeriefire. Creatures affectedby
thefaeriefire suffer a -2 penalty to their Armor The conformance spell has a simple principle
with a profound effect: probable events always
Class from attacks by creatures outside the circle. manifest. That is, an event with a probability of
Enemies of the priest experience the same sun- 51% or better will occur. Thus, if a saving throw
of 10 is required to avoid an effect, no roll is nec-
motes as blinding, burning, and damaging. They essary; the save is automatically successful. If a
must make a successful saving throw vs. spell or he
blinded for 1 turn after the sunmotes are created.
Each enemy is struck by a small fiery mote that
causes a -2 penalty to morale and ld4+1 points of
damage, No saving throw is allowed, hut creatures
with magical fire resistancesuffer only half damage.

J 731





Haelyn’s Wisdom

BATTLESYSTEe.fMfects: If BATTLESYSTErMules The champion, inrisihle and noncorporeal,will stay
are used the spell forces the unit to make a with the priest for the duration of the spell, answer-
Morale Chcck at a -4penalty. If this roll fails, ing questions and giving advice when needed.
the unit routs. Fear-struck creatures are permit-
ted rally tests with a -3 penalty and rout until This “invisible adviser” draws on the wisdom it
they rally. A rally test is not permitted until hvo gained during its life and its afterlife. It should be
turns of rout movement have been completed. considered a specialist-a sage in regard to one
Creatures passed within 10 yards mako a stan- sphere of howledge specified during the casting of
dard Morale Check with a -3 penalty to avoid the spell. The adviser might be an expert on
routing, as well. combat, war, law, Anuirean history, or any field
related to the worship ofHaelyn.
Haelyn’s Wisdom
The adviser probably won’t he knowledgeable
(Conjuration/Summoning) concerning things out of its area of expertise. For
Sphere: All example, a priest of Haelyn might summon an
invisibleadviserto help her plan a large battle. That
Level: Quest adviser can provide splendid advice regarding the
Range: 0 deployment of troops, the logistics of supply, and
Components: S , M activity on the battlefield. The adviser will be less
Duration: Special helpful regardingpersonal combat, and of nearly no
Casting Time: 1 tum use regarding decisions of law or economics.
Area of Effect: The caster
SavingThrow: None The duration of the spell depends on Haelyn’s
wishes. Usually, the adviserremains throughoutthe
Haelyn’s wisdom has the power to grant divine current crisis. Jf the adviser was summoned to help
advice to the casting priest. The spell temporarily with the planning and execution of a particular
summons the spirit of a dead champion of Haelyn. battle, the spirit stays until the battle ends.As a gen-
eral rule, the spell seldom lasts more than a month.

Haelyn may call hack the spirit if he thinks the
adviser has been misused or the priest is letting the
spirit make decisions.The adviser is meant only to
supplementthe wisdom andknowledge ofthe cast-
ing priest, as if it were a powerful augury or speak
with dead spell. If the casting priest abuses or mis-
uses the advice givenby the spirit, Haelyn will first
warn the priest, then recall the adviser.

Notes: Granted hy Haelyn of Cerilia, the
BIRTHRIGHT setting.

Health Blessing

(Necromancy)
Sphere: Healing, Necromantic

Level: Quest
Range: 100 yds.
Duration: 1 dayilevel
Casting Time: 1 rd.
Area of Effect: 50 creatures
Saving Throw: None

Health blessing provides a number of human,
demihuman,or humanoid creatures with protection
against ill health; it also enables those affected to
heal others.

Recipients of a health blessing are immune to
nonmagical disease, gain a +4 bonus to saving
throws vs. poison and death magic, and can cast
cure light wounds on themselves once per day for
the duration of the spell. In addition, a recipient of

734 \

health blessing can heal one other creature per day The imago is a mental image-a form of mental
as a paladin does hy laying hands. The healing con-
ferred is 1 hit point per level or hit die of the crea- magical body. After casting this spell (requiring 1
hue doing the healing.
turn), the caster falls asleep. After Id6 turns of
Notes: Common quest spell.
sleep, the imago of the priest begins to travel. The
Highway
imago is not subject to any form of attack and has
(Alteration, Evocation)
Sphere: Travelers no effective attacks.

Level: Quest The imago can travel to as many as four differ-
Range: 0
Duration: I day ent locations separatedby any distance, even across
Casting Time: 1 turn
Area of Effect: 1,000 square yards the planes andior backward in time. At these loca-
SavingThrow: None
tions, the imago can interrogate the imagoes of as
-The highwuy spell creates a shimmering plane
many as IO other sentient creatures (other than
of force that acts as a maeical convevor for the
priest. By standing at the forward edge of the Powers), compelling them to reply truthfully to its

I O x 100 yard plane, the priest and as many fol- questions. A maximum of 40 questions can he

lowers as can fit onto the square can travel as out- asked during the spell duration.
lined below.
Asking one question and listening to the reply
The highway travels 30 miles per hour (MV 88) takes 4 rounds of time in the caster’s world. Each
over all terrains. The priest sets the height o f the
highway in a range from 1 foot to 100 yards above &mar or te mp or a l ~jum.p lasts 3 turns in that world.
ground level. The highway moves as the priest ~
wills; if the priest fixes a destination in his or her
mind, the highway takes the shortest route to that Imago communications are telepathic. The
destination until the priest changes the course in his
or her mind. auestions must he answerable in a sentence of rea-

The highway cannot he used offensively. It trav- sonahle length, or the interrogated creature
els over or around obstacles such as buildings and
large creatures. It protects creatures traveling on it becomes confused and cannot answer.
from adverse effects of the elements (ice, rain,
gales, etc.). The highway can hover in place, hut The imagoes of interrogated creatures have no
hovering can he achieved only at a height of 12
inches above ground level. recollection of their interrogations.As a result, his-

When the spell expires or the destination is tory cannot he changed through backward time
reached, the highway gently lowers the priest and
party to the ground. The priest can order the high- travel using this spell.
way to drop offcreatures and collect others at inter-
mediate destinations, although the caster must Notes: Common quest spell.
remain on the highway or it will disappear.
DM Note: The DM may rule that certain
Notes: Common quest spell. magical wards and other protections may pre-

Imago Interrogation vent the entry of an imago and the questioningof
the protected entity
(Divination. EnchantmentICharm)
Sphere: Astral, Divination, Time Implosion/mnversion

Level: Quest (Invocation)
Range: 0 Sphere: Numbers, Combat
Duration: Special
Casting Time: 1 turn Level: Quest
Area of Effect: The caster Range: 120 yds.
SavingThrow: None Duration: Special
Casting Time: 1 rd.
Area of Effect: 1 or more creatures
SavingThrow: Neg.

By use of this spectacular spell, the priest
rearranges the extradimensionaland spatial geome-
tries ofthe molecules ofone ormorecreatures. The

result is that the rearrangement of the tar-get crea-

ture causes it to implode (collapse inward upon
itself) or invert (its inside become its outside and
vice versa).

The result is usually inversion, unless the target
creature would not he adversely affected by this
process. For example a slime, ooze, golem, ele-
mental, and so on would implode. In either case,
the effect kills or destroys the target creature



~ ~~~~ ~~

the power of the spell. Suggested ways of remov- sions, their goddess may grant the use of this quest
ing Kriesho k cursed quest include: spell to aid their peacemaking endeavors.
* Slaying the caster of the spell;
* Finding a holy relic of one of Cerilia’s other The priest casts this spell to seem reasonable
and inoffensive to all Cerilian creatures of Intelli-
deities to use as protection; gence 8or better.As long as the affected priest puts
Destroying a holy relic of Kriesha; and forth a “friendly” appearance (using Table 59:
* Performing an important and dangerous task to Encounter Reactions in the DMG), no creatue of
win another god‘s favor (and protection). sufficient intelligence will react to in a manner
Notes: Granted by Knesha of Cerilia, the worse than “indifferent.”
BIRTHRIGHseTtting.
The power of this spell allows priests of Laerme
Laerme’s Emissary to attempt impossiblemissions in the field of diplo-
macy. A priest influenced by this spell could safely
(Enchantment/Charm) travel through an elven or awnshegh realm, knowing
Sphere: Charm that no intelligent c r e a t u r a v e n the awnshegh-
will attack him as long as the priest maintains a
Level: Quest friendly, helpful attitude. In addition, a normally
Range: 0 unreasonable or evil character will at least consider
Components: V, S what the priest has to say, rather than dismissing
Duration: Special pleas or arguments out of hand.
Casting Time: 1 turn
Area of Effect: The caster This spell does not charm creatures into helping
Saving Throw: None or obeying the priest. It will not magically stop an
attack in progress or provide the priest with cover
Priests of Laerme value beauty and romance so he or she can enter an enemy’s realm and assas-
above all other worldly things. Pacifistic hy nature, sinate the ruler. Should the priest do anything, or
they often find themselves in the roles ofambassa- allow his or her allies to do anything, that would
dors between enemy lands. On very special occa- compromise the integrity of the magic, Laerme
withdraws her protection immediately.

Tne spell’s magic usually lasts for the duration
of a particular mission. This might mean several
days of travel through different realms, or it could
mean one audience with a powerful individual.The
spell usually expires after a month, unless the priest
has not yet accomplished the mission.

Notes: Granted by Laerme of Cerilia, the
BIRTHRIGHseTtting.

Mebhaighl Touch

(Conjuration)
Sphere:AII

Level: Quest
Range: 0
Components: V, S, M
Duration: 3 mo.
Casting Time: 1day
Area of Effect: 1 province
Saving Throw: None

Ruomil’s priests are few and scattered. Their
leaders generally control small holdings in the
forests of Cerilia, hidden from prying eyes. They
concern themselves with Ruornil’s war against the
Shadow and strive to make themselves powerful
enough to resist it.

When a priest regent of Ruornil finds himself
unable to tap his holdings for the energy to cast a

737 \

Mindnet fl

\

realm spell (if he is out of range of his ley lines, make a successful saving throw vs. spell at a 4
for example), he can cast mehhaighl touch. The penalty to avoid being included.
spell directly affects the casting priest, allowing
him to tap the magical energy of a single province. Casting the spell requires one round per two
He must remain within the same province for the creatures in the mindnet. The spell’s duration
duration ofthe spell (as soon as he leaves its bound- begins after all affected creatues have been linked.
aries, the spell ends). He is able to cast realm spells Individuals of any class can take part in the link,
as if the unclaimed source holdings in the area were benefiting from several effects.
temple holdings under his control. The priest can
then cast any realm spell he knows, using the meh- First, each member of the mindnet benefits
haighl as a source holding. from Intelligence, Wisdom, and Dexterity bonuses.
The bonuses are equal to the bonuses held by the
Example: Ruorlen, a 15th-level priest, has fled member of the mindnet with the highest ability
his enemies to Cariele-specifically, the province score. For example, if five creatures in a mindnet
of Mountainsedge (314). Currently, the only source have Wisdom scores of 15, 15, 16, 17, and 18, each
holding in the province is a source (0) held by the would make saving throws, ability checks, and the
Eyeless One. Ruorlen, who has been granted meb- like at a Wisdom score of 18. Bonus spells are not
haighl touch, can cast it to tap mebhaighl as the gained due to enhanced Wisdom, however.
equivalent of a temple (4jholding. Over the next
three months, Ruorlen can cast as many as three Second, spells can he pooled among the spell-
realm spells in Mountainsedge that require a hold- casters within the mindnet. Any caster can use a
ing level of 4 or less. spell memorized by another caster with several
restrictions:
Notes: Granted by Ruomil of Cerilia, the * The caster who has memorized the spell must
BIRTHIUCHseTtting.
- allow its use.
.. The borrower can use only spells of a level he or

Optional: Realm spells are beyond the scope she could normally cast.
of this hook, which limits the uicfuluess of this * The borrower must abide by normal class
spell.As an option. the DM might treat this spell
as a one-time limited wish in areas that arc not restrictions. Priests and wizards in the same
magic dead, and as a full w,ish in areas of wild mindnet cannot use each other’s spells, nor can
magic. myihal,or other exceptionallyslrong magic.
- a specialist wizard borrow a spell from an oppo-
Mindnet sition school.
A borrowed spell is lost from the mind of the
(Divination, Enchantmenticharm) caster who memorized it.
Sphere: Thought Any required component must either be pro-
vided hy the borrower, or used appropriately hy
Level: Quest the caster who memorized the spell at the
Range: 0 instant the spell is cast.
Duration: 2 hrs.
Casting Time: Special Third, each member of the mindnet is in con-
Area of Effect: Special stant mental communication. Each member knows
Saving Throw: Special what is happening at the locations of all other
members.
The priest casting a mindnei spell establishes a
teleuathic link with as many as 10 other creatures Finally, twice per turn,the caster of the mind-
that can be separated from each other hy as much as net spell can instantly teleport any individual
10 miles. Thus, a chain of creatures 100 miles long linked hy the mindnet to any other individual who
could he established. is also a part of, the spell. This massive effort
results in a +4 penalty to any Constitution checks
The Power granting this spell has the final word made by the priest.
on the individuals that can be included. Most com-
monly, it can he cast to include individuals famil- The priest casting the spell cannot perform any
iar to the caster. However, depending on the other actions while the mindnet exists; if so, the
purpose of the spell, the Power may allow a spell is canceled. The priest must make a Constitu-
stranger known to the caster only by name to he tion check at the end of each turn in order to sustain
included in the mindnet Unwilling creatures must the spell. A failed check cancels the mindnet. The
spell can last a maximum of 12 turns (2 hours).

Notes: Common quest spell.

