Date: Sat, 4 Sep 1993 21:09:53 -0700 From: Tim Rightnour Apparently-To: wsbusr1@urc.tue.nl 1st Level Bloodskin Range:0 Duration: 2 rounds/level Casting Time: 1 Area of Effect: Caster Saving Throw:N/A This spell will conjure up blood to appear on the preist's body. This creates an aura of fear, and all creatures with 2HD or less will flee in terror. Deadskin Range:Touch Duration: 2 rounds/level Casting Time:2 Area of Effect: creature Touched Saving Throw: Neg. The creature touched by this spell will have his skin withered, and will become ghastly ugly for the spell duration. Any creature seeing the effected person will have a strong desire to attack it, and will do so immediately. This spell has no effect on undead. Holy Mace Range:0 Duration: 4 + 1 round/level Casting Time:2 Area of Effect: 1 non-magical mace Saving Throw: None This spell will turn the priest's own mace into a +4 holy weapon. if the mace Is given to anyone, it will turn to dust. If the preist keeps the mace, at the end of the duration it will return to normal. The mace must first be sprinkled with holy water for the spell to take effect. Iron Fist Range:0 Duration: 3 + 1 round/level Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell will turn the preist's hands into solid iron, which may strike for 2d3 points of damage in unarmed combat. At the end of the round the preist's hands return to normal. Any creature looking at the preist's hands for 1 round can detect the change on a sucessful intelligence check. The creature only gets one chance to do this. Flaming Symbol Range:0 Duration: 1d4 + 1 round/level Casting Time:5 Area of Effect: Anything that can see the symbol. Saving Throw: None This spell will bring into existence a huge flaming image of the holy symbol of the priest. Any worshipper of the god whose symbol was used, recieves a +2 to damage and hit while it is POSSIBLE to see the symbol. The worshipper needs only to be able to see the symbol, he does not nessecarily have to look at it. Any preist or worshipper of an opposing cult, recieves a -1 to hit and damage while it is possible to see the symbol. The material component is a holy symbol, which is lost in the casting. Date: Sat, 4 Sep 1993 21:10:19 -0700 From: Tim Rightnour Apparently-To: wsbusr1@urc.tue.nl Second level Spells Destroy Range: touch Duration: Permament Casting Time: 2 Area of Effect: 3 cubic inches per level of the caster. 1 object. Saving Throw: Special This Spell when cast will instantly destroy one object. The caster merely needs to cast the spell, and touch the object for it to be destroyed. If the object is being held by another creature, the caster can touch the creature, and the intended object will be destroyed. The spell can be carried through any number of touching objects. EX- A rope is attached to a grappeling hook. The caster can touch the rope to destroy the hook, without destroying the rope. This spell will not destroy magical items, or any living or undead creatures. if the object is being carried by a creature, the object saves as the creature. No damage will be done if the saving throw is made. Should the object destroyed be dangerous, such as a flask of acid, the contents will spill on the owner doing 1/2 damage. A flask of oil however, will not ignite, as most things will simply turn to dust. (However the creature may end up covered in oil) Clay Beast Range: 30 Yards Duration: 2 rounds/level Casting Time: 2 rounds Area of Effect: Special Saving Throw: None This spell enables a preist to conjure up a weak earth elemental- a clay beast of AC:4, 2 HD, MV 100 feet per round, 1 attack for 1d4 points of damage, which can be hit by normal weapons. It is about 5 feet tall and appears as a solid mud man. It moves as directed by the priest, but if it ever becomes separated from the priest by more than 30 yards, it instantly dissipates. Any native to the elemental plane of earth can disperse it at will with a simple touch, even another clay beast. Flaming Child Range: 30 yards Duration: 2 rounds/level Casting Time: 2 rounds Area of Effect: Special Saving Throw: None This spell conjures up a small fire elemental. AC 5, HD 2+1, MV 130 feet per round, one attack for 1d6, and it can be hit by normal weapons. It appears to be a 4 foot high child caught on fire. It will move as directed by the priest, but if it is ever separated from the preist by more than 30 yards it will instantly dissipate. Any being from the elemental plane of fire, including another flaming child, can destroy it with a touch. The flaming child will ignite all flammable things it touches. Whirlpool Range: 30 Yards Duration: 2 rounds/level Casting Time: 2 rounds Area of Effect: Special Saving Throw: None This spell conjures up a small whirlpool 5 feet high, and 3 feet wide at the top. This miniature water elemental has AC:5, 2 -1 HD, MV 190 feet per round, hits twice for 1d4 and can be struck by normal weapons. In water combat this can confuse up to 100 small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant fish. On land, anyone trapped inside the whirlpool must make a save vs. spells or suffer 1d2 points of drowning damage. Spending more than 15 consecutive rounds in a whirlpool without the aid of some magical water breathing spell or device, will force a saving throw vs. death. If the subject fails, he will fall unconsious. If he is not aided within 3 rounds he will die. Should