Cleric Spells
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Wailing Wind (Alteration) Area of Effect: Special
Level: 1 Components: V
Range: 100'/level Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None

By means of this spell, a druid or other priest creates a magical warning system. When any creature enters a guarded area (a passage, chamber, cavern, doorway, or cave mouth of up to a maximum cubic size per side of 10'/level of the caster), a wailing, whistling blast of wind blows from the guarded area toward the druid.

The wind travels toward the druid regardless of intervening distance if the druid is on the same plane as the guarded area. The wind can reach up to 100' per level of the casting druid. The wailing wind has a distinctive tone and can be heard by all creatures. It transmits and magnifies any sound (speech, movement, etc.) made by the triggering being at the time it is activated, and it can thereby give any harder clue as to what sort of intruder approaches.

The spell cannot be modified to be activated by only specific beings or types of creatures. Once the guarded are is entered and the wind rises, the spell is exhausted. The wind itself lasts for one round per level of the druid, although the caster may end it sooner.

Once ended, the wind cannot be restarted except as follows: As the level of the caster increases, the number of activations per single spell is also increased. A caster of 1st or 2nd level creates only a single blast wailing wind; a 3rd or 4th level caster creates a wind of two blasts; a 5th or 6th level caster creates a wind of three blasts, and so on (with no known maximum). 

Touchsickle (Alteration)  Area of Effect: Self
Level: 2 Components: V,S
Range: 0 Casting Time: 2 segments
Duration: 2 rounds/level Saving Throw: None

 By means of this spell, one of the caster's hands temporarily becomes a magical weapon. The extremity is able to strike all creatures that can be hit by only magical weapons (even if such creatures are normally hit by only magical weapons of +2 or greater). The extremity gains no attack bonus, but its slightest touch does the same damage as a sickle (1D4+1 vs. S/M; 1D4 vs. L beings). Its touch can slash or stab like a normal sickle, as the caster wills.

A druid may use the enchanted extremity to harvest greater mistletoe as though it was a gold or silver sickle.

Exaltation (Adjuration/Conjuration/Summoning)  Area of Effect: Creature touched
Level: 3 Components: V,S,M
Range: Touch Casting Time: 1 round
Duration: 1 round/level Saving Throw: Special

This spell enables a priest to aid and protect any one other being. By touch, the caster removes the effects of fear, sleep, feeblemindedness, hunger, pain, nausea, unconsciousness, intoxication, and insanity from the spell recipient. The recipient is protected against spells and other attacks causing these effects for the duration of the spell. Such effects are negated, not postponed until the spell expires.

When this spell is cast one a being of different alignment and faith that the caster, the recipient makes a saving throw vs. spell (even if willing). If the save is successful, the spell is lost and has no effect. If the spell recipient is of the same alignment as the priest but of a different faith, the saving throw is at -4. If the spell is successful, the exalted recipient receives a +1 moral and reaction/attack bonus. If the spell recipient worships the same deity as the caster but is of another alignment, the saving throw is at -6; a successful exalted recipient gets a +1 moral bonus. A recipient of the same faith and alignment as the caster needs no saving throw, gets a +2 moral bonus for the spell duration, and (if the cleric desires) can radiate a white, blue-white or amber faerie fire radiance for the spell duration (if chosen, the radiance is evoked immediately and cannot be ended before the spell expires).

A priest cannot cast this spell upon himself. The material components of the spell are a flask of holy water and a powdered sapphire of diamond (worth not less than 1,000 g.p.).

Flame Shield (Evocation)  Area of Effect: Special
Level: 3 Components: V,S,M
Range: 0 Casting Time: 3 segments
Duration: 1 round/level Saving Throw: None

This spell brings into being a pulsing 6' high shield of darkness at the end of the druid's hand. The shield is weightless and has no solid existence. Missiles and other weapons and solid objects (including parts of the caster body) pass harmlessly through it. The shield remains attached to one of the druid's hands (chosen in the casting) unless the druid touches another creature's hand and wills control of the shield to pass to the other creature (who must agree to the transfer or it cannot occur).

The shield works against flame. Its touch extinguishes normal torches, flaming oil, and candles instantly. Larger fires are diminished. A fireball striking or exploding around the bearer of a flame shield, for example, does only half damage.

A flame shield coming into contact with a flame shield is harmlessly destroyed. A flame shield can prevent a flame strike only if it is directly in the path of the strike (i.e., over the target head). Flame related illusions, hypnotic patterns, and the like have no effect on any being viewing them through a flame shield.

A magical flaming sword striking through a flame shield encounters no resistance and does normal weapon damage (but not flaming damage). The shield doesn't permanently affect the blade in any way. But the part of the blade that has passed through the shield remains free of flames while any part of the blade is in contact with the shield; thus a flaming sword striking through a flame shield cannot ignite a scroll or other flammable object by touch.