1 738 L

> fRevelation

Planar Quest This spell creates a powerful set of protective
wards that operate on a single fortified building,
(Alteration) temple complex, tower, or similar stmcture. These
Sphere:Astral wards protect the physical integrity of the structure
and prevent magical access.
Level: Quest
Range: Touch A building protected by presewation suffers
Duration: Special only 25% of normal structural damage from
Casting Time: 5 ids. sources such as siege engines, earthquakes (both
Area of Effect: Special natural and magical), and powerful weather-affect-
Saving Throw: Neg. ing spells. Spells that directly affect the physical
integrity of the structure (such aspasswall, sfone
By joining hands with as many as 12 compan- shape, fransmufe rock to mud) simply fail when
ions and casting this spell, the priest transports the cast on the protected building.
o m to any othernlane of existence. The Driest and
Prefervation creates a permanent profecfion

Travel time to the destination, whether known or the spell.
unknown, is the minimum possible. In an lnner Magical spells allowing access to the huild-
Plane, a friendly guide is always available to the
priest. Hostile encounters occur at one-fifth normal ing fail. Thus, creatures attempting to teleporf or
frequency. fly into the building are stopped. Birds and crea-
tures with natural flight can enter the building
Unwilling creatures are allowed a saving throw normally.
vs. spell at a 4penalty to avoid being transported.
In the Inner Planes, the party is magically protected If the building is a temple (or other consecrated
as necessary for survival in the environment. The building) dedicated to the Power that granted the
party does not need to eat, drink, or rest if condi- spell, all priests inside it gain the benefit of a sanc-
tions make these activities impossible. Party mem- tuary spell for the duration of thepreservation.
hers are immune to fire in the Elemental Plane of
Fire, and similar immunities are granted by the Thepre.yen,afion spell expires if the building is
Power in other planes as necessary. The party can destroyed or after 60 days have passed.
m w e through any terrain (including the Elemental
Plane of Earth) at its normal movement rate. Notes: Common quest spell.

In the Outer Planes, similar immunities apply. Resuscitation, Avani’s
The priest is also granted a power compass
(described in Manual qf the Planes). Hostile See Avani’s resuscitation.
encounten in an Outer Plane occur only half as
often as normal. Revelation

The duration of this spell is decided by the (Divination)
Power who grznts it. Normally, it is sufficient to Sphere: Divination
allow the priest and party to undertake the quest
that the Power has set forth. When the quest has Level: Quest
been completed successfully or has failed beyond Range: Special
recovery, the priest and party are returned to the Duration: 1 day
Prime Material Plane. Casting Time: 1 tum
Area of Effect: Special
Notes: Common quest spell. Saving Throw: None

Preservation The revelation spell grants the priest extraordi-
nary divination powers. These are effective to a
(Abjuration) range of 240 yards.
Sphere:Wards
The priest gains true seeing as the 5th-level
Level: Quest
Range: 480 yds. . priest spell.
Duration: Special The priest can see and identify all priest spell
Casting Time: 1 turn effects in the area (assume a line of sight in a
Area of Effect: I structure 60-degree arc).
Saving Throw: None * The priest is instantly aware of any creature’s

attempt to lie to him.
* The priest can communicate with animals, crea-

tures, and monsters of all types. While the

J 739 L

> Reversion f

reversion spell affects only creatures and charac-
ters. Equipment and magical items are not affected.

All damage suffered by the priest’s allies during
the previous turn is undone. This includes energy
drains, poison, and all special anack forms unless
these resulted in instantaneous death. Death from
cumulativephysical damage is undone, however.Any
c r e a m brought back to life by the reversion spell is
not required to make a Resurrection Survivalroll.

Any spells cast by the priest’s allies during the
previous turn are restored and can he used again.
This does not apply to magical or spell-like effects
from magical items or scrolls.Material components
consumed in spellcasting during this time are also
restored.

Casting this spell ages the priest one year
Notes: Common quest spell.

Robe of Healing

(Enchantment, Necromancy)
Sphere: Healing

number of creatures is unlimited the priest can Level Quest
Range: Touch
- converse with only one at a time. Duration: 1 hr.
The priest can communicate telepathically with Casting Time: 1 rd.
Area of Effect: 1 robe
- humanoids. Saving Throw: None
The priest can use a suitableitem as a crysfalball
once per hour, as per the magical item described This spell enchants the priest’s robe or cloak,
in the DMG (including range). The priest has a enablinghim to walk among wounded creatures and
+20% bonus to all rolls used to determine heal them. By touching the robe, a wounded crea-
success. ture is cured of ld4+4 points of damage. As many
Notes: Common quest spell. creatures as can physicallytonch the robe within the
spell duration can be healed. A reasonable maxi-
Reversion mum is 20 creatures per round allowing a total of
1,200 creatures to he healed, A creature can he
(Alteration, Invocation) affected only once per week by the robe of healing.
Sphere: Time
Notes: Common quest spell.
Level Quest
Range: 0 Sera’s Blessed Luck
Duration: Instantaneous
Casting Time: 1 (EnchantmentKharm)
Area of Effect: 10-A. radius sphere Sphere: Chaos
Saving Throw: None
Level: Quest
By casting this spell, the priest reverses certain Range: Touch
recent events in the area of effect. The spell affects Components: V, S, M
only creatures friendly to the priest. The magic
takes effect immediately after the spell is com- Duration: 1 wk. + 1 dayilevel
pleted rather than at the end of the round. The
Casting Time: 1 turn
Area of Effect: 1 creature
SavingThrow: None

The priest can imbue any willing worshiper of
Sera with Sera k blessed luck. This powerful spell
almost always benefits the recipient, hut true to
Sera’s nature, the spell sometimes confers ill luck.

J 740 \



SDhere of Securih,

battlements, drawbridges, and gates. External sur- additional protection lengthens casting time by 1
faces to he protected must he contiguous. round. The priest can create one additional effect
per five experience levels, to a maximum of four
Creatures assaulting the protected building have effects.
their movement rates reduced by half when trying
to scale the exterior surfaces (scaling ladders, and Notes: Common quest spell.
so on). Damage caused by war machines is reduced
by 2 die levels. (Thus, if normal damage is ld12, Spiral of Degeneration
Id8 is rolled instead; if damage is ld10, Id6 is
rolled.) Damage caused by crushing engines is (EnchantmenffCharm, Invocation)
rolled at -2 to the damage roll. Sphere: Chaos, Thought

The siege wall expires if the building is Level: Quest
destroyed it lasts a maximum of 24 hours. Range: 0
Duration. 1 hr.
Notes: Common quest spell. Casting Time: 1 rd.
Area of Effect: 50-ft.diameter
BATTLESYSTeEf~feWcts: The protective effects Saving Throw: Special
of the siege w'all are compatible with BAITLESUS-
TE.W rules (see Chapter 7). Attackers suffer a -2 This potent spell affects all creatures hostile to
penalty to damage rolls for missile fire. Damage the priest within the area of effect.The Power grant-
or AD caused by war machines is reduced by 2 ing the spell causes the spell's effects to manifest
die levels (if normal damage is ld12, Id8 is in one of two ways: the Chaos variation or the
rolled instead; ifdamage is ld10, Id6 is rolled; Thought variation.
ballista has ADX). Damage caused by crushing
engines is rollcd at -2to the damage roll or ADS. Chaos: In the Chaos variation, the fabric of
Hits or hit points of crushing engines are reality is altered to change events. Magical items
reduced by half All enemics attackinga building become dysfunctional because the fabric of magi-
protected by .siFge wali who enter a n enclosed cal reality is changed.
wall space are out of command unless they are in
the line of sight of their commander, regardless Thought;In the Thought variation, the thoughts
of his control diameter. of those affected by the spell are distorted and
altered so that they are unable to function coher-
All exterior areas of the fortification have ently and effectively. Magical items become dys-
their hit points or Hits doubled (sec Hits of functional because the thoughts of their users are
Building Fe'eatures in BATTLESYSruTlEesM). warped to either convince them that the items
cannot function or block thought so that proper
Sphere of Security commands cannot be given.

(Abjuration) The effects are the same for both variations.
Sphere: Protection Each round there is a 50% chance that a degenera-
tion effect will occur in the area of effect. When
Level: Quest this occurs, two events take place. First, spellcast-
Range: 0 ers lose one spell from each level of spells currently
Duration: I hr. memorized (for example, a spellcaster who has
Casting Time: Special memorized three spells each from 1st through 3rd
Area of Effect: IO-foot radius level loses one spell from each level for a total of
Saving Throw: None three lost spells). Lost spells can he regained nor-
mally through rest and memorization.
Sphere qfsecurify protects the priest who casts
the spell and his companions within the area Second magical items are affected in the fol-
of effect. Enemy creatures within the area are
unaffected. -lowing ways:
Weapons and armor lose one level of enchant-
The sphere grants affected creatures a +2 bonus ment (a sword +3 becomes a sword +2, and so
to Armor Class, 50% magic resistance, and a +2 on).
bonus to saving throws against magic. Casting this * Magical items with charges (wands, rods,
portion of the spell requires 1 round.
staves, etc.) are drained of ldlO charges.
In addition, the priest can specify additional * Magical items without pluses or charges must
specific protection effects from the List of Protec-
tion Scrolls in Appendix 3 of the DMG. Each make a saving throw vs. spell (using the saving
throw of their owner) or become nomagical.
Potions lose all magic and each scrolls loses one
randomly determined spell.

1 742 \

Permanent magical items (swords, boots, armor, Storm of Vengeance
and so on) temporarily lose all special effects
until the spell expires or until the items leave the (Evocation)
area of effect and for Id10 rounds thereafter. Sphere: Elemental,War, Weather
* Single-use and charged items are permanently
affected by this spell. For example, a potion Level: Quest
destroyed by this spell remains useless even Range: 400 yds.
after the spell ends. Duration: 1 hun
Within the area of effect, magical communica- Casting Time: 1 turn
tion is impossible due to thought blocks and chaotic Area of Effect: 120-yd. radius
effects. A reverse ofthe tongues spell operates con- Saving Thmw: Special
tinuously in the area of effect. Telepathic commu-
nication (for example, with a familiar) is also This spell requires the priest to concentrate and
impossible. No communication magic functions cast the spell for the full duration of the spell. The
casting time and duration are simultaneous; both
(ES? sending, and so on); any spellcaster trying to activities occur in the same turn.

cast such a spell is stunned for 1 round per level of In the first round of casting, the priest summons
the spell attempted. an enormous black storm cloud over the area of
effect. Lightning and crashing claps of thunder
In the Chaos variation of the spell, the center of appear within the storm; creatures in the area of
the area of effectmoves I O feetper round. The direc- effect must make a successful saving throw vs.
tion is randomly determined using Id8 roll and com- spell or he deafened for Id4 turns.
pass points (1 = N, 2 =NE, 3 =E, 4 = SE, 5 = S, 6 =
SW, 7 = W, 8 NW). The radius of the spell effect On the second round, acid rains down in the
always includes the caster; reroll any contrary result. area, inflicting ld4+1 points of damage. No saving
throw is allowed.
Notes: Common quest spell.
On the third round, the caster calls six lightning
Stalker bolts down from the cloud. Each is directed at one
target by the priest (all can be directed at a single or
(ConjuratiodSnmmoning) they can he directed at six separate targets). Each
Sphere: Creation, Guardian,Plant lightning bolt strike causes 8d8 points of damage
(save vs. spell for half damage).
Level Quest
Range: 30 yds. On the fourth round, hailstones rain down in the
Duration: Special area, causing 3d10 points of damage (no saving
Casting Time: 1 round throw).
Area of Effect: Special
Saving Throw: None On the fifth through tenth (and final) rounds, vio-
lent rain and wind psis reduce visibility to 5 feet.
A priest casting this spell conjures I d4+2 plant- Movement is reduced 75%. Missile fire and spell-
based creatures that are identical to shambling casting into or from the area of effect are impossible.
mounds of 11 Hit Dice. These creatures aid the caster
in combat or battle, perform a specific mission, or The sequence of effects ceases immediately if
serve as bodyguards. The creatures remain with the the priest is disrupted from spellcasting during the
pliest for seven days unless dumissed. If the stalkers I-tum duration of the spell. The priest can cancel
are summoned for guardduty ody, however,the dura- the effects at any time.
tion of the spell is sevenmonths. In this case, the stulk-
ers can only he ordered to guard a specific site or Notes: Common quest spell.
location. The stalkrs have the shambling mound
resistance to fire only if the t m i n is suitable (marshy, Sunmotes, Circle of
close to a body of water, etc.).
See circle of sunmotes.
Notes: Common quest spell.