he remain in the pool, but save, he will continue to take damage each additional round, and continue to make save. Spells have a 40% chance of success within the whirlpool. The whirlpool can easily put out nonmagical fires of any type. Any native of the elemental plane of water can easily dissolve the whirlpool with a touch, including another whirlpool. Spiritual Spear Range: 10 yards/level Duration: 2 + 1 round/level Casting Time: 5 Area Of Effect: Special Saving Throw: None By casting this spell, the priest calls into existence a force field resembling a spear. This spear hits for 1d6 points of damage (1d8 vs. Large creatures). It also hits as a magical weapon with a bonus of +1 for every 6 levels of the caster, including fractions. With a maximum of +3 (12th level). Date: Tue, 7 Sep 1993 20:03:21 -0700 From: Tim Rightnour Apparently-To: wsbusr1@urc.tue.nl Third level Priest Spells Smoke Cloud Range: 40 Yards Duration: 2 rounds/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons a weak 3HD smoke elemental. It hits twice for 1d4+1 points of damage and has a movement of 190 feet per round. The smoke will choke anyone within 10 feet for 1d3 rounds. Any creature from the para-elemental plane of smoke, fire, or air can dissipate it with a touch. If the cloud moves more than 40 feet away from the caster at any time, it will instantly dissipate. Ooze Puddle Range: 40 yards Duration: 2 rounds/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons a puddle of ooze about 10 feet in diameter. The ooze hits three times for corrosion damage. This does 1d2 to normal flesh. It also corrodes any metal in 4 rounds. Magical items are immune to this creature. Wood and cloth are destroyed instantly however. The ooze has 3HD, and moves 20 feet per round. Any elemental from the planes of earth, water or ooze can dispel it with a touch, including another ooze puddle. Snow Man Range: 40 Yards Duration: 2 rounds per level Casting Time: 1 Round Area of Effect: Special Saving Throw: None This spell conjures up a 5 foot snow man. The snowman has 3HD, MV 90 feet per round, and one attack for 2d6. It can be hit by normal weapons, and can freeze potions with a touch. It can put out normal fires and torches. It can also cause a small snowstorm in it's range (40 yard radius from preist) that lasts for 1d4 rounds, making all creatures in the strorm blind. Any being from the planes of Ice, Air, or water can destroy the snowman with a touch, including another snowman. If the snowman moves more than 40 yards away from the caster it will instantly melt. Lava Monster Range: 40 yards Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell will conjure up one 6 foot high lava monster. The monster will have 3 +2 HD, MV 60 feet per round. It hits twice for 1d3 (blow) + 1d8 (fire) points of damage. A successful hit can cause paper or cloth to burn, and boil liquids (make saves). The lava monster can in a last ditch effort summon up all its power and throw a 10' diameter ball of magma up to 50 feet causing 3d8 points of damage. Anything immune to fire will take 1d3 points of damage from the light force of the blow. Any native to the plane of magma, earth, or fire can dispel the monster with a touch, including another lava monster. The monster will instantly harden if it moves more than 40 yards away from the priest. It can be hit by normal weapons. ThunderClap Range: 50 yards Duration: Instantaneous Casting Time: 5 Area Of Effect: Special Saving Throw: Negates This spell allows the priest to call upon a clap of thunder that will deafen all creatures outside a 20 foot safety sphere. Anyone within the effect of the spell will be deaf for 3d10 rounds, and stunned for 2d4 rounds. ShatterShout Range: 20 Yards Duration: Instantaneous Casting Time: 5 Area Of Effect: 30 cubic feet, + 5 per level. Saving Throw: Special This spell will cause the casters next word to be so loud that it will destroy any large building, or area of a wall the priest is able to affect. It will also destroy boulders, towers, roofs, etc. The spell has no direct effect on living, though the destruction of a building may have adverse effects on its occupants, but it will do 5d20 damage against undead. The building is allowed to save on this chart: Strong wall, brick, rock, steel: 8 Soft wall: 12 Thin Wooden wall: 20 Earth: 12 Thick wood: 15 This is modified by -1 for every 3 levels of the priest. Body Mending Sphere: Healing Range: Touch Duration: Permament Casting Time: 4 hours Area Of Effect: Creature Touched Saving Throw: None This allows the preist to mend broken or severed limbs of up to 1 day (per level of caster) old. The caster must have the severed limb in his possession. The recipient must be currently alive, however he may have died previously. If the wound was cauterized, the spell will not work. Should the spell work, the limb will be returned, but no hit points are regained. Date: Tue, 7 Sep 1993 20:03:49 -0700 From: Tim Rightnour Apparently-To: wsbusr1@urc.tue.nl Fourth level spells Falsehood (Reversible) Range: 5 feet Duration: 1 day per level Casting Time: 2 rounds Area Of Effect: One Creature Saving Throw: Negates This spell will cause the recipient to think he/she is much stronger than he actually is. The recipient will fully believe this to be true, and no words to the contrary will change this. The creature will act accordingly, such as a goblin