The Great Net PrayerbookI'd like to thank the following people for posting all of theseprayers: alh92@campus.swarthmore.eduJon Broadfield ars3_cif@uhura.cc.rochester.eduPhrixus cl2g@andrew.cmu.eduCharles Anthony (Tony) Leone dkk@mit.eduDavid Krikorian esemeniuk@dahlia.waterloo.eduEd Semeniuk f35437c@saha.hut.fiAki Taskinen gefagan@uokmax.uucpGeoffrey Fagan jarvis@northstar68.dartmouth.eduMark A. Robinson j.d.coleman@newcastle.ac.ukJulian Coleman mrspock@hubcap.uucp??? rterrell@ncratl.atlanta.ncr.comRoger Terrell sater@cis.ohio-state.eduRonald P. Sater tsc0265@rigel.tamu.eduteh "csc outcast" cheng walker@dalcsug.uucpPaul D. Walker wsbusr@eutws1.win.tue.nlBoudewijn Wayers Address unknownBrain Dawson Address unknownScott Neilly When I started out, I was going to put each author's name next to each prayer. Then I started getting two and three copies of the same prayer, and decided to just put their names here, so if you have a question, get in touch with one of these people, not with me. Note that some of the prayers contained in the Great Net Prayerbook have been copyrighted by the author. Permission has been granted by these authors to copy and freely distribute copies of their work, so long as no commercial or barter considerations are obtained in exchange for such copies. All prayers are for personal use only. If you distribute these prayers, you must also distribute these copyright conditions and the names of the authors and editors. After receiving these prayers, I have gone through all of them, edited them to make the format uniform, and to make them more legible. Note that I did not change the wordings in any way, except in some obvious cases of spelling errors. Furthermore, when no level was indicated, I (or cscon113@uoft02.utoledo.edu) just guessed what level it was to be in. Also, in those cases where no school, range, area of effect, or the like was supplied, I made one up. Game Masters should be sure to check these prayers, and make sure they are right for the way you run your campaign. Some are awfully powerful but some could use a little more kick, that is for you to decide. Boudewijn Wayers (wsbusr@eutws1.win.tue.nl). The Great Net Prayerbook! Version 3, June 21st 1991. The following is a list of the new prayers, as they were posted to the net in the last two years or so. First Level ----------- Animal/Bird Call (Conjuration/Summoning) Animal Enmity (Enchantment/Charm) Animal Tracks (Alteration, Enchantment) Coalstone (Alteration) Comprehend Languages (Alteration) Reversible Conjured Weapon (Conjuration) Create Earth (Alteration) Reversible Daryana's Holy Shit (Conjuration) Detect Enemy (Divination) Dieme's Forcing Hand (Alteration) Dispel Fatigue (Abjuration) Faithfulness (Abjuration) Flame Tongue (Enchantment/Charm) Gnat Swarm (Conjuration/Summoning) Grow (Alteration) Guardian Watch (Conjuration/Summoning) Itch (Enchantment/Charm) Quick Step (Alteration) Request Animal (Enchantment/Charm) Rock Jump (Conjuration) Seedling (Alteration) Reversible Sense Direction (Divination) Sharpleaf (Alteration, Invocation) Striking (Invocation) Tracker (Divination) Trance (Divination) Trip (Alteration) Second Level ------------ Bat Sense (Alteration) Command II (Enchantment/Charm) Cure Moderate Wounds (Necromancy) Reversible Detect Invisibility 15' Radius (Divination) Detect Phase (Divination) Detect Style (Divination) Dieme's Forceful Hand (Alteration) Efembe's Spitting Image (Conjuration/Summoning) Flame/Frost Blade (Invocation) Heliot's Healing Sleep (Necromancy) Inaudibility (Alteration) Nausea (Enchantment/Charm) Reversible (Abjuration) Planar Vision (Divination) Protection from Charm, 10' Radius (Abjuration) Resist Eye Contact (Abjuration) Resist Paralysis (Abjuration) Specialisation (Alteration, Invocation) Stone Message (Invocation) Stop (Enchantment/Charm) Summon Swarm (Conjuration/Summoning) Tracking (Divination) Unentangle (Alteration) Weakness (Abjuration, Alteration) Wild Deer Speed (Alteration, Enchantment) Third Level ----------- Aura of Nature (Abjuration, Alteration) Berserker (Alteration, Invocation) Cure Medium Wounds (Necromancy) Reversible Dhalkuir's Diametric Abjuration (Abjuration) Etherealness (Alteration) Heat (Alteration) Reversible Lion's Claw (Alteration) Oxen Strength (Alteration) Protection from Constriction (Abjuration) Protection from Lycanthropes, 10' Radius (Abjuration) Protection from Petrification (Abjuration) Protection from Undead, 10' Radius (Abjuration) Remove Scar (Necromancy) Reversible Root (Enchantment/Charm) Selective Entangle (Alteration, Invocation) Stone Seeds (Alteration) Fourth Level ------------ Adaptation (Abjuration) Awake (Alteration, Invocation) Beppie's Happy Hour (Enchantment/Charm) Cure Serious Wounds (Necromancy) Reversible