J 743 L

Tattoos of Protection All allies of the priest are able to blink (as per
the 3rd-level wizard spell) once per round, with the
(EnchantmentJCharm) ability to select the direction of movement.
Sphere: Protection As many as 10 creatures (designated by the priest at
the time of spellcasting) can use the teleport witli-
Level: Quest out ermr spell. They can teleport anywhere within
Range: Touch the area of effect of the transformation spell once
Components: V, S , M during the spell.
Duration: 1 mo.
Casting Time: 1 hdtattoo As many as 10 creatures (specified hy the priest
Area of Effect: 1 creature at the time of spellcasting) act as if wearing boots
Saving Throw: None of striding and springing. This effect lasts for the
spell duration.
When the Prince ofTerror’s legions enter battle,
he sometimes grants his war priests the ability to At any time during the spell, the priest and as
protect noble followers. By use of this spell, a priest many as 10 other creatures can he affected as per a
of Belinik can inscribe protective tattoos onto one shadow walk spell.Those to be affected must stand
creature (which may he the caster). in a circle and touch hands. If the priest who cast
the transformation spell leaves hy the shadow walk,
A tattoo ofpmtection can contain the magic of all other effects of the fpaprsformation are canceled
any priest spell from the sphere of protection that immediately; othenvise, they persist for three t u n s .
the priest could normally cast. The priest can
inscribe as one level ofmagic into such tattoos for Notes: Common quest spell.
each level of experience. A 12th-level priest of
Belinik, for example, could inscribe up to 12 levels Undead Plague
of protective magic into one sei of tattoos; this
might he two 6th-level spells, or one 6th-level and (Necromancy)
two 3rd-level spells, and so on. The priest can Sphere: Necromantic
inscribe the same spell several times if desired.
Level Quest
The nrotected creature can activate anv of these Range: 1 mi.
protective spells by touching the appropriatetattoo Duration: Special
with a free hand and crying the name of Belinik Casting Time: 2 rounds
aloud. When an individual tattoo is activated, it Area of Effect: 100 yd. squareilevel
glows slightly and the spell inscribed within works Saving Throw: None
for its normal duration. When the spell duration
elapses, that individual tattoo fades slightly and By means of this potent spell, the priest sum-
cannot he used for a number of hours equal to its mons many ranks of skeletons to do his bidding.
spell level. After one month, all of the tattoos fade The skeletons are formed from any and all
and cannot he used. humanoid bones within the area of effect. The
number of skeletons depends on the terrain in the
Notes: Granted by Belinik of Cerilia, the area of effect; a battle site or graveyard will yield
BIRTWGKIsetting. 10 skeletonsper 100 square yards; a long-inhabited
area will yield three skeletonsper 100 square yards;
Transformation and wilderness will yield one skeleton per 100
square yards.
(Alteration, Enchantment, Illusinn)
Sphere: Numbers The spell’s maximum area of effect is 10,000
square yards. Thus, no more than 1,000 skeletons
Level: Quest can he summoned hy this spell.
Range: 0
Duration: 3 turns The skeletons created by this spell are turned
Casting Time: 1 rd. as zombies and remain in existence until de-
Area of Effect: 100-yd. radius stroyed or willed out of existence by the priest
Saving Throw: None who created them.

Notes: Common quest spell.

The transformationspell allows the priest to

alter cwJdimcniima1 3nd relnuvc. gconietries

within thc arc2 o i c f f c d This mahlr.9 the pncit a n J
hi3 cumpanions IO UIC eurr.dirnentiondl link, 10
fxiliiate rapid mmr.mc.nr35 folhm.;.

J 714 \

Ward Matrix

Warband Quest Ward Matrix

(EnchantmentICharm) OnvocationIEvocation)
Sphere: Charm, War Sphere: Wards

Level: Quest Level: Quest
Range: 240 yards Range: Special
Duration: Special Duration: 60 days
Casting Time: 1 round Casting Time: 6 turns
Area of Effect: 200 creatures Area of Effect Special
Saving Throw: Neg. Saving Throw: None

A priest can cast wwband quest on any group of The ward matrix spell links as many as six loca-
200 creatures capable of understanding his or her tions within the Prime Material Plane. Only loca-
commands. The creatures are then affected in a tions that have a functioning Wards spell can he
manner similar to the 5th-level priest spell, quest. linked. Ward matrix conjoins the different Wards
Unwilling creatures are allowed a saving throw spells so that each linked site gains the protection
with a 4penalty to avoid the effects. of all other wards in the network.

The specified quest must he related to the From the place where the ward matrix is cast,
reason that the Power granted this spell (perhaps a magical connections spread to the other designated
sites. These can be seen with a true seeing or simi-
quest to slay or overcome a specified enemy). lar spell as tendrils of magical energy running
through the air just above ground level. The con-
Warband quest gives subjects of the spell a nections target their destinations and move toward
bonus of 2 hit points per level of the caster (maxi- them at a rate of 40 miles per turn. They can evade
mum bonus 20 hit points). Subjects also gain the harriers such as antimagicshell by moving above or
effects of a prayer spell and have Morale of 18 around them. When the connections reach their
while on the quest. These benefits last for the dura- destinations, they multiply and spread to connect
tion of the spell; the spell ends when the specified all other locations in the network; this secondary
task is completed. A creature that abandons the linkage is established at a rate of 20 miles per turn.
quest is subject to the wrath of the deity.

Notes: Common quest spell.

Warlords of Cuirabcen

The conjoining of wards lasts for 60 days unless Special Note: For futher details on the sphere
a linked area is destroyed or a Wards spell is dis- of War, see n‘ae_c 768 To convcri this snell to the
pelled. Any location that is destroyed or has its
Wards spell dispelled is removed from the matrix; Morale becomes I 5 (Chammon) for all check?
other connections remain intact far the duration. and is not further modified.’

Notes: Common quest spell. Wisdom, Haelyn’s

Warlords of Cuiraken See Haelyn’s wisdom.

(Alteration) Wolf Spirits
Sphere: War
(ConjurationISummoning, Invocation)
Level: Quest Sphere:Animal, Guardian, Summoning
Range: 100 yards
Components: V, S, M Level: Quest
Duration: I month Range: 30 yards
Casting Time: 1 hun Duration: Special
Area of Effect: lunit Casting Time: 2 turns
Saving Throw: None Area of Effect: Soecial
Saving Throw: None
This spell affects one unit (about 200 men),
transforming them into a powerful military force The priest casting this spell calls upon the
for the god of battle. The spell lasts a full month or “spirits” of wolves (or another animal, if appro-
until the unit is destroyed or disbanded. priate). The notion of wolf spirits is akin to the
Wild Hunt of Celtic mythology: a pack of enor-
When this snell is cast. it chanees the tarzet unit mous magical wolves led hy a human master who
in a way s p e c k e d by the caster.For ever; three range Celtic lands seeking to destroy evil. The wolf
levels of the caster, the spell adds a +Ibonus to spirits spell summons 2d4+2 such entities to s e n e
any combination of the unit’s ratings: Move, Melee, the priest as master.
Defense, Charge, or Missile. A 9th-level caster
might improve a single ability by +3, or she might Wolf spirits can be instructed toperform a sew-
improve three abilities by +I.The spell cannot ice in the manner of the animal summoning spells.
create a new mode of attack (units without the ahil- In this variation in the Animal and Summoning
ity to charge, for example, cannot gain that ahil- spheres, the spell does not expire until the spirits
ity), and it cannot increase a unit’s move beyond have performed their commanded service, to a
twice its original value. maximum duration of 14 days. In the Guardian
variation of this spell, the spirits can he com-
In addition to these bonuses, the unit is manded only to keep watch over an area or creature.
improved to three Morale icons (Swords, Pennant, The spell lasts 100 days for this type of service.
and Shield). The affected unit is not immune to
routs, but it becomes much more brave in the face Notes: Common quest spell.
of the enemy. The spell also grants the unit a 4
bonus to all unit saving throws. ..

The warlords of Cuiradcen are an imposing Woljspirits:AC 4;MV 36 fly 36 (B);’HD 5
sight. Thunder and lightning strike behind and
above them, and sparks fly when they wield their + 5 ; #AT 1; THACO 14: Dmg 3dh; SZ M; ML
weapons. The voice of Cuirabcen moves them to
great deeds of glory, and his power flows through fearless (20); Int animal (I); AL N. Wolf spirits
their limbs. The very sight of them is sometimes are immune to all forms of mind control. illu-
enough to make weak units flee the battlefield sions, gases. paralyzation, and spells that affect
in terror. only corporeal creatures. They can he harmed
only by weapons of +2 or greater enchantment.
Notes: Granted by Cuiraecen of Cerilia, the
BIRTHRIGHT. setting.

J 146 i

0riSO"S

\

Orisons

In the 1st Edition, priest cantrips, or orisons, The orisons in this section are grouped accord-
existed only in the pages of DRAGON magazine. ing to whether they are cast by clerics (including

In the 2nd Edition, they received an updated specialty priests) or by druids (including barbarian
treatment only with the advent of the PLAYER'S or savage priests) or by both. Over time, the druids
have gotten far more attention than clerics with
OPTIONS:pells & Magic book. In the meantime, respect to orisons. That imbalance has been par-
the whole cantrip rule system had been replaced
hy a single 1st-level spell that allowed the caster tially addressed here by making more of these
available to the cleric and bolstering that list by the
as many different minor effects as desired within
a long period of time (8 hours). The 2nd Edition addition of a few suitable spells from the wizard

orison spell, as well as a new related spell, pro- cantrip list. Two new ideas from Ed Greenwood
teciion from orisons, is given in the main text. round out the list. Also, spheres for all orisons are
The 1st Edition orisons are presented here as given in parentheses after their names for those
examples of what a priest might do with the 2nd DMs who want to make up orison lists of their own.

Edition orison spell. In the 1st Ed. rules, a seg-

ment was % o f a round. Casting Orisons in 1st Edition Campaigns
Orisons are minor spells learned by apprentice Ornisons are cast the same way that spells are

priests during their long, rigorous, and tedious cast. Up to two orisons can he cast during any
rrionu.nnAd bh.y aII rs7inngnllne pnr~iie-set.f FFnurrtthhnerrmmonrree, tthhee
training for their calling. An aspiring priest can use moment of casting in the round of casting is
one orison per day as a 0-levelpostulant (-2,000
XP to -1,001 XP), two orisons per day as a 0-level dependent on the usual factors: surprise, initia-
peiitioner (-1,000 to -Sol), and three orisons per tive, and so on. After the first of the two orisons
day as a 0-level aspirant (-500 to -1). Orisons are is cast, the priest player rolls a four-sided die to
memorizedjust as are higher-level spells determine how many segments later he or she
can cast the second orison (if so desired). It is
Most orisons are simple little spells of no great
not possible to cast both a spell and an orison
effect. When the individual becomes a 1st-level during the same round, no matter how short the
priest, these small magics are usually ignored in casting times are.
favor of the more powerful spells then available.
However, a priest may choose to retain up to two

orisons in place of one 1st-level spell.
All orisons are 0 level, have a IO-yard range, Researching or Rinding Orisons
Beginning with 2nd Edition, orison effects are
and have a generally small area of effect. They
usually specified on the spot by the priest; thus, no
require only soft, simple verbal and somatic com- research is necessary. However, some orison effects
ponents, and are cast in a very short time @ to 2
might become available through the discovery of
segments). They manifest as a brief burst of magic ancient tomes. A priest who finds an orison in such
that quickly fades, leaving at most a minor physi-
cal change that persists until altered by time or a tome must study the pages describing it for at least
labor. Only orisons that involve living creatures a week before being able to cast the found orison
allow any saving throw. Also, orisons do not gen- successfully. If the priest comes from a nonliterate
erally break states of extreme concentration (such culture, then a similar period of withdrawal for
as when casting a spell). The effects of orisons, and intense meditation and suitable sacrifice to the divine
patron for direct illumination may be sufficient. If
the people and items affected by them, radiate a the 1st Ed. rules are used or if the DM allows char-
very faint magical aura that lasts for no more than acters to develop special variant orisons that only
a turn once the magic fades.
they can cast, then an orison is assumed to he one-
half level for the purpose of magical research.

- LIST OF ORISONS m

LIST OF OFUSONS

(Orisons in italics are new.)

All Cleric Orisons Druid Orisons Humidity
Aspiration Candle Animal Liven
Canticle Animal Command Mark Path
Benediction Chill Bird Call
Bless Meal Clean Pet
Ceremony: Oath Disinfect Cause Rash Prod
Consecrate Disguise Scent Repel Insects
Cure Minor Wounds Dry Drywood Ripen
Handfire Edible Plant Smokeball
Dowse Incense Elemental Shield Test Soil
Freshen Meditation
Haze Mouse Find a Stray
Polish Flamefinger
Judgment Remove Pain Heal Rash
Malediction Restful Sleep
Parch Shine Holly Dart
Stone
Petition Tweak
Preserve Warding
Warm
Quench
Temperature
Watch

All Bless Meal (All)
(Alteration)

Aspiration (All) Area of Effect: 10-A. sq. area
(Invocation) Casting Time: 2 segments

Area of Effect:The caster This orison blesses a meal, including drink,
Casting Time: 1 segment giving those who eat it a +I saving throw vs. any
poison or disease it may contain.If no saving throw
An aspiration is a quick prayer on the order of is allowed, the orison allows a saving throw of 20.
“Give me strength!’’or “Don’t let me goof up!”The
player rolls a d2O out of the player’s own sight for Ceremony: Oath (All)
the DM, who records it. At any time during the next (ConjuratiodSmoning)
game hour, the player can ask to have a bad die roll
replaced by the hidden roll. The d20 can replace Area of Effect: 1 individual
an attack roll, a saving throw, or a percentile dice Casting Time: 2 segments
roll (multiplying the secret roll by 5 ) . Upon the
player’s request, the secret roll is revealed, and An individual of the priest’s religion takes an
becomes the official dice roll. There is no guaran- oath in the presence of a priest, pledging his or her
tee that the secret roll will be better, but it is a honor to do some minor task. All parties touch the
second chance. priest’s symbol, as the priest ratifies the oath with
a ritual sign and some formula such as “so be it!”
Benediction (All) The oath stands until the pledge is fulfilled or
(ConjuratiodSummoning) broken. If broken, the oathbreaker suffers a -5%
penalty to the base loyalty of followers and allies
Area of Effect: 15-ft.cube until satisfactory reparations are made. A third
Casting Time: 2 segments party- of the caster’sreligion can pledge for the oath
of a nonbeliever. The priest might pledge for a non-
A benediction is a minor form of bless, centered believer,but this is extremelyrare.
on the caster, raising morale of friendly creatures by
+I and their attack rolls by +I for three rounds. It
does not affectcreaturesalready engaged in combat.