runt, who will bravely rush in to kill a dragon singlehandedly. The reverse of this spell will cause a powerful ceature to think he is weak and small, and to act irrationally. Such as a storm giant fearing a newt. Only a remove curse, cast by a higher level caster can cure this curse before its duration is up. A limited, or full wish will also cure it's effects. Slow Death Range: Touch Duration: Permament Casting Time: 8 Area OF Effect: One Creature Saving Throw: Negates This will cause a creature to slowly wither away and die over a period of 13 days. After this he cannot be brought back to life short of a wish, or diety intervention. If the spell is detected and identified by a priest of at least 9th level, it can be removed. This can only be done before the 8th day, and can only be accomplished by a preist of 15th level. Persecution Range: Touch Duration: 1 day per level Casting Time: 3 Area of Effect: One Creature Saving Throw: Negates This spell leads a person to believe that he is being persecuted by his freinds and allies. He will feel that thay are torturing him, and holding him against his will. If he has been affected by the spell for over 12 days, he will become violent and enraged, and attempt to kill his friends, and others who he believes to be persecuting him. Any attempt by his freinds to reason with him, will incite this rage prematurely. Should he succeed in killing all those that he believes are persecuting him, the spell will instantly end, with him having full realization of what he has done. The following will occur. 1d100 01-10 He comits suicide 11-55 He goes insane permamently 56-90 He becomes mindless and wanders aimlessly forever 91-00 He becomes catatonic for 8 days and forgets everything that has ever happened to him. Rune Stone Range: Special Duration: Until Used Casting Time: 5 turns Area Of effect: 3 stones per level Saving Throw: 1/2 The priest must first carve his holy symbol into each stone he wishes to enchant. This takes 1 turn, and requires a dex check. The stones must be at least semi-precious in nature, or worth 5gp or more. The spell is then cast upon the stones and each one becomes a grenade doing 6d4 points of damage to all within 5 feet when thrown. The stones can be put in slings, or simply thrown. Anyone can throw these stones. Shocklet Range: 50 yards Duration: 2 rounds/level Casting Time:8 Area of Effect: Special Saving throw: None This spell summons a 4HD lighting elemental. The elemental has a movement of 12, and can attack once per round for 3d4 points of electrical damage. The elemental can cast one 4d6 lighting bolt per turn. If the elemental moves more than 50 yards form the caster at any time, it will be destroyed. Any native to the elemental planes of air or lighting can dissipate it with a touch. Date: Tue, 7 Sep 1993 20:04:22 -0700 From: Tim Rightnour Message-Id: <199309080304.AA02792@indirect.com> Quest Spells Oblivion Sphere: Necromancy Range: 0 Duration: Permament Casting Time: 1 Day Area Of Effect: 1000 yard radius per level of the caster Saving Throw: None. All creatures not casting the preist at the culmination of this spell will be subject to it. Any break in concentration during the day will fail the spell. The preist can do nothing but concentrate on the spell. At the culmination of the spell, all life in the area of effect is destroyed. Trees, animals, insects, humans, tarrasques, demons and microbes are all wiped out. No trace of any life is found. Structures within the area may survive. This spell can only be granted to a preist of death. (DM note: BE CAREFUL with this spell! I dont need to tell you how powerful it can be) If the priest's concentration is broken during the casting.. the spell will fail, and the priest must ask for the spell again from his diety. Obviously the diety will not be as likely to give the spell. Any other priests of death near the priest may join hands, and concentrate with the priest for the casting time. If they do, thier levels will be added to the priest's for consideration of range. Any creature within the range of the spell are forever lost. Not even a diety may bring them back. Any Demi-god caught in the spell effect must roll a saving throw vs. death magic or be irreverably destroyed. Greater and lesser gods are immune. After casting the spell, the priest will fall into a coma for 13 days. Upon waking from the coma, all stats will be 3, and they will be regained at the rate of 1 point per day. No sacrifice is needed after this spell, because the massive loss of life in the area is MORE than enough to please a deity of death. The user of the spell may be held responsible for its effects by any rangers, druids, or even cults entirely wiped out by the spell effect. Vast armies chasing after the caster is NOT considered rare. The diety will not specifically assist the priest in dealing with the consequences of the spell, but he will not hold back on spells. The only time the diety will intervine is if another god sees fit to divulge his wrath upon the caster. In which case the diety will appear to fight off the other diety, or avatars sent by the other diety. OBVIOUSLY the caster must be of ABSOLUTE alignment, in extreme favor with his diety, and most likely will have to be the most powerful death priest on the continent (except in special DM cases) Misuse of this spell is frowned upon.. to say the least.