The material components for this spell are a piece of phosphorous, a drop of mercury, and a cobweb.

Forceward (Abjuration)  Area of Effect: Creature touched
Level: 3 Components: V,S,M
Range: Touch Casting Time: 1 round
Duration: 1 round/level Saving Throw: Special

By means of a string of gems, rock crystals, or glass beads and his holy symbol, a priest can call into being a forceward. The air within this spherical area of protection glows faintly; it is barely visible in full sunlight but clearly in darkness.

All creatures except those touched or named by the priest in the spell casting must make a saving throw vs. spells or be forced away from the caster (for 10' per level of the caster), withdrawing immediately. Warded creatures must remain outside the protected area for the spell duration unless they save vs. spell at -3 to successfully break into the warded area (one save per round for each being attempting to enter).

Any creature breaking through the forceward may move and act freely thereafter but cannot confer freedom from the ward to other creatures, even by attempting to drag them along. Any creature may freely leave the warded area but must successful earlier in breaching the ward.

Missiles and spells may be launched freely into and out of the warded area. The forceward ends instantly if the casting priest leaves its confines, is slain or rendered unconscious, or wills the ward out of existence. The caster may engage in spell casting without affecting a forceward; continuous concentration is not required to maintain it. A dispel magic spell destroys a forceward instantly.

Mace of Odo (Evocation)  Area of Effect: Special
Level: 3 Components: V,S,M
Range: 0 Casting Time: 1 round
Duration: 1-4 rounds Saving Throw: Special

By means of a stone, a piece of wood, and two drops of holy water, this spell enables a priest to create a magical mace. A Mace of Odo is actually a mace-shaped construct of force. It is translucent but glows bright white (its radiance equal in effects to a light spell). The mace can be wielded immediatly when casting is complete, or it can be held for up to three rounds. All spells cast at the bearer of a Mace of Odo are absorbed harmlessly by the mace (area effect spells are not affected by such a mace).

A Mace of Odo strikes at +5 to hit and does 3-18 hp. damage (4-24 hp. to undead). Whenever it strikes, or four rounds after the round of its casting (whichever comes first), the mace vanishes instantly in a burst of white radiance. Creatures of 2 HD or less suffer only 1 hp. damage when struck be a Mace of Odo but must save vs. paralyzation or be paralyzed for 2-5 turns.

Mold Touch (Alteration)  Area of Effect: Creature Touched
Level: 3 Components: V,S,M
Range: Touch Casting Time: 3 segments
Duration: Special Saving Throw: Special

This spell empowers the druid to transmute mistletoe, holly, or oak leaves (the material components) into brown mold spores without harm to himself. Any creature touched by the caster within six rounds of casting is infected by brown mold (an attack roll is required; if the druid cannot touch any creature, the mold spores vanish at the end of six rounds). The mold spores created by this spell cannot live on plant or inorganic material. All the spores created by the spell are transferred to any creature touched by the druid. Thus, the druid can infect only one creature per spell (in the event of an accident, it could be a friend or ally).

A mold touches spell does 4-24 hp. damage to the target creature (half that is a saving throw vs. spells is made). Brown mold spreads upon the victim; in the second round after the attack, the mold does 2-12 hp. damage (save for half damage). On every round thereafter, the victim receives a saving throw vs. spells. If the save is successful, no damage is taken and the spell ends. If the save fails, the victim takes 1-6 hp. damage in that round.

Brown mold created by this spell is of limited duration, and a victim cannot infect other creatures, even is intending to do so. Magical cold harms mold created by this spell in the usual manner (but also affects the creatures the mold is growing on).

Seeking Sword (Evocation)  Area of Effect: Special
Level: 4 Components: V,S,M
Range: 30' Casting Time: 7 segments
Duration: 2 rounds/level Saving Throw: None

This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires. The sword forms in mid-air and is animated by the will of the caster (who need not ever touch it), flashing about as it attacks.

The blade is silent (maneuverability class A) and fast (able to catch a Quickling), although it cannot move beyond spell range from the caster. The blade can strike four times per round, doing 2-8 hp. damage each successful hit.

Although it has no attack bonuses, a seeking sword is considered a +4 magical weapon to determine what sorts of beings it can strike. It can strike nonliving objects and can be wielded dexterously enough to lift latches, slide bolts open or shut, turn pages of books, and so on. The caster may freely move the sword from target to target unless physical or magical barriers (such as a wall of force) is in the way, but the caster must concentrate on the blade to maintain its existence and to direct it (other spell casting is impossible).

A seeking sword moves with strength enough to parry and hold back another blade wielded by a strong human or humanoid. It can be used to shatter glass objects, spike open doors, puncture sacks, or search for unseen opponents by sweeping through apparently empty spaces or across windowsills and threshold.

The material components are a drop of mercury and a human hair.

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