Date: Wed, 5 Jan 94 18:48:13 CET From: Ezra=Van=Everbroeck%users%LW@cc3.kuleuven.ac.be Subject: Spells - the prequel To: wsbusr1@urc.tue.nl Hallo! Hier ben ik eindelijk met de eerste helft van het lang beloofde. Er steekt toch nog wat meer tijd in dat vertalen dan ik vermoed had - misschien omdat ik hier en daar nog wat verander (onder meer op basis van jouw opmerkingen). Bijgevoegd zijn er plusminus 20 spreuken en er volgen er nog 16, waarschijnlijk begin volgende week. Een vijftal ervan heb je nog niet gelezen, maar ik denk/hoop niet dat er iets 'way out' tussen zit. In elk geval, als je nog veranderingen wil aanbrengen, dan ben je daar wat mij betreft vrij in: jij kent meer van spreuken dan ik. Veel plezier ermee, Ezra ***** ATTACHMENT: \USR\YAEL\SPELLS.DOS ***** LEVEL: 2 Cure Vicious Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None Creator: Ezra van Everbroeck This spell is a slightly more potent version of the Cure Light Wounds spell. At the end of the casting time the priest lays his hands on the creature he wants to cure. His touch restores 2d4+2 hit points to the creature. This spell does not work on creatures without corporeal bodies or those of extraplanar origin. The reversed spell, Cause Vicious Wounds works similarly, although the priest's touch inflicts 2d4+2 points of damage on the affected creature. If the creature is trying to avoid the touch, a successful attack role has to be made by the priest. Dispel Scent (Alteration) Sphere: Guardian Range: 120 yards Components: V, S, M Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-foot-radius sphere Saving Throw: Special Creator: Ezra van Everbroeck When this spell is cast all odors disappear in the area of effect: no new odors will enter or leave the protected sphere. This effect lasts for the full duration of the spell - 2 rounds per level of the priest casting the spell. The area of effect must be centred around an object or a creature and so it will move if its centre turns out to be mobile. Unwilling creatures or objects worn by unwilling creatures receive a saving throw vs. spell in order to prevent the spell from taking effect (the objects have the same saving throw as the creature that is carrying them). The material component is a piece of garlic that disappears when the spell is cast. The spell provides excellent protection against odor based attacks, be they magical like Stinking Cloud or natural like the smell Troglodytes produce. Dispel Scent can also be used to avoid being noticed by animals or monsters that rely heavily on their noses. Vylja's Open Clouds (Conjuration/Alteration) Reversible (Conjuration) Sphere: Weather Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 5 Area of Effect: 9' radius sphere Saving Throw: None Creator: Ezra van Everbroeck By casting Open Clouds a priest can create an opening in an otherwise closed cloud-cover, so that he and other creatures in the area of effect can benefit from direct sunlight or, at night, moonlight and starlight. The spell lasts for 1 round per level of the priest casting the spell, and will only work outdoors. The illuminated sphere remains stationary unless the priest who has cast the spell concentrates on its movement - the level of concentration needed to achieve this makes it impossible for him to cast other spells or to engage in melee. The reversed spell, Create Cloud, conjures forth a small cloud in the sky that blocks all direct light from one major celestial body. The magical cloud can be moved in the same way as the opening created by the normal spell. The material component for both spells is the priest's holy symbol. LEVEL: 3 Vylja's Aurora Borealis (Invocation, Charm) Sphere: Weather, Charm Range: 20 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: 30'x30'/level Saving Throw: Negates Creator: Ezra van Everbroeck Casting this spell will only work under the open sky at night. It invokes extremely colorful and beautiful northern lights that slowly swirl through the entire sky. The aurora is visible to all creatures in the area of effect, even to those that are looking outside through a window. All affected creatures have to roll a saving throw vs. spell in order to avoid the charming effects of the spell. The following modifiers apply: -4 on a moonless night -2 at midnight -2 for a quarter of the moon +2 at dusk/dawn +2 for three quarters -4 if there is a real aurora +4 for a full moon The normal Wisdom modifiers against charming spells also apply. Those creatures that fail their saves are fascinated by the spectacle in the sky and will continue looking at it for the full duration of the spell - possibly resulting in strained necks. A physical attack on a charmed creature cancels the charm immediately for that creature. If a lot of noise is made (e.g. by alarm-bells or shouting) a new saving throw is granted at +4 for all the creatures affected by the spell. Those creatures that successfully save vs. spell are free to look at the northern lights if they want to, but are in no way charmed. The priest casting Aurora Borealis is always immune to his own northern lights. He needs his holy symbol to cast the spell. Vylja's Cloud Message (Conjuration, Alteration) Sphere: Elemental (Air), Weather Range: Sight Components: V, S Duration: 1 day/level Casting Time: 5 Area of Effect: 1 cloud Saving Throw: None Creator: Ezra van Everbroeck This spell enables the priest to write a message into a cloud so that it becomes visible to all creatures who can see the cloud. The caster summons a small (1 HD) Air Elemental from the elemental plane of Air, points at the cloud he wants to use and then writes the message into the air. The Elemental then flies to the cloud and changes its shape until it is an exact copy of the original message magnified many times. The handwriting of the caster will even be recognised by all that are familiar with it. The message will be visible during the day and the night as long as there is at least one major celestial body in the sky that can shine through the holes made in the cloud. The cloud is magically protected for the duration for the spell and it will not lose any vapor during this time, even if the surrounding clouds disappear into rain (the Elemental is taking care of this). What's more, the priest can influence the direction the cloud is moving: he can cause it to stay immobile, or he can choose a direction the cloud has to travel to (at about 2 miles per hour). But once this choice has been made it cannot be changed and will remain the same for the full duration of the spell - 1 day per level of the caster. At the end of the duration the Elemental returns to its native plane. Vylja's Hailstorm (Alteration) Sphere: Weather Range: 30 yards Components: V, S, M Duration: 1 round Casting Time: 6 Area of Effect: 15' cube Saving Throw: 1/2 Creator: Ezra van Everbroeck In the round following the casting of this spell a hailstorm breaks loose in the area of effect, if and only if the spell is not cast in a desert or near the crater of an active volcano or the like. As long as there is a minimal amount of moisture in the air, it will be compacted to form hailstones that inflict 2d4 points of damage + 1 point per level of the priest casting the spell. All creatures are allowed saving throws vs. spell for half damage. Those wearing plate mail, field plate or full plate suffer no damage at all, although their armor will be dented. If it is snowing or raining at the time of casting the amount of damage