Detect Curse (Divination) Double Specialisation (Alteration, Invocation) Fearlessness (Abjuration) Fish Command (Charm) Hallucinatory Plain (Illusion/Phantasm) Reversible Meandering Path (Alteration, Illusion) Moonlight (Alteration) Neutralise Gas (Alteration) Reversible Pacify (Enchantment/Charm) Possess Animal (Enchantment/Charm) Protection (Abjuration) Protection From Elementals, 10' Radius (Abjuration) Remove Scars (Necromancy) Reversible Reptile Command (Enchantment/Charm) Sanctum Sigil (Abjuration, Invocation) Fifth Level ----------- Avian Command (Enchantment/Charm) Cure Critical Wounds (Necromancy) Reversible Cure Insanity (Abjuration) Dariod's Vestigial Vine (Alteration) Entreaty (Conjuration/Summoning) Godrage (Alteration, Enchantment) Hidden Champion (Alteration, Enchantment) Karma (Alteration) Kiss of Death (Necromancy) Lightning Strike (Invocation) Mammal Command (Enchantment/Charm) Ostracise (Charm) Quench Flame (Invocation) Raise Energy (Alteration, Invocation) Stonewood (Alteration) Viper's Bite (Alteration) Warp Metal (Alteration) Sixth Level ----------- Adaptation, 10' Radius (Abjuration) Mass Cure (Necromancy) Reversible Polymorph into Tree (Alteration, Enchantment) Protection from Undead (Abjuration) Reversible Sacrifice (Necromancy) Seventh Level ------------- Avatar (Invocation) Awaken Forest (Alteration, Invocation) Death Warrior (Invocation) Henley's Digit of Disruption (Invocation) Lifeforce (Alteration, Invocation) Razorwind (Alteration, Invocation) Treegrowth (Alteration) ********************** * First Level Spells * ********************** Animal/Bird Call (Conjuration/Summoning) Sphere: Animal, Summoning Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: 12" + 1" per level radius area Saving Throw: None This spell allows the cleric to call all animals or birds within the spell effect. The animals or birds will converge upon the cleric within 1d3 rounds. While the spell is in effect, none of the animals or birds will attack each other. While there, the cleric may set one small task for the group to perform. When the spell ends, the animals or birds will peacefully disperse to whence they came. ------------------------------------------------------------------------ Animal Enmity (Enchantment/Charm) Sphere: Animal, Charm Range: Touch Components: S Duration: 1 day Casting Time: 1 Area of Effect: One creature Saving Throw: Negates This spell simply causes the victim to be offensive to animals for the period of one day. Horses will shy or buck, dogs will bark, bulls will charge, birds will aim at them, etc. Note that animals with a close association to the victim won't do anything to hurt the victim, they'll just treat him like you would treat a friend who, for some reason, smelled horrible. ------------------------------------------------------------------------ Animal Tracks (Alteration, Enchantment) Sphere: Animal Range: 0 Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 2 rounds Area of Effect: Caster Saving Throw: None This spell causes the cleric to leave tracks & scents as as the animal specified during casting. The tracks have traces of magic for 3 turns, after which they are indistinguishable from normal tracks. Only non-mythical creatures can be impersonated. A holly berry and some fur from the animal to be impersonated is needed to cast this spell. ------------------------------------------------------------------------ Coalstone (Alteration) Sphere: Elemental (Fire) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 turns Area of Effect: One gem Saving Throw: None When this spell is cast, the cleric enchants a gem, turning it into a coalstone. The coalstone glows and gives of heat. It is hot enough to start a fire, ignite flammable substances and sheds light in a 5' radius. Holding the coalstone will inflict 1 hit point of damage per round unless the wielder possesses some form of protection. The coalstone will burn for 1 day per GP value of the gem used for a maximum of 1 year per level of the caster, after which the coalstone crumbles into a fine powder. Another function of the coalstone is that the caster may opt to cause it to explode. This will cause 1 point of concussion damage for every 100 days left on the duration (save for +) and ignite any flammables within a 5' radius. The material component for the spell is the gem to be enchanted and a sprig of holly. ------------------------------------------------------------------------ Comprehend Languages (Alteration) Reversible Sphere: Divination Range: Touch Components: V, S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: Creature or object touched Saving Throw: None This spell is the same as the first level magic-user spell Comprehend