Darkbolt
Detect Living
Cloudburst
Favor of Borzig
Hesitation
Kiss of Lysis
Misfired Missiles
Misfortune
Misled Weapons
Moon Blade
Moon Path
Phantom Plow
Plant Lance
Precipitation
Wall of Moonlight
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Detect Living (Divination, Necromancy)
1st level
Sphere: Divination, Necromancy
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 60-foot-radius sphere, centered on caster
Saving Throw: None
This spell discovers emanations of life, making all living things within the area of effect glow with an easily discernible aura visible only to the caster. Intelligence is the main quality upon which the spell focuses, making more intelligent creatures glow more brightly. This spell can detect life that is concealed, disguised (even trapped within solid objects or magical forms), or astral or ethereal, but doesn't reveal the state of the life. This spell gives no hint of the nature, thoughts, or inclination (for example, hostile or friendly) of the life detected.
The spell doesn't allow direct mental contact, and does not detect beings magically shielded from divination-type magic (such as those using an amulet of proof against detection and location), psionically shielded creatures, or the wills of scryers who are not present (such as wizards using wizard eyes or crystal balls). Beings hidden in an extradimensional space are considered to not be present.
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Hesitation (Enchantment/Charm)
2nd level
Sphere: Charm
Range: 30 yards
Components: V, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: 40 foot diameter sphere
Saving Throw: Negate
Creatures affected by this spell pause in uncertainty before executing their intended actions. In a combat situation, this equates to an Initiative penalty equal to one-third the spellcaster's level (rounded down). This reaction penalty begins the round after the spell is cast. In a non-combative situation, the victim pauses one-third of a round (about 20 seconds) per level of the caster before executing an action.
The spell affects 2d4 plus one-half the caster's level in Hit Dice or levels of creatures within the area of effect. All possible victims are allowed a saving throw vs. spell to completely negate the effects. If affected victims leave the area of effect, they still suffer the spell's effects until the spell expires.
The material component of the spell is a fragment of a turtle's shell.
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Precipitation (Alteration)
1st level
Sphere: Elemental Water
Range: 10 yards per level
Components: V, S, M
Duration: 1 round
Casting Time: 4
Area of Effect: 30-foot-diameter cylinder up to 60 feet high
Saving Throw: None
This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) are extinguished. Small fires (torches and campfires) gutter and smoke for a round after the drizzling stops. Bonfires and most magical fires are unaffected. Large magical fire effects (fireball, wall of fire, flame strike) cast into the area during the rain are reduced in the damage they inflict by 2 points per die and create a warm fog that obscures vision in an area 60 feet in diameter. This lasts 1d4+1 rounds, half that in a breeze, and but one round in a strong wind. The precipitation spell has doubled effect in humid climates, causes only slight dampness in arid climates, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing.
The material component for this spell is the priest's holy symbol.
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Favor of Borzig (Alteration, Invocation/Evocation)
2nd level
Sphere: Plant
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: Two plants, vegetables, or pieces of fruit/level
Saving Throw: None
This spell confers instant fertility to plants or doubles the yield of already-mature, growing plants. For example, picked fruits in a basket swell to twice their former size when this spell is cast on them. Tainted, diseased, spoiled, or poisoned plants are rendered wholesome by this spell, but plants naturally harmful to humans are not made safe. Affected plants seem to glow with life and goodness, and their dramatic increase in volume ca break open containers if the chosen produce has strength enough. For instance, cucumbers will burst open a crate or barrel, but tomatoes will explode before such containers give way. This spell can only affect a plant, vegetable, or piece of fruit once. Further castings are ineffective.
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Moon Blade (Alteration, Evocation)
3rd level
Sphere: Sun
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 6
Area of Effect: One sword-like magical construct
Saving Throw: None
This spell brings into being a silent, weightless sword-like construct made of moonlight that extends four feet straight out from the caster's hand. It can't be dropped, transferred to the grasp of another being, or broken. To strike, it has to be wielded as a weapon. The caster's normal THAC0 applies, but a moon blade is considered a +4 magical weapon for the purpose of what kinds of beings it is able to hit. Its strike drains vitality or life force, causing no visible wounds, but inflicting 1d12+4 points of damage. Undead are visibly wounded by a moon blade; their substance boils away from its touch, and they suffered 2d12+4 points of damage per blow.