inflicted is 3d4 points of damage + 1 per level of the priest; and if it is actually hailing in the area of effect, damage is doubled to 4d4 points + 2 per level of the priest. The priest needs his holy symbol to cast this spell, and either a small spherical piece of ice or a diamond worth at least 100 GP. The material component (not the holy symbol) is to be thrown into the air at the end of the casting time where it disappears. Protection From Frost (Abjuration) Sphere: Protection, Elemental (Air) Range: Touch Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Creature touched Saving Throw: None Creator: Ezra van Everbroeck This spell is in all respects similar to Protection From Fire, except that it protects the creature touched against cold attacks. Vylja's Thunderclap (Evocation) Sphere: Weather Range: 10 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 20-foot-radius sphere Saving Throw: Negates Creator: Ezra van Everbroeck After the casting of this spell a strong thunderclap occurs in the area of effect. It automatically deafens all creatures in the target area for two rounds. Moreover, all creatures subject to the Thunderclap have to roll a successful saving throw vs. spell in order to remain standing. Creatures that fail their saving throw are knocked over by the force of the movement of air and may be stunned for up to one round if the surface they hit is hard (e.g. stone or metal). Deafened creatures suffer a -1 penalty on surprise, a +1 penalty on initiative, and any spells they cast requiring a verbal component has a 20% chance of going awry. If the creature is stunned, it cannot even defend itself, let alone cast spells. Large creatures get a +3 on their saving throw, small creatures suffer a penalty of -3, and tiny creatures have to save at -6. Huge or gargantuan creatures are immune to the spell effects. Note that the caster is not in any way protected against the spell effects. The spell can be used to scare or confuse a group of creatures and to disperse swarms of flying insects. Used defensively, Thunderclap can deafen the party on purpose so as to avoid the adverse effects of Harpy songs and the like. The priest needs a small inflated balloon which he has to destroy at the end of the casting by clapping his hands. Vylja's Vortex (Alteration) Sphere: Elemental (Air), Weather Range: 5 yards/level Components: V, S, M Duration: 2 rounds/level Casting Time: 5 Area of Effect: 10-foot circle Saving Throw: None Creator: Ezra van Everbroeck Upon the completion of this spell a magical platform of dense air is formed at ground level in the area of effect. The platform can be pushed up by a strong but harmless rising current of air: creatures can struggle through it without too much difficulty, but spellcasting is impossible underneath the platform. The caster can cause the platform to move up or down at a maximum rate of 10 yards per round. All creatures standing on the platform will be moved accordingly, unless they either jump off or find some other way of transportation (e.g. flying). The caster need not stand on the platform to control its height, but if he wants to raise or lower it he has to concentrate on that task during each round he wants to do so. If he does not concentrate on it, the platform remains stationary. If the caster's concentration is interrupted the platform stops with a jerk (all creatures on it have to make a successful Dexterity check to avoid falling off). The priest's holy symbol is needed as the material component for this spell. LEVEL : 4 Vylja's Airbolt (Alteration) Sphere: Elemental (Air), Combat Range: 5 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: One creature Saving Throw: 1/2 Creator: Ezra van Everbroeck This spell enables a priest to concentrate the air around him into a powerful gust of wind 4" across. The priest chooses the target of the airbolt, which must be a single creature within range. The airbolt will automatically hit its target as long as the priest can see the creature it is supposed to hit. The airbolt delivers 1d4 points of damage per level of the caster (10d4 is the maximum). The target is allowed a saving throw vs. spell for half damage. If the saving throw is failed, the creature will also drop whatever it was carrying in its hands or paws. The material component needed for this spell is a short (1') crystal blowpipe worth at least 1000 GP. The priest uses this blowpipe to focus the airbolt. Every time the blowpipe is used it has to make a successful saving throw vs. fall (8 or more on a d20) to avoid bursting. If the blowpipe remains whole, it can be reused later. Vylja's Ball Lightning (Evocation) Sphere: Protection, Weather Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 7 Area of Effect: 1 creature/level Saving Throw: 1/2 Creator: Ezra van Everbroeck Upon casting this spell one or more flying balls of lightning appear before the priest. Their diameter depends on their electrical charge: 4 inches for each d6 worth of damage (e.g. a ball with a diameter of one foot will cause 3d6 points of damage), but no single ball lightning can be larger than 40 inches at the time of casting (but see below). The caster can cause 1d6 of damage for each level he has attained. When the priest has cast Ball Lightning he points at the target creature or creatures. The balls teleport to their destinations if they are within range, but disappear otherwise. No more than one ball can be sent to a single creature. If a ball lightning reaches its target it starts to swirl *around* it extremely rapidly, coming as close as 1 foot but never actually touching the target. If the creature does not move, the ball disappears with a small but harmless implosion at the end of the duration, which is 1 round per level of the priest casting the spell. If however the target creature tries to move he inevitably comes into contact with the ball lightning which then explodes. The creature is allowed a saving throw vs. spell for half damage. If the target creature wants to cast a spell with a somatic component it first has to make a successful Dexterity check in order to avoid coming into contact with the ball lightning unintentionally. If another creature than the one targeted tries to pass the swirling ball lightning containing the target, the ball will explode in *its* face, causing the appropriate amount of d6 damage unless a successful saving throw for half damage is made. The target creature is not harmed by such an explosion. When a spell based on electricity is cast at a creature contained in a ball lightning, it is absorbed into the ball. For each d6 of damage the spell would have inflicted on the contained creature, the ball lightning grows another 4 inches and increases its charge. It does not touch the target however, even if becomes more than 40 inches in diameter. If the creature inside the ball lightning casts an electricity based spell it is also absorbed with similar effects. The spell cannot be used against flying or rapidly moving targets (i.e. moving at 12" or more), as the lightning ball fails to take form in such cases. The material component is a rock crystal with a value of at least 200 GP. The spell can be used to immobilize one or more creatures, or to protect the party from an angry crowd or the breath weapon of a Blue Dragon. Protection From Gas (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Creature touched Saving Throw: None Creator: Ezra van Everbroeck This spell is in all respects