/ 748 L

3 Petition

Consecrate (All) Area of Effect: The caster
(Invocation) Casting Time: 1 segment

Area of Effect: IO-ft. sq. area The caster causes a haze to envelop his or her
Casting Time: 1 segment person. This haze gives the caster a + I bonus to
Armor Class and saving throws. The haze lasts for
This orison consecrates a material component only two rounds, then fades away.
used in spell casting, allowingthe spell to operate at
Judgment (Divination)
a +1 (or is%) bonus. The DM decides exactly how (Divination)

the bonus is applied. The component must he used Area of Effect: The caster
the round after consecration, or the benefit is lost. Casting Time: 2 segments

Cure Minor Wounds (Healing) A priest can cast this orison to gain a +1 bonus
(Necromantic) to one Wisdom ability check. This orison can be
applied only once to any given check. The DM
Area of Effect: Creature touched might disallow use of this orison for various rea-
Casting Time: 2 segments sons; for example, if insufficient time is available.

A minor cure, similar to cure light wounds. This Malediction (Charm)
orison restores 1point of damage. This orison is not (ConjuratiodSummoning)
reversible.
Area of Effect: 15-ft. cube
Dowse (Divination) Casting Time: 2 segments
(Divination)
The reverse of benediction, a malediction gives
Area of Effect: Special the morale of opponents a -1 penalty and worsens
Casting Time: 2 segments their attack roll by 1 for three rounds. The male-
diction can he hurled at opponents up to 30 feet
Sometimes referred to asfind water, this orison away. It does not affect creatures already engaged
allows the caster to locate the nearest amount of in combat. Using this orison is not a good act.
water at least 10 gallons in volume, within 100
yards. There is no guarantee the water is fresh, Parch (Elemental Water)
drinkable, or accessible. (Enchantment)

Freshen (All) Area of Effect: I creature
(Alteration) Casting lime: 1segment

Area of Effect: 1 object The reverse of the quench spell, this orison
Casting Time: 2 sewents causes a subject of up to large size to experience an
intense thirst-no matter how recently it has drunk.
By means of this orison, the caster brings new Lips crack and the mouth and throat become dry
life or freshness to the object desired. The magic until a quantity of liquid is again consumed.
applies to food and drink items such as milk, beer,
meat, and raw vegetables. It also works with cnt Petition (All)
vegetables, flowers, herbs, and so on. Although it (ConjuratiodSummoning)
removes a slight taint of spoilage, restores drooping
flowers, and so on, it is not as effective as apurify Area of Effect: The caster
food & drink spell, and lasts for but an hour. The Casting Time: 2 segments
object must he of relatively small size: a small cask
of liquid, a sheep, a bushel of vegetables, etc. If A petition is a direct appeal to the patron deity
used on a creature that is harmed by magics such as for a specific favorable event to occur sometime
purififood and drink, the orison inflicts Id2 points during the current day. Examples include finding a
of damage. misplaced item, meeting an old friend, remember-
ing forgotten information, making a favorable
Haze (Protection, Weather) impression, and so on. A petition that would affect
(Alteration)

1 749 L



fRemove Pain

This orison enables the caster to remove heavy ever faintly: perfume vial, charcoal fragment, and
soil, dirt, and like foreign objects from floors, so on). Tbis item acts a focus and is not expended in
walls, dishes, windows, etc. These surfaces are then the casting,The scent fades within a turn, though a
spotless. Usually only one type of material is creature with exceptionally keen senses might be
treated in a single application,as care must be taken able to detect it for an hour or more.
in removal of pigments and the like.
Meditation (Charm)
Disinfect (Healing) (ConjuratiodSummoning)
(Necromancy)
Area of Effect: The caster
Area of Effect: 1 creature Casting Time: 2 segments
Casting Time: 2 segments
A minor (and nonreversible) form of remove
When cast on a minor wound, this orison does fear, a meditation gives the caster (and only the
nothing to heal the injury; itprevents the wound from caster)a +I bonus to any saving throw against mag-
becoming infected.The wound heals as if well tended icalfear attacks for 1 turn.
even if not bandaged or kept clean. This orison does
not negate the need for rest while healing. Mouse (Summoning,Animal)
(Summoning)
Dry (Elemental Water)
(Abjuration) Area of Effeck 1mouse
Casting Time: 2 segments
Area of Effect: 1 cu. yd.
Casting Time: 2 segments The mouse orison enables the caster to bring
forth a mouse up to 10 feet away. The animal is a
This orison removes dampness and excess typical field mouse (or as similar a species as pos-
moisture from materials in the area of effect. It is sible). When it arrives, the caster has no control
useful for drying cloth or herbs and for cleaning over the mouse. The animal behaves as would any
chores. mouse in the given situation.

Handfire (Combat) Polish (Protection)
(Evocation) (Alteration)

Area of Effect: The caster's hand Area of Effect: 1 object
Casting Time: !E segment Casting Time: 2 segments

This orison fills the palm of the priest's band When this orison is used, the caster magically
with a momentary bright flash of flame. The flame smoothes and brings luster to materials such as
can ignite ready flammables, such as powders, wood, metal, stone, leather, or ceramic. Naturally,
incenses, and volatile oils. The flash can scorch or the desired object must he relatively clean for this
blister exposed flesh and might inflict as much as orison to be effective. The object must be of rea-
1 point of damage to a creature that fails a saving sonable size-a floor of up to 1,000square feet, for
throw vs. spell. example. It works best on smaller objects such as
boots, mirrors, crystal containers, and so on.
Incense (Charm)
(IllnsionPhantasm) Remove Pain (Healing)
(Necromantic)
Area of Effect: 20-fl. radius
Casting Time: 2 segments Area of Effect: 1 creature
Casting Time: 2 segments
When this orison is invoked, the caster creates a
sudden burst of some scent, which quickly rolls out This orison negates the effects of pain, allow-
to a distanceof 20 feet. The scent can be anythingthe ing the recipient to gain 1 hit point, but only if cur-
priest desires, from rose petals to brimstone, from a rently wounded. This orison cannot help a healthy
metallictang to an exotic spice, so long as the caster character, nor can a creature that has received this
has some small item that the smell has clung to, how- benefit receive it again for 24 hours.

J 751 L

> Restful Sleep f

Restful Sleep (Necromantic, Travelers) although the tweahng might distract any creature by
(Necromantic) causing it to turnto discover the source of the annoy-
ance. A failue to make a successful savingthrow vs.
Casting Time: 2 segments spell (for creatures with an Intelligence under 71, or
Area of Effect: 1 creature failure to roll a score greater than Intelligence on
3d6 (for to creatues with intelligence of 7 or
This orison allows a willing recipient to gain greater), means a I-segment distraction.
full benefit from half the rest; thus, the creature
touched gains the benefits of eight hours of rest Warding (Protection)
from only four hours of actual sleep. The creature (Abjuration)
can be awakened at any time, and may wake of its
own volition in an emergency. The orison ends Area of Effect: Creature touched
when the creature wakes. Casting Time: 2 segments

Shine (Protection) This orison is a minor form of the protection
(Abjuration) from evil spell. For two rounds, it prevents
enchanted, conjured, or summoned creatures of 3
Area of Effect: 1 object Hit Dice or less from making bodily contact with
Casting Time: 2 segments the recipient, unless these are attacked hy the pro-
tected creature.Against more powerful creatures,or
Similar to thepolish orison, this magic allows after the primary protection is broken, the orison
the caster to remove tarnish, rust, corrosion, and improves Armor Class against evil creatures by 1.
similar substances from the desired object. This The orison adds no bonus to saving throws. To
orison brings about a mirror-bright shine to objects complete the spell, the caster sprinkles holy water
capable of such, causing their surfaces to be on the recipient.
smooth and unmarred. A piece of jewelry, for
instance, could he made more attractive. A single Warm (Creation)
object up to a cubic yard in volume can be treated (Evocation)
hy this orison.
Area of Effect: I-ft. cube
Stone (Combat) Casting Time: 2 segments
(Enchantment)
The caster, using this orison, can increase the
Area of Effect: 1 small stone temperature ofnonliving liquid or solid material by
Casting Time: 2 segments at most ahout 40°F.The orisoncannotraise the tem-
peratures of a living creature above its normal body
By means of this orison,the caster can enchant temperature,nor the temperatureofan object above
a single stone the size of a sling stone. This mis- 140°F. The orison lasts but an instant, after which
sile receives a +I bonus to hit and damage. The the object slowly cools to normal temperatures.
caster (only) can hurl it by hand, sling, etc. The
casting and attack occur in the same round, for if Druid Orisons
the stone is not used immediately, the dweomer
fades and is wasted.

Tweak (Summoning) Animal (Animal)
(Conjuration) (ConjuratiodSnmmoning)

Area of Effect: 1 creature Area of Effect: 1animal up to 3 HD
Casting Time: I segment Casting Time: 2 segments

By means of this orison, the caster causes an This orison summons one ordinary mammal,
unseen thumb and forefinger to harmlessly, but bird, or reptile of up to 3 Hit Dice, to the druid.
annoyingly, tweak some portion of a chosen subject The animal, which may come from up to a half
within a 10-footradius of the caster. These portions mile away, is not under the druid's control, but can
are: cheek nose, ear, heard, moustache, whiskers, or he subjected to further spells after it arrives. A
tail. The orison's effects do not disturb spell casting,

J 752 \

Elemental Shield

\/

summoned animal remains generally available for This orison neutralizesthe particular body odor
one turn before wandering off. of the recipient for one turn.Animals that normally
rely on smell to detect strangers won’t he aware of
To activate this orison, the caster vocalizes a the subject. Any creature or object the subject
soft clucking or clicking sound. encounters can’t learn its scent.

Animal Command (Animal) The caster goes through the motions of pouring
(EnchantmentlCharm) an imaginary liquid into his cupped hand and
splashingit on the subject’sbody, while humming a
Area of Effect: 1 animal up to 3 HD short ditty.
Casting Time: Y b segment
Drywood (Plant)
This orison enables the druid to command an (Abjuration)
ordinary mammal, bird, or reptile with up to 3 Hit
Dice with a single word. The animal obeys to the Area of Effect: 1 cu. A. of wood
best of its ability, if the command is absolutelyclear Casting Time: 1 segment
and unequivocal. Typical commands are stop,sit,
go, sleep, etc. The commands attack and kill, This orison enables the caster to dry pieces of
require the caster to point at the desired target. The wood that may be too green or too damp to be
effect lasts for hut a single round; thereafter, the ignited. Once treated (which takes a full tuni), the
creature acts according to its nature. wood bums as if dried for several months.

Bird Call (Animal) The somatic gesture is a sawing motion with a
(Evocation) small flame over the wood to be affected.

Area of Effect: Special Edible Plant (Plant)
Casting Time: 112 segment (Divination)

The orison allows the druid to imitate the call of Area of Effect: 1plant
a number of common, feathered avians. The druid Casting Time: 2 segments
must have heard the call to be imitated at some pm-
vious time. Only one call can be mimicked, but the When cast on a plant, this orison allows the
caster can do so for an entire turn after the casting. druid to determine whether or not consuming that
The call can cany as far as a natural birdcall. type of vegetation would endangerhis or her health.
If only certain parts of the plant (such as the berries
The somatic gesture consists of clasping both or leaves) are edible, the entire plant registers as
hands around the mouth while the lips are puckered inedible unless the caster checks those specific
to create a whistling noise when breath is exhaled. parts. Such matter as grass or maple leaves, while
normally not eaten, are revealed as edible, since
Cause Rash (Plant) their consumptioncauses no actual harm.
(Necromancy)
The caster points to the plant to be identified
Area of Effect: 1 man-sized creature while makmg a chewing motion.
Casting Time: 1 segment
Elemental Shield (Elemental)
This orison causes a r e 4 itchy rash to appear (Abjuration)
on an ann or leg of the subject. The rash is, for all
practical purposes, the same as that caused hy Area of Effect: The caster
exposureto a rash-causingplant (poison ivy, poison Casting Time: 2 segments
oak) and must he treated in the same manner.
This orison protects the caster from an attack
The druid makes a scratching motion while based upon one element (air, earth, fire, water).
whispering the arm or leg to he affected. The first 4 points of damage taken from an attack
based on the named element are negated; this
Disguise Scent (Animal) occurs after the effects of magic resistance and
(Alteration) saving throws are resolved. The protection lasts a
maximum of 1turn.
Area of Effect: 1 creature
Casting Time: 2 segments The caster places both hands palm up and out-
ward before him, circling them once in opposite

J 753 L

> Find a Stray fl

directions, while whispering the name of the Holly Dart (Plant)
element protected against. (Alteration)

Find a Stray (Animal) Area of Effect: 1 holly leaf
(Divination) Casting Time: 1segment

Area of Effect: 1 domestic animal The h i d can enchant a leaf of holly to become
Casting Time: 2 segments a magical dari + I for one round. if not used hy the
round after the casting,the leaf reverts to its normal
This orison enables the caster to locate any state.
missing domestic animal within two miles. The
animal could he a cow, sheep, dog, horse, cat, pig, The caster presses his lips to the leaf.
or similar animal. The caster stands in a place well-
known to the animal (a barnyard, pasture, etc.), Humidity (Weather)
spits on the ground, makes a sign, and calls the (Alteration)
animal by name (Rover, Buttercup,Porky, OldTom,
and so on). If the animal is within two miles of the Area of Effect 10-fi. radius
caster, the caster’s tongue will tingle slightly, Casting Time: I segment
revealing direction and approximate distance. The
effects last until the animal is found, the caster The orison causes all objects in the area of
gives up, or the animal moves beyond a two-mile effect to hecome damp and slippery. The moisture
distance from the caster. remains until the area dries naturally. The orison
can he reversed to dty objects in a damp area.
Flamefinger (Elemental Fire)
(Alteration) The caster’s hands, palms down before him, are
flicked rapidly outward. For the reverse. the soread
Area of Effect: The caster fingers are drawn quickly inward
Casting Time: 1 segment
Liven (Plant)
This orison creates a small flame on the end of (Alteration)
the caster’s forefinger.The caster can maintain it hy
concentration for up to 1 turn. The flame can be Area of Effect: 1plant
used to ignite combustiblematerials.The flame can Casting Time: 2 segments
scorch or blister exposed flesh and might inflict as
much as 1 point of damage to a creature that fails This orison restores vigor to one small plant or
a saving throw vs. spell. tree branch. A plant that can bring forth fruit will
on command. After one turn, the plant returns to
The caster snaps his fingers while blowing on its original state and any fruit not consumed turns
them gently. to dust.