Languages. ------------------------------------------------------------------------ Conjured Weapon (Conjuration) Sphere: Combat Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: One weapon Saving Throw: None When this spell is cast, it brings into existence a weapon of the caster's choice which he can use to fight with. The weapon is a normal weapon with the holy symbol of the god engraved upon it. The weapon has a dim glow upon it which can be faintly seen. The caster, if he is to use the weapon, must be proficient in its use. The weapon can be given to another character to use. If a striking spell is used in conjugation with the conjured weapon spell, then there will be an additional +1 to hit and to damage rolls because of the cumulative effects of the magic of the spells. The conjured weapon then counts as a +2 weapon for purposes of special defense. The weapon stays into existence until the end of the spell or until the caster wishes the spell to end. The verbal component would sound something like, "Oh Great Warrior Kos, give me a broadsword to smite down my foes!", then the gestures made are those to signify the casters intent. ------------------------------------------------------------------------ Create Earth (Alteration) Reversible Sphere: Elemental (Earth), Summoning Range: 1" Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None By this spell, the caster creates up to 3 pounds per level of stone or 1 cubic foot per level of sand, dirt, or dust. The stone can be solid or lose gravel. The reverse, Destroy Earth, will destroy a like amount of earth or stone. Magical creatures are allowed a save vs. magic or take 1 point damage per level of the caster. The material component is the cleric's holy symbol. ------------------------------------------------------------------------ Daryana's Holy Shit (Conjuration) Sphere: Creation Range: 10' Components: V Duration: Permanent Casting Time: 1 Area of Effect: 3-inch radius sphere Saving Throw: None This spell was granted to Daryana, third level priestess of the goddess of magic, after she had repeatedly, loudly, requested it. Upon uttering the verbal component - already mentioned in the spell's name - two things can happen. If cast consciously, the spell can be targeted and takes effect immediately. In this case, some faeces appear anywhere within the range of the spell. If this spell was memorised, and cast unconsciously, the spell's effect is delayed for up to 1 hour while the place of impact is anywhere within 10' around the unfortunate caster, both at the DM's discretion. ------------------------------------------------------------------------ Detect Enemy (Divination) Sphere: Divination Range: 0 Components: V, M Duration: Instantaneous Casting Time: 2 Area of Effect: 1" per level radius area Saving Throw: None By casting this spell, the cleric may determine whether there are creatures within the area of effect that bear hostile intent toward him. The spell will reveal the direction of the creatures, even if they are invisible, ethereal, astral, or out of phase. Note that this spell does not reveal anything about the alignment or motives of the creatures in concern. ------------------------------------------------------------------------ Dieme's Forcing Hand (Alteration) Sphere: Combat Range: 3" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: 1/2 By this spell, the caster throws a stone hand at the target. The stone hand will then make a crackling noise and show blue lightning as it flies towards its target. When it hits, it will do 2 points per level of impact damage. Upon casting this spell, the caster throws the hand and says "to arms". This spell (like "magic missile") always hits. The material component is a carved (or created) stone hand. ------------------------------------------------------------------------ Dispel Fatigue (Abjuration) Sphere: Healing Range: Touch Components: V, S, M Duration: 3 turns per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None This spell removes fatigue from the affected creature and protects it from tiring further for the spell duration. However, once the spell expires, the recipient must rest for the amount of time spent in strenuous activity (i.e., running, melee combat) while under the spell. No damage sustained is restored, including broken or sprained limbs, i.e., you still can't run on a sprained ankle. The spell is also ineffective against magically or psionically caused fatigue (such as Ray of Enfeeblement), or against subdual damage. ------------------------------------------------------------------------ Faithfulness (Abjuration) Sphere: Guardian, Protection Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 round Area of Effect: Caster Saving Throw: None This spell