similar to Protection From Lightning, except that it protects the creature touched against attacks using gas. However, the duration of the spell is limited to 1 round/3 levels of the priest casting the spell if Protection From Gas is used to counter the effects of a Cloudkill spell. LEVEL : 5 Protection From Acid (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Creature touched Saving Throw: None Creator: Ezra van Everbroeck This spell is in all respects similar to Protection From Lightning, except that it protects the creature touched against attacks using acid instead of lightning. The distinction between natural and magical attacks is changed somewhat however: 'natural' are all acids made by alchemist procedures; 'magical' are those acids produced by monsters (e.g. Black Dragons, Oozes) or spells. Vylja's Storm Armor (Conjuration) Sphere: Elemental (Air), Protection Range: Touch Components: V, S, M Duration: 3 turns/level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Creator: Ezra van Everbroeck Upon casting this spell the creature touched by the priest is covered on all sides by a translucent armor of dense air and wind, approximately 3 inches thick. This air current absorbs the damage inflicted by weapons of all kinds and effectively grants the protected creature an AC of 1. The Storm Armor can be combined with other magical devices like a Ring of Protection. If the creature touched already has an AC of 2 or better, the Storm Armor will improve it by two places (e.g. from AC -3 to AC -5). A Storm Armor also grants full protection against natural and magical gusts of wind, so that the creature protected can walk through hurricane like winds without suffering ill effects (the creature can still be hit by flying debris of course). Other creatures can deduce the presence of a Storm Armor, because the protected creature' hairs and clothing will be moving as if blown upon by a soft breeze. The material component is the priest's holy symbol with which he has to touch the creature to be affected. Vylja's Zephyr (Conjuration/Summoning) Sphere: Elemental (Air), Summoning Range: 0 Components: V, S, M Duration: 3 turns/level Casting Time: 1 round Area of Effect: 1 zephyr Saving Throw: None Creator: Ezra van Everbroeck This spell enables specialty priests of Aerdrie Faenya (the elven goddess of air, weather, and flying creatures) to summon a special mount from the Elemental Plane of Air: a Zephyr. Zephyrs are large flying creatures with a remarkable physical resemblance to giant eagles, but their bodies consist of dense air instead of bones and blood. Their bodies and feathers usually appear a translucent white, but this changes into the colors of the rainbow when shone upon by the sun. A Zephyr has these stats: HD: 4; hp: 30; AC: 7; Move: 3, 48 (B) THAC0: 15; #AT: 3; DMG: 1-6/1-6/2-12 If it has dived for more than 50', it gains a bonus of +4 on its attack role, and the claw damage is doubled (but no beak attack). INT: 10 (limited telepathy with the priest) SD: Due to its exceptional eyesight, a Zephyr cannot be surprised during the day, nor can its rider. Only magical weapons can hit a Zephyr MR: 15% (also for its rider) AL: Neutral Size: L (10' high, 20' span) Morale: 20 (absolute loyalty to the priest) XP Value: 1000 As all Zephyrs belong to the retinue of Aerdrie Faenya, the goddess has to grant her personal permission to the summons of the priest. The Zephyr will stay until the spell expires, but the priest can send it back to its plane of origin whenever he wants to. Only the priest who has summoned it can ride the Zephyr, and no special proficiency is needed for him to do so. A zephyr can only be hit by magical weapons. It is also vulnerable to spells that penetrate its magical resistance. Dispel Magic, Abjure and Banishment will, if successful, send the Zephyr back to its plane of origin early. The Zephyr can only be cured by the spells of the priest that summoned it. Should a Zephyr die while serving a priest, the priest will be unable to summon another one until he has performed a special service to his goddess. Even if the Zephyr is not killed, only one summons for the animal will be granted each week. The priest needs his holy symbol to cast this spell, and a feather of a Giant Eagle. LEVEL : 6 Vylja's Cloud Walk (Alteration) Sphere: Elemental (Air), Weather Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 9 Area of Effect: 1 creature/3 levels Saving Throw: None Creator: Ezra van Everbroeck After casting this spell the priest can enable 1 creature for every 3 levels he has attained to walk on clouds, thick fog, dense smoke and the like (if it is visible, it can be walked upon) for 1 hour per level he has. The creatures can jump on the cloud, dig into it, and even cut pieces from it. Cloud Walk however does not grant the creatures the capacity to get on the cloud: if it is high in the air, they will have to use other magic (e.g. Fly, Air Walk) to reach it; if it is rolling along the surface of the earth, they can try to climb it. The cloud will always continue moving in the direction it was already going unless other magic (e.g. Control Winds) is used. Should the cloud begin to dissipate, the affected creatures will hear creaking noises from underneath, so that they can start thinking about getting off the cloud. The spell can be used to carry creatures into safety, as a cheap means of transport (just hop onto a fast-moving cloud that is going in the right direction), or as a way to approach an enemy base without being noticed. The priest needs his holy symbol to cast this spell and a handful of water. Vylja's Greater Protection (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: Special Casting Time: 9 Area of Effect: The caster Saving Throw: None Creator: Ezra van Everbroeck This spell protects the priest who casts it from all sorts of natural and magical attacks based on fire, cold, acid, gas, and electricity. The spell lasts for five rounds per level of the caster or until its protective energy has been exhausted, whatever occurs first. As long as the spell lasts the priest is fully immune to all natural attacks based on those five sources. Magical attacks will be absorbed until they have dealt 5 points of damage per level of the priest casting the spell (see the different Protection From ... spells to see what is considered 'natural' and what 'magical'). The priest needs his holy symbol in order to cast this spell. An example: a 15th level priest casts Greater Protection on himself when he enters the hideout of an evil wizard. The wizard surprises him and casts a Lightning Bolt: the priest fails his saving throw but does not suffer the slightest effect from the Lightning Bolt: the 32 points of damage are absorbed by the protection spell. The following round the wizard casts a Cone of Cold: its 36 points of damage are absorbed as well. At that moment the priest still has 7 points of protection left. Vylja's Whirlwind (Conjuration) Sphere: Elemental (Air), Weather Range: 10 yards/level Components: V, S Duration: 1 round Casting Time: 1 round Area of Effect: 15'x45' rectangle Saving Throw: None Creator: Ezra van Everbroeck This powerful spell enables the priest to channel energy from the Elemental Plane of Air into the Prime Material Plane in order to create a large whirlwind. The whirlwind is 30' high, 10' wide at its base and 30' wide at its top. It comes into existence at the end of the casting time at some 15' square location determined