A successful moon blade strike temporarily scrambles magic. On the round after being hit, victims can't cast spells or call on any spell-like abilities. The functioning of existing spell conditions is suspended for that round, and magical items wielded by the victim don't function for that round.
A moon blade vanishes if its caster is slain or casts any other spell except those that have only verbal components. This spell has no connection with the enchanted items known as moon blades borne and made by some elves.
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Darkbolt (Invocation/Evocation)
4th level
Sphere: Sun
Range: 5 yards per level
Components: S
Duration: 1 round per level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Special
This spell unleashes a 4-inch thick beam of darkness in a straight line from the caster's hand. The beam ends whenever it strikes a creature within range. One darkbolt can be hurled per round until the spell expires or the caster works another spell. A darkbolt inflicts no damage to nonliving things, but chills living creatures for 2d4 points of damage and acts as a one-round hold spell on undead creatures. (A successful saving throw vs. paralyzation negates this effect on undead.) Struck victims are also afflicted with magical silence lasting 1d4 rounds. If a struck creature succeeds at a saving throw vs. spell, it is not silenced, but suffers only the damage.
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Cloudburst (Invocation/Evocation)
3rd level
Sphere: Elemental Water
Range: 10 yards per level
Components: V, S, M
Duration: 1 round
Casting Time: 6
Area of Effect: 30-foot-diameter cylinder up to 60 feet high
Saving Throw: None
This spell precipitates a rush of water out of the air, instantly drenching everything in the area of effect. Normal fires are extinguished. Permanent magical fires go out, but reignite in 1d2 rounds. (Weapons relight in one round.) Fire-based spells of 1st or 2nd level are negated immediately.
Fire-based spells of 3rd level or higher are also negated, but create a steam cloud with a 120-foot diameter. Those within the steam cloud are scalded for 1d3 points of damage per round. Cold-based creatures suffer double this damage. The steam cloud lasts 1d4+1 rounds, half that in a breeze, and but one round in a strong wind.
The cloudburst spell has doubled effect in humid climates, causes a heavy dampness in arid climates, produces slush and sleet at temperatures near freezing, and creates up to 10 inches of snow if the temperature is below freezing.
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Phantom Plow (Invocation/Evocation)
3rd level
Sphere: Elemental Earth
Range: 10 yards per level
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
This spell turns aside the earth in a deep furrow in a straight line as indicated by the caster that extends from next to the caster's feet (or beneath the caster, if the caster is not touching the ground) to a distance of 20 feet per level. The furrow stops if it encounters consecrated ground, and it doesn't form at all if the intended path lies entirely within consecrated ground. It causes all earth bearing an active or latent dweomer that it touches to glow with a brilliant crimson faerie fire for 1d4+1 rounds.
If used as a weapon, it spills all creatures standing on the ground in which the furrow opens into an unavoidable fall and inflicts 1d4 points of damage. A successful saving throw vs. spell results in their taking only half damage. Affected creatures have to make successful saving throws vs. crushing blow fall for all glass or crystal items they wear or carry or the items brake. Creatures buried, burrowing, or in phase in the earth suffers 4d4 points of damage from the contact of a phantom plow and receive no saving throw to mitigate this effect. If a furrow is directed against a wall, it stops, but it strikes the wall as a ram.
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Misfired Missiles (Enchantment/Charm)
4th level
Sphere: Combat
Range: 5 yards per level
Components: S
Duration: 1 hour per level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
The victim of a misfired missiles can't hit any chosen target with any thrown, fired, slung, or otherwise projected missile weapon for the spell duration, though unintended targets are sometimes struck by the victim's use of such weapons. A remove curse, dispel magic, or bless spell cast upon the recipient disrupts this magic and ends the spell.
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Misled Weapons (Enchantment/Charm)
5th level
Sphere: Combat
Range: 5 yards per level
Components: S
Duration: 1 hour per level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
The victim of a misled weapons can't hit any chosen target with melee weapon for the spell duration, though unintended targets are sometimes struck by the victim's use of such weapons. A remove curse, dispel magic, or bless spell cast upon the recipient disrupts this magic and ends the spell.