acts as a Phylactery of Faithfulness in that it will alert the cleric to any action or item which will adversely affect his alignment and standing with his deity, if a prior moment is taken to contemplate the action. Furthermore, if the cleric is forced by some form of possession or domination to act contrary to alignment, the spell bestows a 10% chance per level of breaking free of the mind control, as well as a saving throw to not carry out the offending act. ------------------------------------------------------------------------ Flame Tongue (Enchantment/Charm) Sphere: Charm Range: 0 Components: V, M Duration: 1 round per level Casting Time: 5 Area of Effect: One or more persons listening Saving Throw: Negates This spell grants the caster the ability of fast talking: during the spell's duration, the caster is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the caster. Note that all hearing the caster will be affected by this fast talking: party members are affected too. The second use of this spell is to increase the morale of hirelings, followers and henchmen: prior to a fight, the priest can encourage them by talking vividly for one round, thus increasing their morale by two points plus one for every two levels above first, up to a maximum of 5. Thus, a fifth or sixth level priest will increase the morale by 4 points. ------------------------------------------------------------------------ Gnat Swarm (Conjuration/Summoning) Sphere: Animal, Summoning Range: Sight Components: S, M Duration: 1d4 + 1 rounds Casting Time: 1 Area of Effect: One creature Saving Throw: None The cleric can summon a swarm of gnats to bother and harass the victim for the duration of the spell. For example: a man is stalking Bob-the-wonder-druid through the forest. The fellow gets closer than Bob would like, and, unless he acts fast, is liable to get spotted (a situation he'd like to avoid.) The man has a 30% chance to spot Bob normally, but with the swarming gnats, his attention is elsewhere, so his chances are cut to 15%. The material component for this spell is a dead gnat. ------------------------------------------------------------------------ Grow (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: Permanent Casting Time: 2 rounds Area of Effect: One plant Saving Throw: None The cleric can cause a single plant to show a week's worth of growth in one day. This spell can be cast at most once per day per plant. The material component for this spell is some furtiliser or humus, and some water, to be given to the plant (the components are not consumed by the spell, but they are by the plant). If the cleric wishes to continually cast this spell, then he should be prepared to furnish additional fertiliser and water to sustain the plant. ------------------------------------------------------------------------ Guardian Watch (Conjuration/Summoning) Sphere: Elemental (Earth), Summoning Range: 3" Components: V, S, M Duration: 8 hours Casting Time: 1 round Area of Effect: 2" radius sphere Saving Throw: None This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1 pound, the elemental will cause the ground to shiver and wake people up (detection of creatures is by movement and vibrations across the ground). The elemental can also form a hand and try to trip intruders (the guardian is semi-intelligent and can remember simple commands from the caster, i.e. like who the party members are). The guardian is hard to detect and will almost always trip from surprise. Opponents get a save vs. magic to avoid tripping - a save means they just felt something trying to grab their leg. The material components of this spell are the cleric's holy symbol and a live worm. ------------------------------------------------------------------------ Itch (Enchantment/Charm) Sphere: Charm Range: 30 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Causes the victim to have an irresistible urge to scratch, if he, she or it fails its saving throw. This can be cast on any sort of animal that might have to scratch, and dogs save at -4. This spell works with embarrassing effectiveness on armoured folks. The actual location of the itch is semi-random (i.e. GM rolls a dice, pretends it matters, then does whatever (s)he likes). Most of the time, though, it's on the back, the foot, or, on the odd occasion, less appropriate places. ------------------------------------------------------------------------ Quick Step (Alteration) Sphere: Charm Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 Area of Effect: One creature Saving Throw: None This spell allows one creature to be able to run at full speed without getting tired over stone, dirt, or grass. At the end of the duration, the creature must stop for 1 turn for each