by the caster. In the next round it moves away in a straight line from its point of origin for 30' before dissipating into ordinary air again. The priest can choose in which direction the whirlwind moves if he concentrates on that task during the round following the casting of the spell. If he has other concerns, the whirlwind will move in a random direction - roll a d8 to see which one. All creatures in the total area of effect, which is 15' wide and 45' long, are battered by powerful wind blasts and suffer 3d8 points of damage. Trees and buildings suffer structural damage as if hit 3 times by a battering ram. If the whirlwind cannot attain its full height (e.g. when cast underground), its force is diminished somewhat: it only deals 3d4 points of damage to creatures and inanimate objects only suffer structural damage once. LEVEL : 7 Conjure Air Elemental (Conjuration/Summoning) Sphere: Elemental (Air), Summoning Range: 40 yards Components: V, S Duration: 1 turn/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Creator: Ezra van Everbroeck This spell enables a priest to summon an Elemental from the Elemental Plane of Air to serve him. In all other respects it is similar to Conjure Earth Elemental. Vylja's Ultimate Protection (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: The caster Saving Throw: None Creator: Ezra van Everbroeck Except as noted below, this spell is identical to the sixth level spell Greater Protection. The spell protects its caster against 10 points of damage for each level he has attained, and ends if this amount is exceeded or when 1 turn per level of the caster has passed. Vylja's Vacuum (Alteration) Sphere: Elemental (Air), Combat Range: 30 yards Components: V, S, M Duration: 3 rounds Casting Time: 1 round Area of Effect: 10' sphere Saving Throw: Negates Creator: Ezra van Everbroeck By casting this spell a priest can remove all air and pressure from the area of effect, a 10' sphere. All living creatures present in the area of effect have to roll a saving throw vs. death magic to avoid exploding into bits and pieces (which causes death). Those creatures that successfully save are dragged along when the air is sucked from the sphere and will stand at about 1 yard from the sphere's edge at the beginning of the following round. If they (or other creatures) are pushed into the sphere again, they have to save vs. death magic once more. Those creatures that fail their saves have one segment to cast spells (e.g. Teleport Without Error, Word of Recall) before certain death occurs; there is not enough time to move or jump out of the sphere. Vacuum does not affect objects, undead, extraplanar creatures (except for Elementals which are forced back to their plane of origin if they fail their saves), creatures who are protected by magic (e.g. Amulet of the Planes, Necklace of Adaptation, Robe of Stars, Sword of the Planes; Anti-Magic Shell, Spell Turning), and ethereal creatures. Creatures in gaseous form are also slain if they fail their saves. The material component is an imperfect gem which contains an air-bubble. Date: Fri, 14 Jan 94 14:45:47 CET From: Ezra=Van=Everbroeck%users%LW@cc3.kuleuven.ac.be Subject: Spells - the sequel Leuvense groeten! Sorry dat je op het tweede en laatste deel nog zo lang hebt moeten wachten. Het was woensdagavond al klaar, maar gisteren ben ik straal vergeten de zaak op te sturen. Vandaar. Loopt jouw monnikenwerk intussen naar wens? Of zijn er nog driehonderdtweeenzestig wachtende spreuken voor mij :-)? Ik ga het hierbij laten, want mijn aantal e-mail correspondenten groeit gestadig en eenieder ;-) wil toch graag een antwoord ontvangen. Hoewel, nog dit: eergisteren kwam - terwijl ik met het vertaalwerk bezig was- mijn buur op bezoek. Eerst checkte hij of ik wel degelijk een germanist was. Jazeker. [voor mij een niet geringe frustatie: ik voel me linguist en cognitief wetenschapper, maar omdat ik Germaanse studeer word ik verondersteld een wandelend woordenboek te zijn] Of dit goed was: 'wazmeizeewelbevonde' Ik keek hem met open mond aan en vroeg hem het nog eens te herhalen: 'was mij zeer wel bevonden' Ik keek hem nu wat scheef aan, omdat ik me aan het afvragen was of hij me in de maling wou nemen. Na tot de conclusie gekomen te zijn dat dat niet zo was, antwoordde ik: Waarom zeg je niet gewoon: 'Ik vond het zeer goed'. Toen was het zijn beurt om stomverbaasd naar mij te kijken - dat dat zo simpel kon zijn [ik *rofl*]. Hij stamelde nog zo iets als: 'het is voor het verslag van een vergadering' [de Vlaamse, en in mindere mate universele, angst om zijn normale woorden ook voor niet-normale zaken te gebruiken]. Ik bekeek hem met een blik van wat heeft dat er nu mee te maken, maar deed dan toch de toegeving om te suggereren 'ik apprecieerde het erg'. Daarna trok hij zich terug naar zijn studio. Waarin een klein land klein kan zijn, Ezra ***** ATTACHMENT: FORBO.DOS ***** LEVEL : 1 Vylja's Dark Eyes (Alteration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 5 Area of Effect: One creature Saving Throw: Negates Creator: Ezra Van Everbroeck By casting this spell the caster can protect the eyes of one creature against the blinding effects of normal sunlight and the like. As a consequence, this spell is only useful for creatures that normally reside in the Underdark and similar dimly lit places. When their eyes are shielded by Vylja's Dark Eyes, creatures like Drow and Duergar can roam the surface world during daylight without suffering penalties (see the Monstrous Compendia for details). If the target creature is unwilling to receive this protection, it is granted a saving throw vs. spell to avoid the effects. The spell has one disadvantage: because it makes the eyes of these creatures less sensitive, their range of infravision is halved for the duration of the spell. Vylja's Dark Eyes lasts for one turn per level of the priest casting the spell, or until dispelled by a Dispel Magic. If a Light spell is directly cast at the protected creature and it fails its saving throw against that spell, the two spells dispel each other. When a Continual Light spell is cast in a similar way, and the creature fails its saving throw, Vylja's Dark Eyes is dispelled - in other words: the creature will immediately suffer maximum penalties for being in a brightly lit area. If the protected creature successfully saves against a Light or Continual Light spell cast at it, it will stand in its area of effect, but it will suffer no adverse effects. The caster can also end the spell's effects at will, although the eyes will need three rounds to regain their normal sensitivity. The material component for Vylja's Dark Eyes is an ointment that can be made by any character with the Herbalism proficiency. It needs precious herbs (20 GP per dose) that must be collected either at dawn or at dusk, and that must be dried for at least one month before they can be made into the ointment. This final process takes one full day of careful mixing (5 doses can be made on a single day). Once the ointment is ready, it can be kept for one month if put in an airtight and dark container. During casting such a dose is then put on the eyelids of the protected creature. LEVEL : 2 Vylja's Drow Alarm (Invocation) Sphere: Protection Range: 10 yards Components: V, S, M Duration: 1 hour/level Casting Time: 1 round Area of Effect: 30'-radius sphere Saving Throw: Special Creator: Ezra Van Everbroeck When a priest casts Vylja's Drow Alarm he creates a magical dweomer