Heal Rash (Plant) The caster gently strokes the branch or plant
(Necromancy) from root to leaf

Area of Effect: 1 sq. A. Mark Path (Plant,Travelers)
Casting Time: 1 segment (Enchantment)

This is the reverse of the cause rash orison. In Area of Effect: 1 object
addition to countering the cause rash orison, it Casting Time: 2 segments
heals any rash caused by exposure to an imtating
plant (such as poison ivy, poison oak, or poison This orisonplaces a small m d on an object, such
sumac). An exceptionally large rash may require as a rock or tree, to mark a path. The mark is com-
several castings, and magical effects are beyond its pletely harmless and remains invisible until the caster
powec or anotherdruid passes within 10 feet of the spot. At
this time, the mark appears briefly as glowing mow,
The caster makes a gentle stroking motion pointing in the direction the caster has chosen. Once
above the affected skin. the mark has revealed itself, the orison fades.

The caster lightly draws a small arrow with a
fingertip on the object to he marked, while
whistling a jaunty traveling song.

J 754 L

Test Soil

f l\

Pet (Animal) Smokeball (Elemental Fire)
(EnchantmenKharm) (Alteration)

Area of Effect: Special Area of Effect: 1-ft.-radius sphere
Casting Time: I segment Casting Time 2 segments

This orison allows the druid to calm one animal This orison brings into being a sphere of dense
of up to 3 HD, domesticatingthe animal for one turn smoke anywhere within the range that the caster
if a savingthrow vs. spell is failed. The animal must desires. Any living creature within the smoke
have a low Intelligence or less. Any attack on the cannot see or breathe, and must leave the smoke
animal breaks the orison. immediately.The smoke dissipatesin 1turn, sooner
if subjected to any breeze or wind.
The caster makes a soft cooing noise while pat-
ting the animal. The caster makes a soft popping sound with his
tongue while pointing his index finger at the point
Prod (Weather) the puff is to appear.
(Evocation)
Test Soil (Plant)
Casting Time: 1 segment (Divination)
Area of Effect: 1 creature
Area of Effect: 1 sq. yd. of soil
This orison produces an electrical spark spring- Casting Time: 1 segment
ing forth from the caster’s hand to strike any one
creahrrewithin 10 feet. This spark inflicts 4 points This orison tells the druid if a section of ground
of suhdual damage (1 point of actual damage). contains the right minerals and nutrients to support
healthy plant growth. The balance of acid to alka-
The caster rubs his foot upon the ground while line can he divined, as well as the amount of fertil-
making a soft buzzing sound. izer the soil contains

Repel Insects (Animal) A small pinch of the dirt to be tested is placed
(Alteration) between the lip and gums, as the jaw is worked up
and down.
Area of Effect: The caster
Casting Time: 1 segment

This orison makes the caster’s body repel
normal insects (including normal insects magically
summoned or controlled). It has no effect on giant
insects. The effect lasts for one hour. While the
insects may still swarm around the caster, they will
not bite or even light on his or her person.

The caster twirls his index finger around his
head in a circle.

Ripen (Plant)
(Alteration)

Area of Effect: 1Ih. of frnit
Casting Time: 2 segments

By casting this orison, the user causes unripe
h i t to ripen within one round. The ripened h i t is

otherwise normal in every way, and is subject to
normal spoilage and decay.

The caster makes a clockwise circular motion
with his palm over the fruit to he affected.



Blight

Air of Permanence affected spending at least four hours each day for
a minimum of 30 days studying the local weather
(Alteration) and experiencing the land’s bounty and hardships.
Sphere: Air Once cast, the spell’s duration is equal to five

Level: 9 times the number of days the priest spent study-
Range: 0 ing the area.

Components:Y S, M If the spell is cast to improve the weather, nor-
mally scant rainfall is supplementedmildly, and the
Casting Time: 1 turn severity of winds and storms are reduced for the
Duration: Permanent duration of the spell. Existing croplands in the area
Area of Effect: 30 cu. ft. of air
Saving Throw: None of effect provide an abundant harvest, and most
likely a surplus the locals can sell. Other existing
Through this spell, a priest can slow the effects plants are also fruitlid, hut alter climatedoes not hy
of aging on any nonliving item. The item must be itself create new plant life. If cast in conjunction
sealed in an airtight container. It is the air that is
enchanted not the item within. A skilled artisan with aprolific vegetation spell, any barren land
must construct a container with a volume up to 15 (stony barrens, sandy wastes, and so on) grows
cubic feet; it costs at leas1 1,000 cp. During the grass and scrubs (much like scNh plain terrain)
preparation time, the priest must spend six hours per after 10 days and for the duration of the spell. The
day enchantingthe containerand drawing sigils and accelerated rainfall levels are very gradual and are
runes on its inner sufaces. The enchantmentmakes spread over the duration of the spell-there is no
the container ailtight against natural decay, though flash flooding or excessive erosion.
tampering ends the spell. Once items are placed
inside the container and the spell is cast, time effec- Ifthe caster worsens the weather, rainfall is cut
tively stops inside. The items do not age or decay in to drought levels and the severity of sand and wind
any way. If the container is broken, the items are stoms increases. Crops in the affected area fail,
unharmed and resume aging at the normal rate. leaving the fields dried and nearly ruined. Other
vegetation may also he destroyed depending onthe
When casting, the priest can also place a cause terrain. Areas of scrub plain become sandy wastes
blindness, cause deqfness, cause disease, or after 30 days, and the land does not naturally
bestow curse spell on the container. Tampering
with the container unleashes the spell on the tam- recover its scmb covering if the spell lasts more
pering individual(s). Once the container is broken than 300 days.Areas of forest became sandy wastes
and the air ofpermanence lost, this additional spell after 600 days, and the land does not naturally
is lost, as well. recover its trees or other plant life if the spell lasts
more than 1,500 days, Magical vegetation is
The material component for this spell is a bottle unaffected.
of air taken from the remains of the lungs o f a crea-
ture that has been dead at least 100years. In either case, the spell‘s effect on the weather is
not immediately apparent. A casual observer may
Notes: Granted to air elementals. never realize what is happening until half a year or
more has passed.
Alter Climate
The material components area specimens of
(Alteranon) every type of weathercommon to the area--a cup of
Sphere: Elemental Air, Elemental Water rainwater, a handful of windblown sand,and a piece
of tree or rock split by lightning. The priest must
Level 8 collect these during the time of preparatoq study
Range: 0
Components:V, S, M Notes: Granted to air and water elementals,
PreparationTime: 30 days minimum common.
Duration: 5 dayslday of preparation
Casting Time: 1 turn Blight
Area of Effect: 40 sq. mi.
Saving Throw:None Reversedform, hasten crops.

The alter climate spell allows a to priest subtly
affect the pattern of weather over a large area for
a long period of time. During the preparation time,

the priest must ravel in the 40 square mile to he

J 757 L



3 fDisruption

Level Radius Circomf. Stones Creatures Disruption
21 19
22 (yds.) (yds.) 38 Supported (Alteration)
30 189 8 Sphere: Elemental Air
23 60 376 57
24 76 31 Level: 9
90 566 95 Range: 0
25 120 754 113 71 Components: V, S, M
26 126 Preparation Time: 30 days
27 150 943 132 Duration: 7 days
28 180 1130 197 Casting Time: 1 turn
210 151 283 Area of Effect: Special
29 240 1320 170 385 Saving Throw: None
30 1508 189 503
270 1697 636 This spell lets the priest disrupt the magical link
300 1885 785 hetween templars and their sorcerer-kings, cutting
off their source of spells. That link is a complicated
Cutting and placing a single stone requires 49 affair, based on magic, psionics, and physical law;
worker-hours, provided stones are readily available it is possihle to block it by setting up interference or
in the area and the workers have appropriate tools “static,” effectively creating an umbrella under
which the link cannot exist.
(chisels, spikes, hammers, rollers). If tools or ready
stones aren’t available, this time may increase or, The priest must choose one sorcerer-king and
at the DM’s discretion, the preparation may he study his activities during the preparation time-
impossible, Also, particularly skilled or capable only templars who worship that sorcerer-king are
workers (such as dwarves, half-giants, or slaves affected. The priest must learn of the sorcerer-
trained in quarries) may cut the time hy as much king’s activities, his organization of templars, and
as half. The priest can erect the stones personally hy something ahout his long-term goals. Therefore,
physical or magical labor, or enlist the help of other the priest must spend the preparation time near the
creatures that share his or her alignment (if any sorcerer-king, either in his city-state or in nearby
fields.
laborers are not of the priest’s alignment, the spell
will fail when cast). After the last stone is place, the The spell creates a series of connected circles,
priest casts create oasis from the exact center of the each 5 miles in diameter, one per level of the caster
ring. Provided all the stones are in place at the time above 20th (each corresponds roughly to a single
hex on the Tyr region map in the DARKSUNboxed
of casting, interruptions that may have occurred set). The arrangement of the circles is completely
during their placement won’t negate the spell. up to the caster, hut the first must he centered over
his or her location at the time of casting. For exam
When the spell is completed the circle inside ple, with the first centered over the caster, the rest
the stones is instantly transformed into a plat-filled could stretch in a straight line in any direction or
water-rich oasis. The trees and bushes are laden he clustered to blanket an area.
with nourishing, delicious fruits, and small game
birds and animals appear, supported by springs and Any templar under a circle cannot receive addi-
tional spells. Those currently memorized can he
pools of fresh, cool water. The oasis can also sus- cast normally. Since the disruption spell has no
tain one human-sized creature for every 36 square other tangible effect, an affected templar may not
yards, as shown on the table. Each night, game be aware of it until he receives no spells, and even
creatures, fruits, and water are replenished. Defil- then may not know why that is. The spell blocks the
ing magic still causes permanent damage-subtract ability to receive spells, hut doesn’t block a sor-
cerer-king from sending: if a sorcerer-king is in the
the damaged area when considering the oasis’s abil- area of effect, his templars outside the area still
ity to support living creatures. receive their spells.

The oasis remains intact until the priest either Interference with a sorcerer-king and his tem-
voluntarily ends the spell or physically moves plars certainly draws their wrath. If the spell is
beyond the ring of standing stones. Once the spell caste within a city, chaos reigns for the duration of
ends, the oasis and the standing stones vanish, leav- the spell as many vital services grind to a halt.
ing the exact terrain that existed before. The spell Such powerful magic can be traced (psionically
and magically), so the caster should have an
also ends if the priest is slain. escape plan).
The material components are the standing

stones themselves, which vanish when the spell is
broken.

Notes: Granted to air, earth, and water elemen-

tals, common.

1 759 \

The material component is one of the sorcerer- Hasten Crops
king’s obsidian balls. The priest can obtain it
personally or hire others to get it. (Alteration)
Reversible
Notes: Granted to air elementals, common. Sphere: Cosmos

Forever Minions Level: 8
Range: 0
(Necromancy) Components:V; S, M
Sphere: Cosmos PreparationTime: 15 days minimum
Duration: Special
Level: 8 Casting Time: 6 hrs.
Range: 30 yds. Area of Effect: Special
Components: V; S, M SavingThrow: None
Preparation Time: 21 days
Duration: Instantaneous By using a hasten cmps spell, a priest can lessen
Casting Time: 1 turn the time necessary to grow grain crops from seed to
Area of Effect: Creatures, 3 HDilevel maximum harvest. The area of effect is one square mile per
Saving Throw: None caster level beyond Zlst, but the spell affects only
one grain crop planted in that area; the type ofgrain
With this spell, a priest can guarantee that a must be specified before the spell is cast.
number of followerswill animate as zombies when
they are killed. The enchantment stays with the fol- During the preparation time, the priest must
lowers until they are slain; it cannot he removed hy spend 3 hours per day praying over the seeds to be
normal means. used for the crop and at least 3 hours per day trav-
eling and blessing the fields to he planted. This
During the preparation, both the priest and the process must continue for at least 15 days. The
followers to he enchanted must spend at least 8 local farmers must still plant the seeds before the
hours per day in seclusion, in the dark, readying the spell can he cast.
spell. If a follower misses a day of preparation, the
spell cannot work for him. Such a follower present
during the casting of the spell is immediately slain
and does not rise as an undead.

The number of followers enchanted per casting
is measured in Hit Dice; the caster can affect up to
3 Hit Dice of creatures per level of experience. One
round after those followers have fallen, they reani-
mate as zombies, just as in the spell animate dead.
Whether or not they are in the priest’s presence, the
zombies immediatelyseek out him or her, and obey
the priest’s instructions. During the casting, the
priest can specify an increased time (up to a maxi-
mum of one day) between death and reanimation.

Followerswho are not slain in the service of the
priest do not reanimate. For example, a follower
who secretly works against the priest, or who dies
on personal business does not reanimate.

Recipients of the spell might already he zom-
bies or skeletons (the latter reanimate as skeletons).
Forwer minions cannot he cast more than once on
a single creature.

The material component is a wax imprint of
every follower’s right hand (claw, tentacle, or what-
ever).

Notes: Granted to elementals, common.