hour it was running. During this time it can do nothing except drink liquids and small, light portions of food. At the end of this resting period, the creature will start to regain enough energy to be able to carry on normal activities (i.e. eat, walk, etc.). When the creature has stopped for a time equal to the time it ran, it will be able to carry on all activities without penalty (i.e. fight, run, etc.). This spell will work on horses, pack animals, etc. The material component for this spell is a small piece of leather. ------------------------------------------------------------------------ Request Animal (Enchantment/Charm) Sphere: Animal, Charm Range: 10 feet Components: V, S, M Duration: Instantaneous Casting Time: Special Area of Effect: One animal Saving Throw: Special By casting this spell, a cleric can ask a particular animal for a favour. The caster must have some sort of enticement for the animal to actually perform the favour, because the animal can opt not to carry out the cleric's wishes. The casting time of this spell is 1 plus the time necessary to make the request, which may take no longer than one turn. This spell does not empower the priest to actually speak the animal's language. For example: If a cleric spotted an owl, the cleric could request the owl to, if it saw any other humanoids around, fly back and alert the cleric. An appropriate offering might be some choice part of a rabbit, a mouse, or some other form of owl snack food. If the owl was actually required to fly patrol all night (and forego hunting, a favourite owl activity) then probably the owl would turn him down no matter what the cleric offered. ------------------------------------------------------------------------ Rock-Jump (Conjuration) Sphere: Creation Range: 100 yards Components: S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None With this spell, the cleric can cause a rock to find its way into the shoe of the victim. If the victim has no shoes, the spell causes a thorn or something to stick into the foot of the victim. The material component for this spell is a small stone of thorn, that is to be thrown in the direction of the victim. It is consumed in the victim's shoe or foot. ------------------------------------------------------------------------ Seedling (Alteration) Reversible Sphere: Plant Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: Special This spell causes one tree seed or seedling per level of the caster to be specially blessed by the caster's god. When the spell is cast upon a seed or seedling and planted in the ground, it will immediately start to grow at an astonishing rate. It will grow to a total height of 2'+ 1 foot per level of the caster in the period of one turn. A tree thus "blessed" by this spell will grow to be a large, healthy tree, highly resistant to both parasites and disease, and will have a much longer lifespan than the ordinary trees of its type. The reverse of this spell, tree shrink, causes one tree to be reduced in height by the above amount. If this is cast upon a "monster" tree then it gets a save vs. spells. If the tree saves, there is no effect. If the tree fails, then the tree is reduced in HD by the level of the caster. The spell can be cast in two ways. The first way takes 1 round per seed or seedling to cast and be planted. The other way takes 9 segments per seed or seedling to cast. The spell is then finished at a later time by completing the final gestures (1 segment per seed or seedling) and then planting the seeds or seedlings. There is no limit to the time in between the original casting and completion in this variation. Anybody can complete the final gestures needed to complete this spell. The seeds or seedlings are most commonly used for gifts or reforestation projects as needed. The trees around a cleric grove tend to be of this type. ------------------------------------------------------------------------ Sense Direction (Divination) Sphere: Divination Range: 0 Components: V, S Duration: Instantaneous Casting Time: 6 Area of Effect: Caster Saving Throw: None By use of this spell, the cleric is able to divine exactly what direction his home grove is in relation to his current position. Only direction is known, not distance. The component for this spell is a oak leaf (from the home grove) suspended by a spider silk thread. ------------------------------------------------------------------------ Sharpleaf (Alteration, Invocation) Sphere: Combat Range: 2" Components: S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: 3 leaves per 4 levels Saving Throw: None Using this spell, the cleric causes oak leaves to become rigid and extremely sharp. These Sharpleaves can now be wielded or thrown as daggers. If the leaves