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Plant Lance (Alteration)
4th level
Sphere: Combat, Plant
Range: 5 yards per level
Components: V, S, M
Duration: 4 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell transforms one plant per level of the caster into an animated, flying spear that flies to attack as the caster directs. The plants transformed can be of any sort, from clumps of moss or lichen to towering trees, but they have to be alive for the spell to work. They are consumed by the spell. The spears can operate only within spell range and flie at MV 27 (A).
When the flying spears reach their target, they strike at THAC0 8 for 3d4 points of damage each. They wither and vanish whenever either their target dies or the spell expiree, depending on which option is elected by the spellcaster at the time of casting. Otherwise, they move with and struck at their target once per round for the duration of the spell without any attention from the caster, who is free to work other magic or engage in other activities without affecting the plant lances. The spears remain categorized as living plants until they wither at the end of the spell's duration and so can be affected by magic that works on plants. They count as +1 magical weapons for purposes of striking creatures that can only be damaged by magical weapons.
The material components of the spell are the plants. Note that if insufficient plants are growing within range, the caster can't generate the maximum number of spears that the spell affords.
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Wall of Moonlight (Alteration, Evocation)
4th level
Sphere: Sun
Range: 5 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: 6" thick vertical plane, 5' x 5' square per level
Saving Throw: None
This magic creates a shimmering tapestry of swirling, pearl-white force. A wall of moonlight is intangible, need not be anchored to anything, and ca readily be passed through. It can be made smaller than the caster's limits if surroundings confine it or the caster wishes to leave an opening beside it, but it can't be dismissed prematurely. The false moonlight of the wall is bright enough to read by and to clearly illuminate its surroundings within 20 feet in all directions. Beings employing infravision can't see clearly through it, though they can sometimes, if the situation allows, shield their eyes and see past it.
A wall of moonlight has the following effects on creatures and items coming into contact with it or passing through it: Undead creatures suffered 4d12 points of damage. Creatures of evil alignment suffer 2d10 points of damage. Magical items glow with a sudden white faerie fire for 1d4+1 rounds; this can't be banished before its duration ends, even if the wielder can normally control the radiance of the item. Finally, magical darkness of any sort is banished and can't be evoked or continue to exist within 40 feet of any part of a wall of moonlight.
If a creature passes through the wall more than once, or pauses in its midst for more than one round, the being suffers this damage for each contact with the wall or round of continuous contact with it.
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Kiss of Lysis (Enchantment/Charm)
5th level
Sphere: Charm
Range: Touch
Components: S
Duration: 1 round per level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
This spell causes the recipient to receive a +3 bonus to all saving throws, ability checks, initiative checks, proficiency checks, attack rolls, and damage rolls and a +15% bonus to all thieving skill checks for the spell duration. A priest must physically touch the recipient with a bare hand to cast this spell, requiring a successful attack roll if the recipient is in battle or not unaware or immobilized. A dispel magic ends the spell prematurely, and its caster can also banish a kiss of lysis by silent act of will.
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Misfortune (Enchantment/Charm)
5th level
Sphere: Charm
Range: Touch
Components: S
Duration: 1 round per level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
This spell causes the recipient to receive a -3 penalty on all saving throws, ability checks, initiative checks, proficiency checks, attack rolls, and damage rolls and a -15% penalty to all thieving skill checks for the spell duration. A priest must physically touch the recipient with a bare hand to cast this spell, requiring a successful attack roll if the recipient is in battle or not unaware or immobilized. A remove curse or dispel magic ends the spell prematurely, and its caster can also banish a misfortune by silent act of will.
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Moon Path (Alteration, Evocation)
5th level
Sphere: Sun
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: 15 feet long per level
Saving Throw: None
This spell enables its caster to create a stair or bridge from one known, visualized spot to another. The effect is a winding ribbon of glowing white translucent force like a glass strip that is from 3 to 20 feet wide as the caster decides (and able to vary in width over its length if the caster desires). It is a maximum of 15 feet per level of the caster long, though the caster can make it shorter if space is constricted. It can climb or descend and sticks to its endpoints unshakably, even if these endpoints are actually empty air above known ground features.
Beings walking on a moon path are protected as follows: They can't be drained of abilities or experience levels (life force), they can't be harmed by normal missiles, they are immune to all enchantment/charm spells (although they can sense enough of a spell effect to identify it for what it does), and they can't fall over or off the moon path, no matter what force strikes it or them.