J 760 L

3 fInsect Host

On Athas, typical grain crops require a full 120 During preparation, the priest clearly pictures
days to reach harvest, though some crops may take
as few as 90 or as many as 150 days. The hasten the insects to he conjured and the type of destruc-
crops spell reduces the normal time it takes to grow tion they will inflict. This requires secluded con-
the grain crop from seed to harvest by the days
spent in preparation. Minimum growing time is centration for the entire period.
seven days. The spell grants no magical properties When cast, the spell calls one cloud of insects
or protections to the crop as it is growing-natural
or mamade disasters can still wipe it out. per caster level above 15th. Each cloud is roughly
a sphere of 15-footradius that contains many thou-
Athas has no major changes in seasonal tem- sands of individual insects. Each cloud has a move-
perature and rainfall that govern growing seasons. ment rate of 24 and is completely under the priest's
However, when a particular crop must be grown control. Each can perform a different task, provided
at a specific time of the year, this spell must he it remains within range of the caster.
cast toward the beginning of that time. During the
6-hour casting time, the priest must have the Creatures caught in a cloud can see no more
cooperation of at least 100 local farmers and than 5 feet away. Spellcasting is impossible. Each
other folk to engage in a planting festival. Por- creature suffers 5 points of damage each round in
tions ofthe seed crop are bumed, a bountiful feast the cloud regardless ofAnnor Class (invisibility is
is prepared and eaten, and the locals dance in no protection).All crealureswith 4 Hit Dice or less,
honor of all the elemental planes that make their flee and scatter, those with less than 8 Hit Dice
agriculture possible. must make a successful morale check or flee as
well. The priest cannot choose to affect only
The material components are grain seeds taken selected individualswithin a cloud.
from some other bumper crop carried in baskets
made by the local children. The baskets and grain A cloud descending on crops devours its
are burnt in the festival's central bonfire. volume per turn, wiping out whole fields in a few
hours. In a city or village, the townspeople panic
The reverse o fthis spell, blight, causes existing while the insects destroy all unprotected foodstuffs
grain crops to wither and die. The area of effect is
the same, and the priest must still indicate which and all wooden and tarp construction. Several
particular grain crop is to he affected. Other crops clouds can easily surround a group or block a road.
and plants are unaffected. Bright and hasten crops
cancel each other in the same area of effect.

The material components for the reverse are a
pinch of salt and a hit of moldy bread.

Notes: Granted to elementals, common.

Insect Host

(ConjuratiodSummoning)
Sphere: Elemental Air

Level 10
Range: 300 yds.
Components: V, S , M
Preparation Time: 7 days

Duration: 1 day
Casting Time: 1 turn

Area of Effect: Special

Saving Throw:None

When this spell is cast, cloud upon cloud of
flying, biting insects swarm to the priest to serve
him or her. Unlike the insectplague spell, these
insects are magically created; the spell can be cast
where no natural insects exist. Each insect is
small, barely the size of a pea, hut hy the thou-
sands or even millions they cause horrendous
destruction.

J 761

The insect host can he dissipated by a success- 20 individuals-the ring of mountains forms a gap
ful dispel magic. It can also he blown back by a instead.
powerful, magical wind dispersed for a time by an
air elemental, or temporarily held off with smoke, While the spell is in effect, the priest can lower
thought the last will only work for a few rounds. any or all of the mountains and raise them again;
Area-effect magic such asfirehall can destroy large the caster controls them perfectly in all ways.
numbers of the magical insects, hut individual
attacks have very little effect. After the spell ends, the mountains return into
the earth as suddenly as they came. The ground
The material component is a blown glass model appears undisturbed, although man-made structures
of a locust or some other insect, filled with gem destroyed by them remain in ruins.
dust ( I 00 gp minimum).
The material component is rock from a recent
Notes: Granted to air elementals, common. landslide.

Mountainous Barrier Notes: Granted to earth elementals, common.

(ConjurationISummoning) Planar Vassal
Sphere: Elemental Earth
(Summoning)
Sphere: Cosmos

Level: 9 Level 10
Range: 0 Range: 0
Components: v‘! S
Components: Y S, M Preparation Time: Special

Preparation Time: I day Duration: 7 days
Duration: 1 day Casting Time: 1 urn
Area of Effect: Creature summoned
Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
Saving Throw: None

With this spell, the priest calls up a ring of enor- This spell lets the priest capture an outer planar
mous mountains. The priest must spend the entire creature of opposite alignment and force it into
day of preparation time in careful meditation in the
vicinity of existing mountains, within the distance temporary servitude. The priest selects the type of
shown on the table. creature desired before the preparation time begins.
The creature’s alignment must be directly opposed
Priest Level Distance Radius to the caster’s, as follows: lawful is opposed to
23 5 miles 100 yards chaotic, good is opposed to evil, and neutral has
7 miles 300 yards no opposite. For example, a lawful good priest must
24 10 miles
25 15 miles 500 yards select a chaotic evil creature. True neutral priests
26 800 yards cannot cast this spell.
20 miles 1 mile
27 25 miles During preparation, the priest must cast a gate
28 30 miles 1.5 miles spell to call the creature to the Prime Material
29 35 miles 2 miles Plane. Because the creature called for may or may
30 2.5 miles
not step through the gate-and even if it does, it
On casting, a ring of mountains, one mile may immediately attack the priest-the prepara-
wide and one mile high appears around the tion is hazardous. When the creature of opposite
caster, thrusting up from the ground. The radius alignment arrives, the priest must personally
shown is the inner radius, that from the caster to subdue it, without help from others. Once the
where the mountains being. The radius is a max- priest inflicts damage equal to half the creature’s
imum; the priest can call for a smaller radius if hit point total by any means, the planar vassal
spell can he cast.
desired.
Anything on the ground where the mountains Upon completion of the casting, the planar crea-
ture immediately becomes a discontented vassal of
erupt must make a successful saving throw vs.
crushing blow (vs. paralyzation for creatures). the priest. It grumbles and complains about duties,
Items that fail are destroyed; creatures takes 10d6 but pelforms them, albeit slowly at times. The vassal
points of damage. Creatures that can fly receive a obeys the letter of all commands, hut tries to violate
+5 bonus to their saving throws. The mountains their spirit when feasible. The planar vassal has no
will not rise to destroy a community of more than
obligation to protect the priest unless so ordered.
Planar creatures with the power to call others of their
kind can he ordered to do so. but those new creatures

J 762 L

Pocket Dimension

are in no way controlled by the priest. Once the seven Prime Material Plane.
days have passed the planar creature most likely During the entire preparation period the priest
(75%chance) attacks the priest; otherwise it simply
r e m s to its home plane. must travel extensively (at least two hours per day)
in either the Astral or the Ethereal Plane, as he or
Other planar creatures may notice their associ- she chooses, because the pocket dimension tem-
ate’s absence and come to investigate. Also, once a porarily exists there. Upon casting, a “portal” opens
creature is free, it may plot revenge-subtle priests to the pocket dimension from the Prime Material
often see to it that their planar vassals are slain car- Plane. The portal is an invisihle square, 40 feet on
rying out their duties. Those surviving this treat-
ment never forget an enemy. a side, standingjust at ground level. Anything that
passes through the square enters the pocket dimen-
Notes: Granted to elementals, common. sion-it cannot return until the portal is accessed
(see below). Anything living can walk through the
Pocket Dimension portal. Inanimate objects must be carried or pushed
through. The portal has only one direction-an
(Alteration, Enchantment)
Sphere: Cosmos individual who gets oiie arm halfway through
cannot pull it out.
Level: 9
Range: 0 The portal remains open for up to an entire day,
Components:V, S , M accommodating everything that enters during that
Preparation Time: 30 days
Duration: Special time. Then it closes to become a clear glass disk,
Casting Time: 1 turn roughly the size of a coin. The glass disk weighs
Area of Effect: Special virtually nothing. While the priest has it, everything
Saving Throw: None that passed into the pocket dimension stays there.

The caster can fill a pocket dimension with Time does not pass in the pocket dimension. The
materials or creatnres and carry it around. Once disk is specially protected and does not radiate
opened the portal disgorges its contents into the
magic under the scrutiny of detect magic. Nothing
can interfere with the contents of the pocket dimen-
sion; planar creatures cannot enter, and astral and
ethereal creatures cannot gain access.

Prolific Forestation

When the glass disk is snapped in two, the Max Rough Time
portal reopens, and everything that went into it re-
emerges in the same order and at the same speed as Caster Radius Circumf. to Walk Trees in
i f entered, The first thing that entered the pocket
Level (yds.) (yds.) (rds.) Grove*
dimension is the first to exit. The glass disk has no 21 30 188 2 140

particular resistance to damage, and may break 28 60 377 4 560
accidentally.
29 120 754 7 2,250
The material component is the hide of any
planar creature. 30 240 1,507 13 9,000

Notes: Granted to elementals, common. *Approximate; can vary as much as 20%

Prolific Forestation The forest consists of mature trees, one to four
feet in diameter, spaced three to six yards apart.
(Alteration, Conjuration) The thick forest canopy towers 90 to 220 feet. This
Sphere: Cosmos spell creates no brush or undergrowth; the forest
floor is the same terrain type as before the spell was
Level: 10 cast. The spacing of the trees hinders the movement
Range: 0 of huge or gargantuan creatures; smaller creatures
can move through the forest unhindered.
Components: V, S, M
Unlike the prolific vegefafionspell, the trees
Preparation Time: 30 days created have magical protection against natural
Casting Time: Special destruction for one year per caster level. Natural
Duration: Special fires, lightning,lack of water, and harsh weatherdo
Area of Effect: Special not kill them. Defiler magic still destroys them
SavingThrow: None normally, as can any attack that would affect
normal trees.
With this spell, a priest causes a grove of trees
to magically appear.The area must containno other The material components are the staff and the
trees, or the spell fails. diamond dagger,both of which disappearwhen the
spell is cast.
During the preparation time, the priest must
devote eight hours per day for 30 days to fashion a Notes: Granted to elementals, common.
staff from a freeoflife. The priest must carve the Restricted to elementals common.
staff perfectly smooth with a diamond dagger. No
other task can he undertaken during the eight-hour Prolific Vegetation
periods.
(Alteration, Conjuration)
The area of effect is a circle with a maximum Sphere: Cosmos
radius that varies accordingto the caster’s level (the
caster can make the radius smaller if desired, see Level: 9
table). Range: 0

To cast the spell, the priest thrusts the diamond Components:V, S, M
dagger into the ground in the center of the area,
then moves with the staff to the circle’s edge. The Preparation Time: 30 days
priest then walks around the area of effect, drag- Casting Time: Special
ging the staff. The staff magically ensures that the
priest walks a perfectly circular path, eventually Duration: Special
returning to the starting point. The priest must walk Area of Effect: Special
(not run,fly,or levitate) but may use magical means
to speed the wak.Intermptions lasting more than Saving Tbrow: None
a single round negate the walking and it must be
started again.If the dagger at the center of the circle This spell causes shrubs and grasses to grow
is disturbed the spell fails, so the priest often places over a wide area of previouslybarren terrain. If the
a guard over it. When the circle is completed, the terrain is not virtually barren of plant life, then the
spell is cast. spell fails.

During preparation,the priest must devote eight

hours per day for 30 days to fashion a staff from a
free oflife. The priest must carve the staff perfectly
smooth with an obsidian dagger. No other task can

he undertaken during the eight-hour periods.
The area of effect is a circle with a maximum

radius that varies with to the caster’s level (the caster

can make the radius smaller if desired, see table).
To cast the spell, the priest thrusts the ohsid-

1 764 \

- -Reverse Winds

ian dagger into the ground in the center of the Reverse Winds
area, then moves with the staff to the circle's edge.
The priest then walks the circumference of the (Alteration)
area of effect, dragging the staff. The staff magi- Sphere: Elemental Air

cally ensures that the priest walks a perfectly cir- Level: 8
cular path, eventually returning to the starting Range: 600 yds.
point. The priest must walk (not run,fly, or levi-
tate) but can use magical means to speed the walk. Components: Y S, M
If the time taken to complete the circle requires
Preparation Time: None
the priest to stop tu sleep, there is no penalty, pro- Duration: 1 hr.Aeve1
vided the caster immediately resumes walking. Casting Time: 1tum
Other interruptions lasting more than a single Area of Effect: Hemisphere 600 yds. in diameter
round negate the walking and it must he started Saving Thmw: None
again. If the dagger at the center of the circle is
dishxbed the spell fails, so the priest often places With this spell, the priest can change wind
direction. Because it does not alter the velocity of
a guard over it. When the circle is completed the the winds, this spell is most effective during wind-
spell is cast. or sandstorms. The spell bas two form-immedi-
ate and erratic. The caster chooses which occurs
Caster Max Rough Time at the instant of casting.
Level Radius Circumf. to Walk
90 yds. A) Immediate: The priest simply chooses the
24 180 yds. 566 yds. 5 rds. new direction the wind should take. Once cast, the
25 540 yds. 1,311 yds. ltum wind ceases completelyfor one round then resumes
26 1.25 mi. 3 turns with equal force in the new direction.This can move
21 2 mi. smoke, clouds, fog, and spells with similar effects.
6 mi. 8 mi. 2 hrs. (For wind effects, see the DMG, page 127.)
28 12 mi. 9 hrs.
29 25 mi. 38 mi. 18 hrs." B) Erratic: The wind's direction varies wildly,
75 mi. 36 hrs." changing drastically several times per round for the
30 157 mi. duration of the spell. All nonmagical missile fire
in the area of effect suffers a -5 attack penalty (for
'Time is for a human in clear terrain and clear BATTLESYSTEgMames, this is a -2 penalty to every
missile AD rolled). Flying creature maneuverabil-
weather ity ratings are reduced three grades (A becomes D,
"Requires multiple marching days B becomes E). Flying creatures reduced helow E
crash, suffering falling damage (ld6 per 10 feet
Upon casting, the area inside the circle instantly fallen, maximum 20d6). The erratic changes can
grows thick with grass and small shrubs, much like disperse smoke, clouds, fog, and spells with these
effects.
scrub plains. The vegetation does not emerge from
solid stone, but arises from any soil, no matter how In either case, the spell's area of effect is a hemi-
rocky, sandy, or dry. The vegetation is normal in sphere centered on a point selected by the caster,
every respect, and has no magical properties. It extending 600 yards in every direction along the
remains until and unless it dies from lack of mois- ground and 600 yards above it.
ture, brushfire, erosion, and so on.If this spell is
cast in conjunction with the priestly psionic The material component is the breath of a flying
creature.
enchantment, alter climate, the vegetation can grow
and last longer. Defiler magic still destroysthe veg- Notes: Granted to elementals, common.
etation normally. Unlike the wizard version of this
spell, the priest version has no reversed form.