in the area of effect which is tuned to the radiation given off by some creatures and objects of the Underdark, especially Dark Elves. If the dweomer detects such radiation in the area of effect, it triggers an alarm (either the booming sound of alarm-bells which can be heard up to 1 mile away, or a loud beep in the caster's head - the caster determines which at the time of casting). If no such radiation is detected, the spell expires after one hour per level of the caster. The area of effect is sphere with a radius of 30', and it is stationary for the full duration of the spell. The dweomer only reacts to the radiation that is given off in certain places in the Underdark. As Drow use this radiation to craft their special gear, and as they need it to power their innate abilities, it is highly unlikely that evil Drow will attack the caster without these advantages. Drow that enter the area of effect are allowed to roll for their magical resistance and then to roll a saving throw vs. spell to avoid triggering the alarm; their items, however, are allowed neither and will thus automatically trigger the alarm. Note further that any item that gives off such radiation, even when carried by a non-Drow will trigger the spell. The material component needed for this spell is some dust that was subjected to the Underdark radiation. It is consumed by the spell. LEVEL : 3 Vylja's Flight Cancellation (Alteration) Sphere: Elemental (Air) Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 6 Area of Effect: One creature Saving Throw: Negates Creator: Ezra Van Everbroeck Because it simulates one of her innate abilities, this spell is normally only granted by Aerdrie Faenya, the Elven goddess of Weather and Flying Creatures. By casting Vylja's Flight Cancellation a priest can make it impossible for one creature to lift itself into the air by physical or magical means. A saving throw vs. paralyzation is always allowed if the target wants to avoid the spell effects. If the saving throw is failed, the creature will not be able to get off the ground itself: all its attempts to jump, rise or fly will simply fail for as long as the spell lasts. Neither wings, nor spells, nor innate abilities, nor magical items will work for the target creature. If a flying or levitating creature is affected by this spell, it will instantly plummet to the ground, taking normal falling damage (except for winged creatures, which can glide to the ground for half damage). As soon as the spell expires, the creature can again leave the surface if it is able to do so. Note that spells like Fly or Levitate are not dispelled by Vylja's Flight Cancellation - they simply do not work while the other spell is active (although their duration is calculated as normal). A creature affected by this spell can still be lifted off the ground by other creatures. Spells like Teleport, Feather Fall, and Dimension Door function normally (but Jump is negated). The priest needs his holy symbol to cast this spell. Vylja's Hands of Healing (Necromancy) Sphere: Healing Range: Touch Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: Creatures touched Saving Throw: None Creator: Ezra Van Everbroeck When this spell is cast, the priest's hands start to give off a soft white glow. The glow indicates the presence of healing magic, which the caster can use to cure the wounds of other creatures than himself (for creatures that are unaffected by this spell, see Cure Light Wounds). The healing charge rises with the caster's level: each hand can cure 1 point of damage for each experience level of the priest. A hand's healing charge must be used up all at once on a single creature. Moreover, a single creature will not benefit from the charges of both hands (consider the second charge lost in such a case). The benefits of Vylja's Hands of Healing are cumulative with those of the various Cure ... Wounds spells. A priest can spend the two healing charges in a single round, provided he can touch the creatures he wants to heal. He can also keep the charges in his hands for up to 1 hour for each experience level he has. In the latter case, he is not allowed to attack other creatures physically or magically if he desires to retain the healing charges. If he does attack, the remaining charges disappear instantly. The material component is the caster's holy symbol. Vylja's Webs To Dust (Alteration) Sphere: Sun Range: 0 Components: V, S, M Duration: 1 round Casting Time: 6 Area of Effect: One 10'-cube/level Saving Throw: Special Creator: Ezra Van Everbroeck When this spell is cast, the area of effect is bathed in a golden glow that lasts for about ten seconds and then slowly dims away. This golden light is harmless for living creatures (e.g. a Living Web), although Underdark creatures like Drow and Duergar will be affected for one round as if they were standing within the area of effect of a Light spell. The golden glow will, however, cause all natural spider webs within the area of effect to be turned into grey and harmless dust. This applies also to the webs of Large or Huge Spiders and the like. All creatures and objects that were supported by the web will fall towards the surface and suffer normal damage for doing so. When used solely to counter a Web spell, the magical Web will be destroyed if it fails a saving throw vs. magical fire (18 or more saves). If the magical Web is targeted along with normal spider webs, the magical Web will never be disintegrated. However, whether solely targeted or not, a magical Web bathed in the golden glow will lose all its adhesive properties for the full duration of the glow (10 seconds), enabling creatures that were stuck in it to free themselves if they make a successful Dexterity check. The material components are the caster's holy symbol and an item with a Light spell cast on it. The item disappears during casting. Vylja's Wings (Alteration) Sphere: Creation, Elemental (Air) Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Creator: Ezra Van Everbroeck By casting this spell a priest of Aerdrie Faenya (the Elven Goddess of Weather, Skies and Flying Creatures) makes large white wings grow from his shoulders. Those wings are made of strong feathers and are as large as the priest is tall. They enable him to fly at a speed of 15" in manoeuvrability class B. While flying, the priest can use weapons but he suffers a -1 penalty on his attack dice rolls. He can also cast spells that do not require a somatic component. Because the wings grow from his shoulders, the priest must wear clothing that makes it possible for the wings to come into existence. This implies that the caster cannot be wearing any type of armor when he utters the spell - the wings will fail to reach their normal size and disappear immediately. Normal clothing can be adapted for use with Wings by cutting holes (some 6" across) in it at shoulder height. The wings can be combined with the protection provided by spells or by items like a Bracers of Defence or a Ring of Protection (but not a magical Cloak, unless it was especially made for the purpose). The wings themselves are AC 8 (unless magically protected), and due to their size and weight the priest also suffers an AC penalty of 1 when flying and a penalty of 2 when walking or standing on the surface. If the wings disappear, either at the end of the duration or through a successful Dispel Magic, a flying priest will plummet towards the ground and suffer normal falling damage. In order to cast