A moon path needs no supports, can't be shattered or moved by any known force, and is stable enough to cast spells from. It vanishes if struck by a successful dispel magic, if the caster wills it to, or if it has been completely traversed by as many beings as the caster has experience levels. Otherwise, it persists for 1 turn/level of the caster. Beings on a moon path that expires or vanishes are subject to normal falling damage when they strike whatever hard surface is below. A magical barrier of the 6th or greater spell level stops a forming moon path or truncates an existing one where the two meet, but the caster can't choose to banish only a part of his moon path in a similar manner. Loss of one part of a moon path has no effect on remaining parts, even if the loss cuts the path in two.
The material component of this spell is a handful of powdered moonstone.
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Razor's Edge (Enchantment)
3rd level
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 1 edged weapon
Saving Throw: None
When cast upon an edged weapon, this spell alters the edges of the blade, making them thinner and stronger at the same time. This enchantment means that the weapon gains an extra 25% (rounded down to the nearest whole number) of the possible damage to what it actually inflicts. For example, a dagger under the effects of this spell would inflict 1d4+1, while a long sword would do 1d8+2. Each weapon under the effects of this spell is able to strike magical creatures as if it were a +1 magical weapon.
This spell takes an entire round to cast while the priest blesses the weapon. The enchantment lasts for up to 1 turn per level of the casting priest. The priest can end the spell at any time within the duration.
The material component for this spell is the priest's holy symbol and a whetstone, neither of which is damaged by the casting.
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Crushing Force (Enchantment)
3rd level
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 1 blunt weapon
Saving Throw: None
When cast upon a bludgeoning weapon, this spell alters the surfaces, making them thicker and stronger at the same time. This enchantment means that the weapon gains an extra 25% (rounded down to the nearest whole number) of the possible damage to what it actually inflicts. For example, a quarterstaff staff under the effects of this spell would inflict 1d6+1. Each weapon under the effects of this spell is able to strike magical creatures as if it were a +1 magical weapon.
This spell takes an entire round to cast while the priest blesses the weapon. The enchantment lasts for up to 1 turn per level of the casting priest. The priest can end the spell at any time within the duration.
The material component for this spell is the priest's holy symbol and a whetstone, neither of which is damaged by the casting.
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Talon's Might (Enchantment)
3rd level
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 1 blunt weapon
Saving Throw: None
When cast upon a piercing weapon, this spell alters the end of the weapon, making it thinner and sharper at the same time. This enchantment means that the weapon gains an extra 25% (rounded down to the nearest whole number) of the possible damage to what it actually inflicts. Each weapon under the effects of this spell is able to strike magical creatures as if it were a +1 magical weapon.
This spell takes an entire round to cast while the priest blesses the weapon. The enchantment lasts for up to 1 turn per level of the casting priest. The priest can end the spell at any time within the duration.
The material component for this spell is the priest's holy symbol and a whetstone, neither of which is damaged by the casting.
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Heat Forge (Evocation)
2nd level
Sphere: Elemental Fire
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: 1 forge
Saving Throw: None
When cast upon a forge of any type, this spell instantly heats it hot enough to work the metal it was intended for. The forge will stay hot for any amount of time if suitable fuel is used to keep it going (as if it had been heated normally). If no fuel is used, the forge will be hot enough to work metal for up to 2 turns per caster level.
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Moonweb (Abjuration)
5th level
Sphere: Sun
Range: Touch
Components: V, S, M
Duration: 2 turns per level
Casting Time: 8
Area of Effect: One touched creature or opening with a surface area of up to 1 square foot per level
Saving Throw: None
This spell creates a web of glowing, shimmering strands of silvery light. It affects one touched creature or opening (for example, a doorway or window) with a surface area of up to one square foot per level. This moonweb can't be seen through except by priests of the caster's faith and the beings in its protected area, but it does not foil magical means of detecting or locating beings and objects.
Any being, weapon, or spell that strikes a moonweb is forced, violently and immediately, back to its source. This includes beings trying to circumvent such a barrier by means of dimension door or teleportation magics (which are drained and ruined by the moonweb). Weapon attacks directed at or through a moonweb rebound for full damage on their wielders.