are crumbled before the spell is cast, then the resulting pieces are similar to caltrops, doing 1d2 points each. One leaf can cover 5' square, with 1d4 hitting the first creature to enter. ------------------------------------------------------------------------ Striking (Invocation) Sphere: Combat Range: 0 Components: V, M Duration: 5 rounds + 1 round per level Casting Time: 2 Area of Effect: One weapon per 4 levels Saving Throw: None The use of this spell calls down upon a specially consecrated weapon of a believer, the benediction of his deity. This spell only works for those of the same faith as the caster and the weapons used must have been previously dedicated to that deity through a Ceremony spell. Once these conditions have been met, the spell endows the weapon with a glowing, magical aura that inflict an additional 1d6 points of damage per blow struck. This additional damage will affect creatures that are struck only by magic weapons of +2 or less (while the weapon itself may do no damage to these creatures). Note: this spell will not affect weapons which are +2 or better. The material components are the cleric's (un)holy symbol and the consecrated weapon. ------------------------------------------------------------------------ Tracker (Divination) Sphere: Divination Range: 1' per level Components: V, S, M Duration: 2 hours per level Casting Time: 1 round Area of Effect: One object Saving Throw: Negates This spell allows the caster to place an enchantment on an object. The caster will then know, for the duration, the direction and relative distance to the object. The object can be up to a mile away before the spell fades away. The spell will last until the spell duration expires or it is dispelled. If the object is on a unknowing recipient at the time of casting, then (and only then) does the carrier get a save. The material component is the object to be tracked. ------------------------------------------------------------------------ Trance (Divination) Sphere: Divination Range: 0 Components: S Duration: 8 rounds Casting Time: 1 round Area of Effect: 100 yards radius area Saving Throw: None The cleric goes into a meditative trance, and, after being in this trance for one round, can feel the presence of the spirits in the area -- including the spirits of the animals in the area. For example: If, say, a troll happened to be within 100 yards of the caster, the caster would certainly know that something large and fell is in the area, but, unless the caster had come into contact with the spirit of a troll before, wouldn't know what it was. ------------------------------------------------------------------------ Trip (Alteration) Sphere: Plant Range: 100 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: One 10-foot per level long square Saving Throw: None Actually, this is a low-budget Entangle spell. However, the effectiveness of this spell depends upon the amount of underbrush in the area of effect. In a bramble of thorn-bushes, it is as effective as an entangle spell. On a putting green, it has no effect at all. *********************** * Second Level Spells * *********************** Bat Sense (Divination, Alteration) Sphere: Divination Range: Touch Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 5 Area of Effect: One creature Saving Throw: None When this spell is cast, it enables the recipient to be able to sense objects, creatures, etc. around him as a bat would (i.e. by the reflection of sound waves). To use this ability, the recipient must spend one round "switching" his sensory input. While using this capability, he must keep his eyes closed. This spell will reduce a thief's move silently percentages by 50%. Also invisible creatures may be "seen" using this spell. The recipient can "see" things up to 60' away from him. When using this ability, if the recipient is within the effect of a shout spell, horn of blasting, or similar phenomenon, then he must make a save versus death or be stunned for 1d6 rounds and have a 40% chance of becoming deaf (eardrum ruptures). ------------------------------------------------------------------------ Command II (Enchantment/Charm) Sphere: Charm Range: 3" + 1" per level (and within hearing range) Components: V Duration: 2 rounds Casting Time: 2 Area of Effect: One creature Saving Throw: None This spell is an improved version of the Command spell (see the first level priest spell Command). The differences are: the range (as noted above), the duration (as noted above), and that only those creatures with a 15 and above intelligence or 6 HD get a save. ------------------------------------------------------------------------ Cure Moderate Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None This spell is a more potent