this spell the priest needs his holy symbol and two feathers of a flying creature that is at least size M. LEVEL : 4 Vylja's Dark Vision (Alteration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Creator: Ezra Van Everbroeck Except as noted above, this spell is in almost all respects similar to the 1st level spell Vylja's Dark Eyes. The one difference is that Vylja's Dark Vision will never be dispelled by a Light spell, and that a Continual Light spell will itself also be dispelled when the protected creature fails its saving throw against that spell. LEVEL : 5 Vylja's Air Strike (Alteration) Sphere: Combat, Elemental (Air) Range: 60 yards Components: V, S Duration: Instantaneous Casting Time: 8 Area of Effect: 7'-radius by 40'-high column Saving Throw: 1/2 Creator: Ezra Van Everbroeck Upon casting this spell, a vertical column of condensed air crashed down in the area of effect. This enormous blast inflicts 1d4 points of damage for each level the caster has attained (maximum 16d4), but a saving throw vs. spell for half damage is allowed. Items worn by creatures that fail their saving throws have to roll separate item saving throws vs. crushing blow or be destroyed. Vylja's Airy Assistant (Conjuration/Summoning) Sphere: Elemental (Air), Summoning Range: 3 yards/level Components: V, S, M Duration: 3 rounds/level Casting Time: 1 round Area of Effect: Special Saving Throw: None Creator: Ezra Van Everbroeck When this spell is cast, a creature is summoned from the Elemental Plane of Air to serve the caster. It is humanoid in shape and approximately 10 feet high. The caster (but see below) is able to order it around for 3 rounds per level he has attained. After this time, the Airy Assistant returns to its native plane. The creature has low Intelligence and cannot speak. However, it can understand the verbal commands of its caster as long as these are kept fairly simple (e.g. Attack them! or Guard this door!). The priest can change the Airy Assistant's task as often as he deems necessary. These are its stats: Airy Assistant (Intelligence: Low (2-4); Alignment: LN) AC: 3; MV: 6", fl 18" (C); HD: 10; hp: 45 THAC0: 11; #AT: 1: DMG: 1d10 + 7 (19 Strength) ML: 20; XP: 1500 (Its Strength score also determines its weight allowance and its chance to open doors and bend bars) An Airy Assistant is not in fact under the control of the priest who summoned it - it will obey the creature that possesses the holy symbol that was used for summoning it. So if the priest's holy symbol is taken from him by someone, the control over the Airy Assistance for the rest of the duration passes to that person. If the holy symbol is destroyed, the Airy Assistant immediately returns to its own plane of existence. An Airy Assistant can be physically destroyed, and it can also be forced back to its home plane by a successful Dispel Magic, Abjure or Banishment spell. Dismiss Air Elemental (the reversal of Conjure Air Elemental) also works. A Protection From Evil/Good spell will keep the Airy Assistant at a distance. The material component for this spell is the caster's holy symbol. Vylja's Energy Shield (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Creature touched Saving Throw: None Creator: Ezra Van Everbroeck When Vylja's Energy Shield is cast, the protected creature is surrounded by a glimmering and crackling blue cloak of magic. The Energy Shield lasts for 5 rounds for each level of the caster, unless it is exhausted earlier. The Energy Shield will absorb attacks based on pure magical energy that are directed against the creature it protects. It absorbs one Magic Missile for each level the caster has attained (e.g. a Magic Missile spell cast by a 9th level Wizard will take five charges of the Energy Shield). At the end of each round during which the Energy Shield has absorbed at least one Magic Missile, there is a chance of 1% per level of the caster of the Magic Missile spell that the Energy Shield implodes, causing the protected creature to suffer 1d4 points of magical energy damage for each charge it has left. Vylja's Energy Shield also protects against spellfire attacks: it absorbs its caster's level hit die of damage before becoming exhausted. The chance of the Energy Shield imploding rises to 2% per level of the spellfire wielder. This 2% is cumulative with the 1% mentioned above. When a creature protected by Vylja's Energy Shield comes into contact with a Wall of Force, the Energy Shield automatically implodes. There is however also a 3% chance per level of the caster of the Energy Shield that the Wall of Force will also be dispelled. Because magical attacks based on fire, electricity and cold are partly supported by pure magical energy, a creature protected by an Energy Shield has a bonus of +2 on its saving throws against such spells. This does not exhaust the Energy Shield in any way, and such spells cannot cause the Energy Shield to implode. In order to cast Vylja's Energy Shield, a priest needs his holy symbol and a sapphire worth at least 1000 GP. LEVEL: 6 Vylja's Cloud Shape (Alteration) Sphere: Weather, Combat Range: 0 Components: V, S, M Duration: 2 rounds/level Casting Time: 9 Area of Effect: The caster Saving Throw: Special Creator: Ezra Van Everbroeck This spell transforms the caster's body into one that has the height (24') and strength (23) of a Cloud Giant. The caster's face will also change somewhat, so that only creatures well known to the priest will recognize him in his new shape. Other creatures will likely consider him a true Giant, although real Giants and Titans are never fooled by the spell. Note however that the priest skin color will not change in the least: a Dark Elf in Cloud Shape still appears as black as the night. The advantages of the spell are solely on the physical level: his skin turns as hard as that of a real Cloud Giant, granting him an AC of 0 (Dexterity, defensive spells, and armor of Cloud Giant size can improve this AC further); his strength becomes 23, granting him a +5 bonus on his to-hit rolls and 11 points of additional damage on each physical attack (Open Doors checks will succeed on rolls of 18 or less (16 for magical doors); Bend Bars and Lift Gates checks have a 90% chance of success). The priest also gains 1d6 hit points for as long as the spell lasts. Finally, the priest can also understand and speak the tongue of Cloud Giants. Vylja's Cloud Shape also has some major disadvantages: as long as the priest assumes this shape, he can only cast spells of 1st and 2nd level. Exceptions to this rule are granted powers (including spells), innate abilities (like the spells Drow can cast), and of course spells that are stored in items. The second disadvantage is that only the caster's non-magical items will partake in the transformation, effectively rendering most of his magical items absolutely useless for the duration of the spell. Magical rings, cloaks, gauntlets, boots, necklaces, bracers, armor (and other pieces of clothing) have to be removed prior to the casting of this spell or they will be utterly destroyed. The spell normally lasts for 2 rounds per level of the caster. However, the caster can at any time decide to change back to his natural shape (note that this change is definitive - no shape swapping is possible). The caster regains 1d10 points of damage when he does so. If a successful Dispel Magic forces the caster to transform back to his normal shape, he does not gain these hit points. Should the priest die while in Cloud