Before rebounding, magical weapons do a moonweb 1 point of damage for each point of attack bonus (each "plus") possessed. A moonweb can be destroyed by inflicting 1 point of such magical melee damage per level of its caster upon it or by the application of a successful dispel magic.
Moonwebs repel globes of invulnerability and other magical barriers, but any contact between a moonweb and an anti-magic shell or any prismatic magic instantly destroys both spell effects in a spectacular burst of harmless blue sparks and crawling purple lightning bolts.
If the caster of a moonweb is on the same plane of existence as the moonweb whenever any being or object destroys it or tries to pass it, the caster gains a clear, vivid mental image of the offending object or being. The material components of this spell are a piece of gray or silver hair from any source and a drop of holy water.
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Anti-Vermin Barrier (Abjuration)
1st level
Sphere: Animal, Guardian
Range: 30 yards
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: 10 foot cube
Saving Throw: None
With this spell, the caster creates an invisible force field that repels non-magical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are of less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a summon insects spell.
Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return.
The spell affects a cubic area whose sides are 10 feet times the caster's level (for instance, a 2nd level priest could affect a 20' x 20' x 20' cube).
The material components for this spell are the caster's holy symbol and a rodent's whisker.
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Imbue with Holy Might (Enchantment)
2nd level
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 1 weapon
Saving Throw: None
When a priest casts this spell on a weapon, that weapon is imbued with a limited amount of divine power. That weapon is then more effective against a variety of enemies until the spell fades.
This spell can only be used on non-magical weapons. When so enchanted, the weapon becomes a holy weapon and can cause harm to many creatures. The divine power contained within it has the following effects:
weapon is considered +1 for which creatures it can affect
weapon is considered blessed
weapon inflicts an extra point of damage against evil enemies
weapon inflicts an extra 1d4 points of damage vs. undead
weapon is considered a holy symbol for holding undead at bay
The priest's holy symbol is required for the casting of this spell. It is not damaged by the spell.
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Imbue with Unholy Might (Enchantment)
2nd level
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 1 weapon
Saving Throw: None
When a priest casts this spell on a weapon, that weapon is imbued with a limited amount of divine power. That weapon is then more effective against a variety of enemies until the spell fades.
This spell can only be used on non-magical weapons. When so enchanted, the weapon becomes an unholy weapon and can cause harm to many creatures. The divine power contained within it has the following effects:
weapon is considered +1 for which creatures it can affect
weapon is considered blessed
weapon inflicts an extra point of damage against good enemies
weapon inflicts an extra 1d4 points of damage vs. paladins and good priests
weapon is considered an unholy symbol for commanding undead
The priest's holy symbol is required for the casting of this spell. It is not damaged by the spell.
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Call Undead (Necromancy)
2nd level
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 100 yard radius
Saving Throw: Negate
When this spell is cast, all undead creatures within the area of effect become aware of the caster. Those undead that fail a saving throw versus spells immediately move to attack the priest, ignoring all other potential targets for 1 round per caster level. This spell provides no protection to the priest, but does allow the priest to draw the undead toward him into obstacles and into range for possible attacks by others or for turning.
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Protection from Undead (Necromancy)
3rd level
Sphere: Guardian, Necromantic
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 3
Area of Effect: 10 foot radius circle
Saving Throw: Special
Casting this spell creates an immobile circle of protection around the priest. This faintly glowing circle stops all undead from crossing into the protected area with any part of their body. Spells and abilities that do not rely on touch can still function, but cannot affect the spell itself. The circle of protection will fall if the casting priest ever leaves the area of effect.
The material components for this spell are holy water and the priest's holy symbol (which is not harmed by the spell).
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Ease Pain (Necromancy)
1st level
Sphere: Healing
Range: Touch
Components: V, S, M
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell allows the priest to aid others in overcoming the effects of pain. While affected by this spell, the recipient is able to move and act normally, even if badly wounded. He or she can cast spells, if available, and can gain full benefit from resting, since this spell can brings the pain to a very low level. This spell is also useful for easing the pains of muscle cramps or labor.
Should the recipient of this spell be the victim of pain-causing magic, he or she gains a +2 bonus to their saving throw due to the effects of the ease pain spell.
The material component for this spell is the priest's holy symbol (which is not harmed by the spell).
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