The material components are the staff and the
obsidian dagger, both ofwhich disappear when the

spell is cast.
Notes: Granted to elementals, common.

Restricted to priests, common.

J 765 L

Rift Silt Bridge

(Alteration, ConjnrationISummoning) (Alteration)
Sphere: Cosmos Sphere: Elemental Earth

Level 10 Level: 10
Range: 0 Range: Touch
Components:V, S, M Components: V, S, M
Preparation Time: 60 days Preparation Time: 45 days
Duration: 3 days Duration: 7 daysilevel
Casting Time: 10 turns Casting Time: 5 turns
Area of Effect: Sphere 360 yds. Area of Effect: Special
Saving Throw: None Saving Throw: None

With this spell, the priest brings the Negative With this powerful spell, the priest can tem-
Material Plane closer to the Prime Material Plane, porarily turn a vast area of the Sea of Silt into solid
creating a rift between the two, centered upon him- ground. This spell cannot he cast elsewhere.
self. The priest first spends the lengthy prepara-
tion time studying undisturbed for at least four Duringthe preparation time, the priest must spend
hours per day, reading scrolls and hooks ahout the at least six hours per day flying over the silt to be
planes. Upon casting, all undead in the area of altered, sprinkling it with bone dust. Unlike most
effect gain nine times their original hit points as psionic enchantments, interruptions during a day's
temporary additional hit points for the duration of activities can be tolerated, pmvided the priest does
the spell. For example, a zombie with 5 hit points spend six hours during each day in preparation.
gains an additional 45 hit points for three days. In
combat, the temporary hit points are lost first, and Once the spell is cast, the mixture of bone and
then the actual hit points, until the undead creature silt hardens to form a solid surface. The area solid-
is d i n . When the spell ends any remaining bonus ified is a rectangle 100yards across, and its length
hit points disappear, but the undead are otherwise is one mile per caster level above 20th. Multiple
unaffected. castings can create longer bridges.

The area of the rift moves with the caster, pos- The hardened area can support any amount of
sibly placing some undead ont of the sphere or weight, since it is solid from the surface down to
encompassing others. Bonus points are gained the bottom of the Sea of Silt. If it is gonged or
immediately upon entering the sphere, hut only attacked, it reacts exactly like hone. When the spell
once per creature per casting. An undead creature duration ends, the hone softens over a period of
leaving the area does not lose the bonus. The caster three rounds back into its original silt-those stand-
has no control over which undead creatures receive ing on it likely disappear beneath the surface.
the benefit of the bonus hit points; all are so
affected. The material component is a large amount of
hone dust. The caster must assemble at least 50
The material component is an obsidian goblet pounds of bone dust per day of preparation, or
containing the ground hones of a dead necromancer. 2,250 pounds altogether. Generally, a humanoid
creature has 25 pounds of hones. Larger creatures
Notes: Granted to elementals. common. have 25 pounds per Hit Die. The caster need not
personally gather or grind these bones, nor does
the preparation time include this.

Notes: Granted to elementals, common.

J 766 \

3 fWild Weather

Storm Legion able to attack. Once the 10 rounds pass, the suh-
jects are in exactly the relative positions they had
(Alteration, ConjurationISummoning) when taken up into the storm, with the same equip-
ment as before.
Sphere: Elemental Air, Elemental Water
Ifthe spell is dispelled while the storm is still in
Level: 9 motion, all those carried within are slain. Once
cast, the storm cannot he affected hy other weather-
Range: 0 affecting magic.

Components: V, S , M The material component is the standard or
insignia of an army that was defeated during a storm.
PreparationTime: 30 days
Duration: Special Notes: Granted to elementals, common.
Casting Time: 5 turns
Wild Weather
Area of Effect: Special
Saving Throw: None (Alteration)
Sphere: Elemental Air, Elemental Water
With this spell, the priest can magically trans-
pon a large army via a natural storm system. The Level: 8
storm itself must be of natural, nonmagical Range: 0

origin-a sand-, wind-, or lightning storm. Components:V, S, M
During the preparation time, the priest must care-
PreparationTime: 1 hr.lleve1
fully measure the winds and the stormsof the region, Duration: 1 dayllevel
Casting Time: 8
spending at least four hours per day ohserving these Area of Effect: 1 sq. mi.llevel
SavingThrow: Special
conditions. The spell cannot he cast until a natural
storm gathers over the army to he transported.The This spell resemblesweathersummoning except
total number of Hit Dice of creatures the sfomlegion that the priest can create had weather that need not
spell can affect is given on the table. he appropriate to the local area. Terrible wind or
lightning storms, torrential downpours, incredible
Priest Level Hit Dice heat or cold, hailstones, or even snowfalls are pos-
23 90 sible. The weather condition created slows and
damages all creatures within the area of effect,
24 180 including the caster. Creatures caught in wild
25 300 weather move at one-third their normal movement
26 500 rate. Creatures caught in the open take 1 point of
27 900 damage per turn until they find cover---even going
28 to ground and covering oneself is sufficient, hut in
29 1,500 that case movement is halted.
30 2.400
If the weather created might he considered
3,600
harmful to the land or its plants and animals, then
All creatures, living or undead, can he trans- a spirit of the land might intervene, at the DM’s
ported hy this spell. They must gather around the option. The spirit must believe that damage would
priest when the spell is cast, in military formations. he unnaturally severe (weather is, after all, a natu-
ral phenomenon); spells aimed against other tres-
Upon casting, the storm’s winds and blowing passers on its lands rarely interest it. The spirit can
sands dissolve the soldiers in the area of effect. In make a special saving throw to negate the spell
effects, saving on a ld20 roll of 5 or higher.
a matter of a few rounds, their forms are com-
pletely gone, their essence removed to the clouds The material component is a large glass bottle
above. All material possessions, magical and oth- with air collected at a location where the weather
created is common. The priest must wander
erwise, are dissolved with the soldiers. through the area to he affected for the entire prepa-
The caster is similarly dissolved hut he or she ration time for the spell, occasionallyuncorlang the
bottle to release some of the air.
alone retains consciousness. During the jonmey, the
Notes: Granted to elementals, common.
casterhas control over the storm’s direction. A storm
can usually travel between 10 and 40 miles per hour.
Once over the desired target, the spell ends and the
caster and m y literally rain aut of the skies.

Descending as drops of blood, hone, and tissue,
the fragments reassemble themselves in 10 rounds
into the individuals they once were. During this

time, they are helpless and vulnerable to attack.
Any physical attack made on the incomplete form
of a soldier destroys it-it will never reform. The
caster reassembles normally, and is just as vulner-



Dismise

Caltrops make no distinction between friend Disguise
and foe; all creatures entering a caltrop-sown area
suffer the same consequences.However, the casting (Illusion/ Phantasm)
priest can end the spell at any time, causing the cal- Sphere:War
trops to vanish and leaving the terrain clear.
Level: 5
Unlike normal caltrops, a region sown with Range: 200 yds.
magical caltrops cannot he swept clear; the magical
caltrops remain in place until the spell ends. Components:y S, M

The material component is a golden caltrop. Casting Time: 2 tmns
Notes: Common for vriests with access to the Duration: 1 turd3 levels
sphere of War Area ofEffect: 1unit up to 300 individuals
SavingThrow: None
Courage
This spell changes the appearance of a single
(EnchantmentIChann) unit so it resembles another unit. The disguise can
Sphere: War cause the affected creatures to appear to he of
another class, nationality, rank, race, alignment, or
Level 1 military affiliation (that is, a unit from one army
Range: 240 yds. can appear wearing the armor and carrying the
Components: V, S, M colors of another army). The spell cannot change
Casting Time: 1turn the size category ofthe unit’s members. Thus, a unit
Duration: Special of humans can appear to be a unit of elves, hut
Area of Effect: 1 unit up to 200 individuals cannot appear to be a unit of giants or halflings. The
SavingThrow: None spell does not affect the relative sire of the unit; a
unit of50 CreaNres still appears to be a unit of50
This spell imbues the target unit with a tempo- creatures.
rary burst of courage. To cast this spell, the priest
must have an uninterrupted line of sight to the unit. The disguised unit may appear la be carrying
any melee or personal missile weapons (for exam-
The courage spell enables a unit to pass its first ple, axes, long swords, crossbows, and so on), and
morale check following the casting of this spell. may appear to he wearing any type of armor. In
When circumstances require a morale check, no combat, however, the unit attacks and defends with
die roll is made; the unit is assumed to have passed its real weapons and armorregardlessofthe gear its
the check, After this occurs, the spell ends and the members may appear to be carrying.
unit must make all fuNre morale checks normally.
If the affected unit need not make any morale The disguise spell is most effective at long
checks, the spell expires at the first sunset range. Any unit moving to within 20 yards of a dis-
guised unit sees through the illusion.
When several different events simultaneously
trigger morale checks, the BATTLESYSTErMules The caster automatically sees through the illn-
apply penalties to a single morale check. If this sion, Members of the disguisedunit see no change
happens to a unit under the influence ofa courage in their appearance. True seeing or similar magic
spell, the player commanding the unit selects one is required for other individualsto see through the
such event and its modifier is ignored. disguise,unless they move to witbin 20 yards of the
unit.
No more than one courage spell can affect a unit
at one time. Once the spell has expired,a priest can The material componentsare a fine silk veil and
cast the spell again on the same unit. a length of woven platinum wire. The wire is con-
sumed during the casting.
The material component is a cube of cast iron.
Notes: Common for priests with access to the Notes: Common for priests with major access
sphere O f war. to the sphere of War.

Emotion Percation

Emotion Perception A. Open Outdoors Site: A rampart or dike of
earth faced hy a staked ditch rises from the ground
(Divination) along the perimeter ofthe site. Creatures defending
Sphere: War the dike receive 75% cover against missile fire (17
bonus to AC), or 25% cover (+Z bonus) if they
Level: 2 expose themselves by engaging in melee combat
Range: 300 yds.
Components: V, S, M or firing missiles out of the dike. Attackers cannot
Casting Time: 1 turn charge, run, or sprint over the rampart, and must
Duration: Instantaneous spend one full round negotiating the defenses in
Area of Effect: 1 unit15 levels order to attack. The dike's defenders receive a + I
Saving Throw: None bonus to attack rolls against any creatures hying to
move through the stakes or stones.
This spell allows the caster to sense the emo-
tional state and the level of determination of one B. Rough Outdoors Site: Loose stones, dead
or more military units. The priest must have an wood, and briars are arranged to form a defensible
uninterrupted line of sight to the entire target unit. wall along the perimeter of the area of effect, faced
When this spell is cast, the priest instantly learns by an array of sharp stakes or stones. Creatures
the current morale rating and morale status of the
unit. The DM describes morale using the appropri- hiding behind the wall receive 90% cover (+IO
ate term; for example, steady, elite, and so on. bonus to AC), or 50% cover (+4 bonus) if they

The material component is the priest's holy expose themselves hy firing missiles or defending
symbol. the wall. Attacking creatures cannot run, charge, or
sprint through the defenses and mint spend one full
Notes: Common for priests with access to the round to get through the stakes plus an additional
sphere of War. round climbing overthe wall in order to enter the for-
tified area. The wall's defenders gain a C1 bonus to
Entrench attacks against creatures negotiating the defenses.

(Alteration, InvocationlEvocation) C. Marshy or Low-lying Site: In swamps 01
Sphere: War bogs, the spell creates a water-filled ditch around
the perimeter of the area of effect.This ditch is 15
Level: 4 feet wide and 3 to 6 feet deep; most creatnres
Range: 60 yds. require two full rounds to negotiate the ditch and
climb up the far side. Defenders have a + I bonus
Components: 'i:S, M to attack rolls against enemies who are wading the
ditch or climbing up the other side.
Casting Time: 1 rd.
Duration: Instantaneous The fortification created by this spell is perma-
Area of Effect: 10-fi. cube12 levels nent, although erosion, weathering, and clearing or
Saving Throw: None filling can retum the site to its original state. In the
BATTLESYSTrEuMles, the entrench spell provides
An improved version of the fortifY spell, defending units with a +3 bonus to their AR against
entrench has much the same effect, but prepares an missile and melee attacks, but only a +I bonus
even more formidable set ofdefenses. Like thefor- against missile attacks in marshy areas.
ti& spell, the entrench spell can be used to prepare
an open outdoors area such as a field or grassland, The material component is the shell of a giant
or a rough outdoors area such as a hillside or forest. nautilus.
Large rooms or chambers can be entrenched as well.
In addition to the ditches and ramparts of thefor@ Notes: Common for priests with major access
spell, entrench makes use of local materials to to the sphere of War.
create a small palisade and an array of stakes or
sharp stones to discourage attackers.