Shape, he is instantly transformed to his normal form. The priest needs his holy symbol to cast this spell. Vylja's Eye of the Cyclone (Alteration) Sphere: Protection, Weather Range: 0 Components: V, S Duration: 2 rounds/level Casting Time: 9 Area of Effect: 40' circle Saving Throw: Special Creator: Ezra Van Everbroeck This defensive spell creates a whirling mass of air around a central point which remains undisturbed: the eye of the cyclone. The eye is 10' in diameter, whereas the barrier which surrounds it is 15' thick at all sides. The wind speed in the barrier is about 6 miles for each level the caster has attained. Any creature trying to pass through the barrier will suffer 1d4 points of damage per caster level due to wind blasts and flying debris. No normal movement of air (or something as weak as a Gust of Wind) can penetrate the cyclone, nor can creatures in gaseous form or flying creatures that are medium-sized or smaller. All these creatures will suffer normal damage but have no chance of actually making it to the center - they are expelled at the outside of the cyclone. Large flying creature will also suffer damage but have the usual chance of reaching the eye: they, as do walking creatures, have to roll a successful Constitution check. Creatures that fail this check are driven to the outside again, i.e. after they have suffered damage. Those creatures that are standing in the eye can see nothing of their surroundings, but are free to cast spells or move about in the eye. If they step into the cyclone they suffer normal damage. However, they do not have to make a Constitution check to get outside the barrier (but they do if they want to return to the eye). The caster can make the cyclone end early, but it will still take two rounds to disappear altogether: during the first round damage drops to 1d3 per level of the caster, and in the second round all creatures trying to cross the barrier suffer 1 point of damage per caster level. A Dispel Magic spell will cause the cyclone to dissipate in the same way as if the caster had wished to end the spell early. Control Wind can influence the wind speed in the cyclone and the damage it inflicts. This spell can be cast both outdoors (the cyclone will attain a height of 60') and indoors (the cyclone will grow to the ceiling, unless that is higher than 60'). Vylja's Lightning Strike (Alteration) Sphere: Weather Range: 10 yards/level Components: V, S Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 Creator: Ezra Van Everbroeck By casting this spell, a priest can focus the natural electrical energy present in his surroundings into a bolt of lightning. The spell has three different applications. 1) It can function as a faster way of casting Call Lightning. Except for the shorter duration, it is identical to that spell (e.g. it can only be cast outdoors when a storm is near). 2) The second application of Vylja's Lightning Strike can still only be cast outdoors, but it needs no real storm to power it. However, it can be cast in any given site with a 1 mile diameter only once every hour (this is the time it takes for the natural charges to build up again). This application delivers 1d4 points of electricity damage to its target or targets for each level the priest has attained. The area of effect is up to the caster: it can be a circle with a diameter of 20 feet, or the priest can choose to let the lightning strike up to three different creatures within range. In the latter case, the electrical charge must be divided by the priest over the different targets (e.g. a 16th level priest could hit a Giant for 10d4 points of damage, and its two Gnoll servants for 3d4 points each). A saving throw vs. spell is allowed for half damage. 3) The third application closely resembles the second one, but it can also be cast indoors or under the ground. The damage is however decreased to 1d3 points of damage per caster level. The saving throw for half damage is of course still applicable. Vylja Skywalker (Alteration) Sphere: Elemental (Air) Range: 0 Components: V, S, M Duration: 1 hour/level Casting Time: 9 Area of Effect: The caster Saving Throw: None Creator: Ezra Van Everbroeck By casting this spell, a priest is granted the power to freely move through the skies in whatever way he sees fit: he can levitate, fly, run, walk, etc. (Running checks for a skywalking creature are somewhat easier, due to decreased resistance: all Strength and Constitution checks have a +2 bonus). A priest can instantly change his mode of movement for as long as the spell lasts. When levitating, a priest can lift up to 100 pounds per level of experience into the air. Once the weight is off the ground, he can move it around by flying or walking to another location. A flying priest has manoeuvrability class A, and he can fly around at a rate of 18". As a consequence, running characters can go a lot faster than those that fly. When flying, a priest can easily transport his own weight plus 10 pounds for every experience level he has attained. For every 50 pounds above that amount, his movement rate for that round is decreased by 1" (down to a minimum movement rate of 1", but not lower). Note further that a skywalking priest can never lose his balance in the way a levitating creature can. Strong winds, however, can cause a skywalking priest to move with difficulty. The priest needs his holy symbol to cast this spell. Vylja's Versatile Healing (Necromancy) Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 9 Area of Effect: Creature touched Saving Throw: None Creator: Ezra Van Everbroeck Upon casting this spell the caster gains the power to heal 1d6 points of damage for each level he has attained. He is free to divide these dice over more than one creature as he deems fit (e.g. a tenth level priest could roll 4d6 to cure his own wounds, 5d6 to cure the wounds of the part's fighter, and 1d6 to heal some of the damage the party's illusionist has suffered). A priest can cure up to three creatures in a single round, as long as he is able to touch them with his two hands. The caster retains his healing capacity (or what is left of it) as long as he does not engage into combat (melee or missile weapons) and as long as he does not cast spells other than those belonging to the Healing sphere (Wizard spells are not allowed either for multi-classed characters). In any case, the spell will end after one day per level of the caster. Vylja's Spiders To Ashes (Alteration) Sphere: Sun Range: 0 Components: V, S, M Duration: 1 round Casting Time: 9 Area of Effect: One 10'-cube/level Saving Throw: Special Creator: Ezra Van Everbroeck Vylja's Spiders To Ashes is an improved version of the 3rd level spell Vylja's Webs To Dust (q.v). The casting of the spell creates a golden glow that fills the area of effect for about 10 seconds. This light automatically destroys all natural and magical webs within its confines: they are turned into harmless dust. Spiders and objects that were supported by the webs fall to the surface and suffer normal falling damage. Moreover, Vylja's Spiders To Ashes also causes damage to creatures that are wholly or partly arachnoid (e.g. Driders and Steeders) and to Living Webs. All such creatures suffer 1d4 points of damage per experience level of the caster. They are however allowed a saving throw vs. death magic for half damage. This spell can also help against a Creeping Doom, because such a swarm often consists at least partly of arachnids. Vylja's Spiders