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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.
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