770

Gravity Variation

(Alteration) Fortify In the BATTLESYSTEruMles,fortifi provides the
Sphere: War defending unit with a +2 bonus to its AR against
missile and melee attacks, but no bonus against
Level: 3 missile attacks in marshy or low-lying areas.
Range: 60 yds.
Components: V, S, M The material component is the shell of a snail,
Casting Time: 1 rd. dusted with powdered diamond worth at least 100gp.

Duration: Instantaneous Notes: Common for priests with access to the
Area ofEffect: IO-ft. cuhe/2 levels sphere of War.
Saving Throw: None
Gravity Variation
By means of this spell, the priest prepares an
(Alteration)
area as a defensive position. Thefortify spell can be Sphere: War
used to prepare an open outdoors area such as a
field, road, or grassland, or a rough or broken out- Level: 6
dwrs area such as a hillside, forest, or boulder-fall. Range: 10 yds./level
Large rooms or chambers such as a cavern or a Components: V, S, M
great hall can hefortified as well. The exact effects Casting Time: 2 turns
Duration: I turd3 levels
of the spell depend on the nature ofthe site. Area of Effect: 120-yd. X 120-yd. square
A. Open Outdoor Site: A rampart or dike of Saving Throw: None

earth and loose stone rises from the ground along the This spell changes the characteristics of a
perimeter ofthe site, leaving a shallow ditch on the square region of terrain. The area can he no more
outward face. Creatures defending the dike receive than 120 yards on a side. The priest can effectively
50% cover against missile fire (+4 bonus to AC) or turn a flat plain into a slope ofany direction, or can
flatten an existing slope. The spell does not allow
25% cnver (+2 bonus) if they expose themselves by the priest to alter the pull of gravity, howeva.
engaging in melee combat or firing missiles out of
the dike. Attackers cannot charge, run,or sprint over This spell lets the priest create or negate a height
the ditch-and-dike. Large, open rooms or chambers differential of as much as 20 feet (a 2-inch slope in
with few features may fall into this category. BATTLESYSTruEleMs measurements) within the area
of effect. This can have various consequences, the
B. Rough Outdoor Site: Loose stones and best way to discuss the effects is by example.
boulders, dead wood and patches of dense briars
Example I : Two units face each other on a flat
are arranged to form a defensible wall or rampart plain. The priest can alter the slope of the terrain so
along the perimeter of the area of effect. Those that one unit is 2 inches of elevation higher than the
other.The unit that is upslope gains the combat hen-
hiding behind the wall receive 75% cover (a +7 efits for higher ground, and the unit that is downs-
bonus to AC), or 50% cover if they expose them- lope must pay the mnvement cost for moving uphill
selves by firing missiles or defending the wall. In ifit wishes to approach the other unit.
hand-to-hand combat, the wall's defenders receive
a + I bonus to attack rolls; man-sized creatures must Example 2: One unit is on flat terrain; another
spend 1 full round climbing over the wall to enter unit, 6 inches away, is on a hill of 2-inch elevation.
Using this spell, the priest can effectively eliminate
the fortified area. Natural caverns and large, clut- this difference in elevation (raising the low ground or
tered chambers fall into this category as well. lowering the high ground). All combat and move-
ment involving these two units is then conducted as
C . Marshy or Low-lying Site: In such areas as if there were no elevation difference (that is, no
mash, swamp, bog, or tundra, theforfib spell cannot movement penalty, no combat benefit for higher
raise a wall or dike to coverthe defenders.Instead, the ground, and so on). Alternatively, the priest could
spell creates a water-filled ditch around the perimeter increase the height differentialby 2 inches. Combat
and movement would now be conducted as if the
of the area of effect.This ditch is I O feet wide and 2 total difference in elevation were 4 inches.
to 4 feet deep; most creatures require I full round to
negotiate the ditch, and defenders have a +I bonus Example 3: A unit faces a hill of 3-inch eleva-
tion. The priest casts grovily variation, decreasing
to attack rolls against enemies wading the ditch or the effective elevation of the hill to 1inch. The unit
climbing up the other side. pays a lower movement point cost to climb the hill.
Alternatively, if the unit facing the hill were an
The fortification created by this spell is perma-
nent, although erosion, weathering, and excavation,

clearing, or filling can quickly raze the site, reNrn-
ing it to its original state.

1 771 L

enemy unit, the priest could increase the effective Illusory Fortification
elevationto 5 inches.
(IllusioniFhantasm)
The priest must specifythe degree and direction Sphere: War
of change at the moment of casting. These param-
eters cannot be changed while the spell remains in Level: I
effect. Range: 240 yds.
Components:V, S, M
The gravig variation spell can have dramatic Casting Time: 10 turns
effects on siege engines and towers. Most siege Duration: Special
engines can he moved only on the most gentle of Area of Effect: Special
slopes. By raising or lowering the effective elevation Saving Throw: None
of siege engines (by 2 inches),the priest might totally
immobilize them hy positioning them on a slope too The ritual required to cast this spell is time-
steep for them to negotiate. Siege towers are 50% consuming and extremely complex. As its name
likely to topple, which would totally destroy them. implies, illusory fortification creates an illusion
of a wall of heavy stonework up to 30 feet tall and
The material component is a tiny plumb hob: 160 yards long, topped with crenellations. The
the plumb line must be made of platinum wire illusory wall can be of any color and apparent
while the bob itself must be a gem of at least 1,000 age, potentially allowing the caster to match the
gp value. The device is consumed in the casting. false wall with the real walls of an existing castle.
The illusory wall must be continuous (it cannot
Notes: Common for priests with major access form two or more shorter walls), hut it can follow
to the sphere of War. any corners or bends that the caster desires.

Illusory Artillery In addition to the wall, the spell creates the
illusion of constant movement among the crenel-
(EnchantmenWCharm) lations, as if defending troops were moving atop
Sphere: War the wall. The formation of the crenellations
makes it impossible for a distant observer to
Level: 5 determine exactly how many and what types of
Range: 300 yds. defenders are present on the illusory fortification.
Components:V, S, M
Casting Time: 1 turn The illusion remains in existence for 2d12
Duration: Instantaneous hours unless the spell is terminated earlier.
Area of Effect: 30 yd. X 30 yd. square
Saving Throw: None The spell has one very significant limitation:
it is strictly two-dimensional and is visible from
This spell creates a vivid illusion of incoming only one side (the side that the caster deems to
artillery fire (ballista bolts, catapult stones, and so he the outside). When viewed from the outside,
on) against a target chosen hy the caster. The illu- the wall appears real; when viewed from the en4
sion is complete, comprising both auditory and from above, or from the inside, the wall is totally
visual elements. It is impossible for target creatures invisible except for a faint outline of the shape of
to determinewhere the missileswere fired from: the the wall. This means that friendly troops, con-
missiles are noticed only as they are ahout to strike. cealed from enemy view by the illusory wall, can
see their opponents clearly. The wall is most
The missiles never actually strik-they vanish effective if friendly troops are informed of the
inches above the heads of those in the target unit wall’s presence and are careful not to walk
and cause no damage. The illusion i s so terrifying, through the illusion. Such an occurrence does not
however, that those attacked must make an imme- end the spell, hut it will probably alert the enemy
diate morale check. The first time a group or unit to the nature of the wall.
is subjected to this spell, the morale check is made
with no modifier The second and subsequenttimes Spells cast at the wall and physical missiles
the same unit is attacked with this spell, the unit fired at it by siege engines appear to strike the
receives a + I bonus to its morale score (against this wall and inflict normal damage. In reality, the
effect only).However, if the unit has been the target spells or missiles pass through the illusion, pos-
of real artillery fire in the interim, the bonus does sibly striking troops or real fortifications beyond.
not apply. Such hits do not disturb the illusion.

The material componentis a small, empty cylin- As soon as an enemy unit moves within 10
der made of brass. yards of the illusory fortification, the spell ends
and the wall vanishes.
Notes: Common for priests with major access
to the sphere of War.

J 112 L

3 fMorale

The spell can be ended in two ways in before creature’s command radius is halved (round frac-
its duration expires. First, the priest can end the tions down) for ld3+4 turns.
spell at any time. Second, if a friendly unit makes
an attack, whether melee or missile combat, The material component is a pinch of steel
through the illusory wall from the inside to the dust.
outside, the spell ends instantly.
Notes: Common for priests with major access
Once the illusory fortification has been cre- to the sphere of War.
ated, the priest does not need to concentrate on
the wall. The spell remains in effect even if the Morale
casting priest is wounded or killed.
(EnchantrnentlCharrn)
The material components are the priest’s holy Sphere: War
symbol, a handful of stones, powdered mortar, and
a gem worth at least 3,000 gp. All components Level: 1
except the holy symbolare consumed in the casting. Range: Special
Components: V, S , M
Nates: Common for priests with major access Casting Time: Special
to the sphere of War. Duration: Special
Area of Effect: 1unit up to 200 individuals
Leadership Saving Throw: None

(Alteration, EnchantmenUCharm) This spell can be used in hvo distinct ways. The
Reversible first is appropriate for battlefield use. It modifies
Sphere: War the target unit’s morale by I , either positively or
negatively, as the caster desires.This modification
Level: 4 remains in effect for ld4+2 turns. The priest can
Range: Special cast this spell on any unit within 240 yards in an
Components: S , M unintempted line of sight.The casting t i e for this
Casting Time: Special use is one turn.
Duration: Special
Area of EEect: 1 creature
Saving Throw: None

This spell can be used in two distinct ways.
The first, appropriate for battlefield use,
increases the subject creature’s command radius
by 50% (round fractions up). This spell has a
range of 240 yards, duration of ld4+6 turns, and
a casting time of 1 turn. The priest can cast the
spell on any individual (a commander or hero)
within his line of sight. The material component
is a pinch of steel dust.

The second variation must he cast in or within
I00feet of a place of worship officially dedicated
to the caster’s deity. Both the priest and the sub-
ject creature must be present. The casting time is
5 turns, involving an intricate ritual and many
prayers. The subject’s command radius is doubled
for 2d12 hours. The material component is the
priest’s holy symhol.

The priest can cast either aspect (but not both
at once) on himself. No individual can he the suh-
ject of more than one casting of this spell at one
time, whether different aspects or cast by differ-
ent priests. If more than one spell is attempted
on the individual, only the most recent casting
takes effect.

The reversed form, doubt, requires the crea-
ture to make a saving throw vs. spell. If failed, the

Fatigue: Exhausted characters operate as if
their encumbrance wcre twu classer worse

\ cTanglefoot

Shadow Engines Tanglefoot

(IllusionPhantasm) (Abjuration,Alteration)
Sphere: War Reversible
Sphere: War
Level: 7
Range: 240 yards Level: 4
Components: V, S, M Range: 240 yards
Casting Time: 3 t u n s
Duration: 8 turns Components: Y S, M
Area of Effect: 180-yard X 180-yard square
Saving Throw: None Casting Time: 2 turns
Duration: 2 tumsllevel
This spell creates the illusion of as many as four Area of Effect: 100 sq. yardsllevel
siege engines. The casting priest can choose from Saving Throw: None
hallistae, siege towers, catapults, rams, or any com-
bination thereof. Like the creatures created hy the This spell temporarily doubles the movement
spell shudow monsters, these illusory engines have cost of one region of ground. Units allied to the
at least a tenuous reality and can inflict damage on priest are unaffected and movement is made at
enemies. normal cost; only enemy units suffer the penalty.

Illusory crews of the appropriate number and The spell creates a variety of effects depending
race accompany the shadow engines. The engines on the terrain: grass twists around troops’ ankles,
can move at a rate of 20 yards per turn and are unaf- swamp becomes more viscous, rocks and gravel
fected by terrain considerations. (The caster can shift underfoot, and so on.
choose to slow them when passing through rough
terrain to aid the illusion of reality) The spell affects only units-that is, groups of
soldiers moving in regular or irregular formation.
Shadow engines cannot carry real troops. They The spell does not affect individuals or monsters
fire at the same rate as real engines of the appro- moving and operating alone. (When using the BAT-
priate type, hut a hit causes only one-half the TLESYSTEM rules, figures that represent individual
damage normal for that type of engine (round frac- heroes are not affected hy this spell.)
tions down).
When casting this spell, the priest must have an
A shadow engine remains in existence until the uninterrupted line of sight to the terrain to he
spell duration expires. until an enemy unit affected. The priest can choose the shape of the
approaches within 10 yards, or until it suffers area, up to the maximum area of effect. This spell
damage from an enemy missile attack. When any of can create only one continuous area oftanglefoot.
these conditions occur, the engine vanishes. If a There is no way of detecting that a particular area is
single spell has created multiple engines, only the under the influence of this spell simply by looking
engine struck vanishes; the others remain. at the area. Defectmagic reveals that the area is
magically affected.
The crew associated with a shadow engine
remains with that engine and cannot move more The material component is a drop of molasses.
than 5 yards away from the engine itself. The reverse of this spell,selective pussage, cuts
the movement cost of an area in half (round frac-
Shadow engines can move independently of tions up) for friendly units. Again, individual
other engines created by the spell as long as they heroes and creatures are not affected by this spell
remain within the area of effect and remain within (which means that advancing troops must he care-
240 yards of the caster. The caster must maintain ful not to leave their leader behind!).
concentration to control the shadow engines. No The material component is a pinch of powdered
other spells can he cast, nor can the caster move at graphite.
a movement rate greater than 6 . If the caster is Notes: Common for priests with major access
struck for damage, the shadow engines vanish. to the sphere of War.

The material component is a finely detailed
miniature model of a siege engine (of any type),
which is consumed during the casting.

Notes: Common for priests with major access
to the sphere of War.

J 775 \


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