to Ashes will destroy between 100 and 500 of the critters (1d5 * 100). The material components needed for this spell are the caster's holy symbol and a precious stone worth at least 50 GP. The stone must have been enchanted with Continual Light prior to the casting of this spell. It disappears during casting. LEVEL: 7 Vylja's Airy Abode (Alteration) Sphere: Elemental (Air) Range: Sight Components: V, S, M Duration: Permanent Casting Time: 1 Turn Area of Effect: 30-foot cube/level Saving Throw: Special Creator: Ezra Van Everbroeck By casting this spell a priest is granted the ability to create for himself a mansion made of clouds. But before he can cast this spell, he first has to choose a suitable cloud. Then he has to bless it by casting these three spells on it: Bless, Dispel Evil and True Seeing, and by sprinkling it with holy water. From the next morning onwards he has to observe a period of fasting of six consecutive days during which he prays on the cloud in question. When that is finished he still has to ask for the personal approval of his deity (through Commune) and of Nature itself (through Commune with Nature). Only if both approve of his undertaking can the priest proceed with his undertaking: again he has to bless the cloud and spray holy water on it. Then he must throw powdered gems over it (the gems should have been worth at least 8000 GP). The cloud will have become semi-solid by this time, and the priest now has to build a small shrine for his deity with his bare hands, taking building block from the cloud itself (the shrine will always be at the center of the final mansion). When the shrine has been completed, the priest has to commune with his deity one final time in order to seek its permission. If at that time the deity has an urgent mission to be fulfilled by one of its followers, the priest will first have to take care of that. If all has gone fine, the priest can begin his real work: he has to meditate with the help of a piece of Incense of Meditation (the spell's material component) and then he can cast this spell: Vylja's Airy Abode. While casting this spell - a process that takes one turn and that has to be performed with closed eyes - the priest has to imagine how he wants the area of effect to look, and the cloud will take that exact shape. When the spell is finished, the priest can open his eyes again. However, he must also make saving throw vs. death magic. If the priest is unsuccessful, the spell fails, forcing the cleric to begin the process all over again. If, on the other hand, the saving throw is made, the priest now has a mansion in the sky. Its color is that of the gems used earlier in the creation process. Gardens, trees, hills, buildings, lakes, waterfalls, fountains and the like will all be present as the priest has imagined them; furniture, curtains and similar items have to be provided by the priest himself. It is only at this stage that other beings are allowed to walk on the cloud (if this happens earlier, the whole process is automatically ruined). The airy abode is under the mental control of the priest who created it: it is not affected by natural winds unless the priest wants it to, and by a mere act of will he can cause it to ascend or descend. Lateral movement can be accomplished through the use of spells like Control Winds, Summon Weather and Control Weather. The priest can also cause a Rainbow bridge (see the spell of that name, but the length of the bridge can be 10 yards per caster level, and it can last 1 turn per caster level) to take shape whenever he wants to, thus enabling ground based creatures to reach his abode quite easily. The cloud will also not dissipate any more due to natural, climatological changes, and the water supply for the lake and the plants will never dry up.. A priest can only have one airy abode at a time, although different priests can for a time connect their abodes to form a larger one. An airy abode can only be affected by its caster (once it exists, he can recast the spell to change parts of it), by creatures with more hit dice than the caster, and by deities of all powers. However, the abode can only be utterly destroyed by the casting of a full Wish spell with nothing that purpose, by putrefying the shrine and then Disintegrating at least 10 percent of the cloud, or by convincing the priest's deity that it should no longer approve of the airy abode (note that the priest's deity is as free to make changes to the cloud or move it, as is the priest himself). In all these cases the cloud will begin to dissipate. The airy abode will fully fall apart 1 turn later. If at any time a priest's airy abode is being tampered with, the priest will instantly become aware of this, even when he is on another plane. As has been mentioned already, a piece of Incense of Meditation is needed for this spell, as if, of course, one cloud of the right size. Vylja's Storm Shape (Alteration) Sphere: Weather, Combat Range: 0 Components: V, S, M Duration: 3 rounds/level Casting Time: 1 round Area of Effect: The caster Saving Throw: Special Creator: Ezra Van Everbroeck This spell transforms the caster's body into one that has the height (26') and strength (24) of a Storm Giant. The caster's face will also change somewhat, so that only creatures well known to the priest will recognize him in his new shape. Other creatures will likely consider him a true Giant, although real Giants and Titans are never fooled by the spell. Note however that the priest skin color will not change in the least: a Dark Elf in Storm Shape still appears as black as the night. The advantages of the spell are solely on the physical level: his skin turns as hard as that of a real Storm Giant, granting him an AC of 0 (Dexterity, defensive spells, and armor of Storm Giant size can improve this AC further); his strength becomes 24, granting him a +6 bonus on his to-hit rolls and 12 points of additional damage on each physical attack (Open Doors checks will succeed on rolls of 19 or less (17 for magical doors); Bend Bars and Lift Gates checks have a 95% chance of success). The priest also gains 1d6+1 hit points for as long as the spell lasts. Finally, the priest can also understand and speak the tongue of Storm Giants. Vylja's Storm Shape also has some major disadvantages: as long as the priest assumes this shape, he can only cast spells of up to and including 5th level. Exceptions to this rule are granted powers (including spells), innate abilities (like the spells Drow can cast), and of course spells that are stored in items. The second disadvantage is that only the caster's non-magical items will partake in the transformation, effectively rendering most of his magical items absolutely useless for the duration of the spell. Magical rings, cloaks, gauntlets, boots, necklaces, bracers, armor (and other pieces of clothing) have to be removed prior to the casting of this spell or they will be utterly destroyed. The spell normally lasts for 3 rounds per level of the caster. However, the caster can at any time decide to change back to his natural shape (note that this change is definitive - no shape swapping is possible). The caster regains 1d10 points of damage when he does so. If a successful Dispel Magic forces the caster to transform back to his normal shape, he does not gain these hit points. Should the priest die while in Storm Shape, he is instantly transformed to his normal form. The priest needs his holy symbol to cast this spell.