form of Cure Light Wounds. When the caster lays his hands upon the creature to be touched the spell cures 3-17 (2d8+1) HP of damage. The reverse of this spell, cause moderate wounds, does the above amount of damage if the caster succeeds in touching the victim. Otherwise this spell is the same in all respects as a Cure Light Wounds spell. ------------------------------------------------------------------------ Detect Invisibility 15' Radius (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 4 Area of Effect: 15' radius sphere Saving Throw: None Except as noted above, this spell is the same as the second level magic-user spell, Detect Invisibility. Note the spell allows only the cleric to see invisible creatures, and only those within the specified radius. The material component of this spell is a pinch of any fine powder such as talc. ------------------------------------------------------------------------ Detect Phase (Divination) Sphere: Divination Range: 12" Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Person touched Saving Throw: None When this spell is cast, the person touched can see and perceive any creature that is out of or in a different phase than that of the spell recipient. This means that the person touched will see clearly such creatures with special defenses such as displacement, blinking, duo-dimension, astral, or etherealness and those who can shift out of phase, such as a phase spider. Furthermore, if the person touched has means to attack such creatures, he will have none of the ill effects that normally occur when trying to attack (i.e. the person touched would know the exact location of a displacer beast, or where the phase spider is etc.). The information cannot be communicated to his fellows by words. The material component of this spell requires, in addition to the caster's holy symbol, a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell. ------------------------------------------------------------------------ Detect Style (Divination) Sphere: Divination Range: 30 yards Components: M Duration: Instantaneous Casting Time: 2 Area of Effect: One or more creatures Saving Throw: Special This spell has two uses: if cast on more than one creature, this spell will make the one, highest in rank, known to the caster. If all creatures, which must be in sight, are of equal rank, or there is a tie for the highest rank, no one will be detected. Note that the highest in rank need not be the most powerful of the scanned creatures. In this case, there is no applicable saving throw. The second use of this spell is to determine the exact rank of a specific creature: if the spell is cast on one creature only, the caster will know the rank of the targeted creature. If the caster is unfamiliar with the hierarchical structure of the victim's society or organisation, he will only feel a general indication: something like "no rank", "officer" or "very high rank" would be appropriate descriptions. Note that nothing is revealed about the victim's level of experience e.a. The target gets a saving throw, that will negate the spell. ------------------------------------------------------------------------ Dieme's Forceful Hand (Alteration) Range: 4" + 1" per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Special This spell is like the first level spell except the fist is a lot larger (about 6' high) and more forceful. The base damage is 2d6 +1 per level for small or medium, and 3d6 + 1 per level for large creatures. The creature saves for 1/2 damage, and those that fail are affected as follows: Large:Creature falls down. Medium:Creature pushed back 4+1d4 feet, Dex check to stay on feet. Small:Creature thrown back the number of feet equal to the damage they took. They also take another 1d6 points of damage when they land. This spell does not insure a safe landing, and if the creature is in a position where a fall would do extra damage, like mounted on a horse for example, extra damage may occur. The material component is a carved (or created) stone hand. ------------------------------------------------------------------------ Efembe's Spitting Image (Conjuration/Summoning) Sphere: Protection (reversed) Range: Touch Components: V, S, M Duration: 1 week per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Upon casting this spell, the caster spits on his fingertips and smears some spittle on the target's forehead. This bestows a curse on the victim: every time he looks into a mirror or another reflecting surface during the spell's duration, his mirror image will spit into his face. Note that a Remove Curse will dispel this spell. ------------------------------------------------------------------------
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