More money means no more popups, it's that simple. Help us today!

 
 
Site Navigation

Back to RPGC Main
Back to RotD Main
Contact Webmaster
RPGC Forums
RotD Forums
Message Board Rules
IRC RP Rules

Spells Navigation

Back to Library Main
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7

Webmaster

Dragon Ninja
•ICQ#34140852

Advanced Dungeons and Dragons Spells

Third level priest spells

Air Column
Components: V 
Range: 60 feet 
Casting Time: 1 
Duration: 1d4 rounds 
Saving Throw: Neg. 
Area of Effect: 60 feet high, 30-foot radius cylinder 
Sphere: Elemental (Air) 
With the utterance of a word the priest can create a column of air that can perform two functions. One, it can be used as a cushion if the priest is falling. If the priest casts while falling a column of air supports him (and anyone in a 30-foot radius). This column slows his decent as if he had fallen 60 feet less. If the distance fallen is 60 feet or less the creatures caught in the area of effect are set down on the ground (on their feet, paws, etc.) at the end of the duration. The second use lifts people who are on the ground and buffets them with in the column. Creatures caught within the column are unable to cast spells or use missile weapons but they can use melee weapons at -4 and creatures outside the column are at -2 to hit those trapped inside, due to the random motion of those inside. Also people outside the area of effect are not able to fire missile weapons through or into the column. If they use melee weapons on creatures within the column they must make a Strength check at +2 to hold onto their weapon.

Air Lance
Alteration
Components: V,S,M (a small fan)
Range: 0 
Casting Time: 4 
Duration: 1 round/level 
Saving Throw: Special 
Area of Effect: Line or Cone (see below) 
Sphere: Elemental (Air) 
This spell creates a force of air directed by two of the priest's arms. The line version of this spell creates a 90-foot "lance of air" which strikes the target if the priest rolls to hit AC 10 minus Dexterity adjustments for target. The force of the blow causes 3d6 points of damage and causes the target to make a Dexterity check with modifiers as below. This version opens doors as a 20 Strength. The cone version has a width of 5 feet at the base and 60 feet at the end of the cone, and a length of 60 feet. All in the area of the cone take 1d6 points of damage (save vs. petrification to avoid) and are knocked over unless they make a Dexterity check +1, using the modifiers below. 
Target is or has Modifier
Smaller than man sized -1
Larger than man sized +2
Strength under 12  -1
Strength of 18 +1
Strength of 19 +2
Strength of 20 +3
Strength over 20 +4
4 or more legs +3
Under 100 pounds -2
Over 1000 pounds +2
Other modifiers may be applied at the DM's discretion, such as a target on a ledge, off balance, embraced, etc. This spell was originally created by a Thri-Kreen who would use his bottom two arms to "scoop" up air and use his top two arms to "aim" the lance. Similar somatic gestures should be used for two-armed creatures.

Animal Healing III
Reversible 
Components: V, S, M 
Range: 10 feet per level 
Casting Time: 5 
Duration: Permanent 
Saving Throw: None 
Area of Effect: One animal 
Sphere: Animal, Healing 
This spell is the same as Animal healing I, but heals or deals 3d8+3 damage instead.
Author: Kai Rottenbacher

Animal Sense
Components: V, S, M 
Range: 0 
Casting Time: 2 
Duration: 5 rounds per level 
Saving Throw: Negates 
Area of Effect: Creature touched 
Sphere: Animal 
This spell offers a touched creature a single sense of another creature. This sense must be from any animal. For example, the sense of a bat will give absolute radar power in any circumstances. The creature can understand what it receives by the new sense if it succeeds at an Intelligence check. If it fails, it misinterprets the sensory input. Once a number of 20 Intelligence checks (with a minimum of one check) have succeeded, the creature no longer needs to make any Intelligence checks again for this sense, unless a special situation arises: say you had gained the nose of a bloodhound and followed a trace through a swamp; suddenly you come upon a large patch of aniseed (which is incredible irritating to dog noses), in this case you would have to succeed at an Intelligence check again (normally even with a hefty subtraction). 
It is possible to have up to one additional sense per 3 Intelligence points of the recipient creature; for each new sense the Intelligence checks of all senses are reduced by 2 (this simulates the strain on the brain of trying to cope with so many new sensory inputs). The material components are the holy symbol of the priest and a tiny bit from the animal from which you desire to gain the sense.
Author: Kai Rottenbacher.

Animate Wood
Components: V,S,M 
Range: Touch 
Casting Time: 1 
Duration: 1 round 
Saving Throw: None 
Area of Effect: Special 
Sphere: Plant 
This spell allows the priest to bend wood to his will, making it supple and flowing, altering the shape of the wood permanently (though the form created must bear some semblance to the original form of the wood). A living tree may be animated at five feet (height) per level. Dead wood may be animated at a rate of two arrow shafts per level. The wood may be made to grasp, entangle, or attack as club.

Aura of Nature
Components: V,S,M 
Range: 0 
Casting Time: 1 
Duration: 1 round/level 
Saving Throw: Special 
Area of Effect: 1d12 HD of undead/level 
Sphere: Plant 
When this spell is cast, it surrounds the priest with an overwhelming aura of life. This aura is comforting to woodland creatures (+25% on reaction roles) for it is the sensation of life which puts the animals at ease with the priest. This, however, is not the principle purpose for the spell. Its primary use is to turn undead. Undead creatures find this sensation emanating from the priest's aura very distasteful. When undead encounter this sensation, they are usually repulsed. This occurs if the priest succeeds in turning undead as a priest does. If the die roll "to turn undead" does not succeed then the undead are not repulsed. The priest's level is the level used to determine the effect of the turning. This is only the case if the priest is in natural surroundings (such as forest, underground caverns and caves, or plains etc.). If the priest in in his own consecrated grove, then the priest gets a +4 modifier to the die roll to turn undead and in addition is allowed to turn twice the normal number of undead. If the priest is in an unnatural surrounding (such as buildings or the astral and ethereal planes of existence) then he turns undead as a priest two levels lower then his current level. This is because the influence of nature is reduced in these surroundings (note: in some man-made surroundings there may not be a reduction because of the circumstances - a
man-made garden for example). Source: Paul D. Walker & Brian Dawson

Clay Beast
Components: VSM (a bit of clay)
Range: 30 yards
Casting Time: 2 rounds 
Duration: 2 rounds per level
Saving Throw: None 
Area of Effect: Special 
Sphere: Elemental (Earth), Summoning 
This spell enables a priest 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. 
Author: Tim Rightnour <garbled@indirect.com>

Lust
Reversible 
Components: VS
Range: 50 yards
Casting Time: 3
Duration: 1d3 rounds + 1 round per level
Saving Throw: Negates 
Area of Effect: One Male 'Person' 
Sphere: Charm 
This spell will cause a male to kiss and hug the nearest person and not let go. The target will follow his victim until the duration of the spell. The seductress must be careful not to cast this spell near herself. The reverse of this spell, hate, will cause the target to attack the closest person (this may even be the caster) in the area for no reason. If he kills this target, he will attack more victims until the spell has expired. 
Author: Lord Skigg <camplte@wkuvx1.bitnet

Status
Components: VSM (a miniature paper crown)
Range: 0
Casting Time: 1 round
Duration: 1 week
Saving Throw: Neg.
Area of Effect: The priest
Sphere: Charm
This spell causes an amount of damage equal to ten percent of a subject creature's current hit points (rounded down), to creatures of a level lower than the priest's level on a failed save versus magic when the creature failed to either address the priest or refer to the priest as he requests.