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Advanced Dungeons and Dragons Spells
Fourth level priest spells
Adaptation
Components: V,S,M (a vial of holy or unholy water ingested by the spell
recipient)
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Creature touched
Sphere: Protection
This spell exactly duplicates the effects of a Necklace of Adaptation for
the specified duration.
Air Pocket
Components: V, S
Range: 0
Casting Time: 4
Duration: 1 hour per level
Saving Throw: None
Area of Effect: 20-foot cube
Sphere: Elemental (Air)
This spell creates an area of pure, clean air in the location the caster
desires. The air pocket appears in a 20-foot cube and remains stationary
in the location it was cast. It cannot be made to move with the caster.
The cube is self contained, and will keep out surrounding air or water.
This makes it a useful spell to cast underwater, in wildspace, or around
poisonous gas. The cube will only keep out liquids, gases, and outside
air. Humanoids, creatures, and objects can pass through freely. The air
in the cube will remain fresh for the duration of the spell.
Author: Steve
Bartell
Analyze Element
Level: 4
Components: V, S, M (a gold coin)
Range: 5 feet per level
Casting Time: 1 round
Duration: Instantaneous
Saving Throw: None
Area of Effect: Special
Sphere: Elemental (All)
Using this spell, the elemental priest can analyze some non-magical amount
of his own element and learn its components.
- Air priests can learn the ingredients of gases and other similar material
within range.
- Earth priests can analyze an amount of any mineral, metal, gem, etc.
- Fire priests have somewhat limited options. They can only inspect a
fire or smoke and learn about the source of it (what kind of material
is burning) or learn about the temperature of a place.
- Water priests can learn the ingredients of any liquid solution.
If the caster is of twelfth level or higher he can also examine magical
items or materials (or magical fire in case of the fire priest). In all
cases, the caster can later try to construct the material examined, if
he has the proper ingredients.
The substance to be affected must be in a single body (one flask of liquid
or one solid mixture). This spell was designed for the Dark Sun campaign
world. Any monetary units are for Dark Sun, increase where appropriate.
Animal Haste
Reversible
Components: V, S, M (holy symbol)
Range: 10 feet per level
Casting Time: 4
Duration: 3 rounds + 3 rounds per level
Saving Throw: Negates
Area of Effect: One animal per level in a 60-foot square area
Sphere: Animal
This spell is similar to the 3rd-level wizard spell haste with the following
changes:
- it only affects animals (even animals that are polymorphed or shapechanged
wizards or priests; they lose this speed once they change into another
form which is not an animal),
- it does not cause ageing of the animals,
- it is cumulative with one haste of the normal type but not with itself.
The reverse of this spell, slow animal, is similar to the reverse of haste,
with the same provisions as above. Author: Kai
Rottenbacher
Animal Healing IV
Reversible
Components: V, S, M
Range: 10 feet per level
Casting Time: 7
Duration: Permanent
Saving Throw: None
Area of Effect: One animal
Sphere: Animal, Healing
This spell is the same as Animal Healing I,
but it either cures all hit points of the animal, or reduces it to 1d4
hp instead.
Author: Kai
Rottenbacher
Area Effect Withdraw
Components: V, S, M
Range: 10 feet per level
Casting Time: 4
Duration: Special
Saving Throw: Negates
Area of Effect: One creature/level in a 2-foot/level radius sphere
Sphere: Time
This spell is similar to the 2nd-level withdraw. It affects one creature
per caster level in the sphere of effect. The restrictions are also the
same: the creature is not able to move from the space it was when the
spell was cast, it cannot cast any non-personal spells (except cure light
wounds), it cannot cast any spells on others. If any of the previous are
tried, the creature immediately returns to the normal time frame when
it starts the prohibited action. For all those affected by this spell
they will have additional time to think about a problem, to rest, to cast
personal spells, etc. The time that passes is real for all purposes. In
the one-round duration of the spell one round per level of the caster
passes for those affected by the spell. Thus, if it were cast by a 10th-level
caster, all those affected would have 10 minutes = 1 turn to prepare weapons,
cast personal spells, etc. within one minute. The caster can choose which
creatures are to be affected by this spell. If this effect is not desired,
the creature may save versus spell to resist this spell. The material
components are the holy symbol of the priest plus the sand from an hourglass
which has lain still for one year in water.
Author: Kai
Rottenbacher
Awake
Components: V,S,M
Range: 0
Casting Time: 5
Duration: Permanent
Saving Throw: None
Area of Effect: 30-yard radius sphere
Sphere: Healing
When this spell is cast, the priest invokes the blessings of his deity
and claps his hands sharply once. The sound of the clap allows all creatures
within the area of effect who hears it to awaken. Sleeping (naturally
or magically induced) creatures will wake up. Those under the influence
of mind affecting drugs/substances will become coherent for 1 round per
level of the priest. Creatures who's minds are under some sort of foreign
influence (i.e. Charmed, Hypnotised, Dominated, Enthralled, etc. but not
Possessed) get a second saving throw. In any case, all creatures within
the effect will experience a temporary clarity of thought. Note, this
may make the subject more vulnerable to any mind based earsdropping such
as ESP or empathy. The material component for this spell is a 1000 GP
gem hanging on a chain which must be wound around the priest's hand while
he
claps.
Eye of Set
Components: VSM (an eye of a creature killed no
longer than one hour before the spell is cast)
Range: 20 yards per level
Casting Time: 5
Duration: Special
Saving Throw: Negates
Area of Effect: One creature
Sphere: Necromantic
The target of this spell comes under the eye of
Set and will become sick and slowly waste away. The target loses 1 point
of Strength and Constitution per day and 1 HP per day. This cannot be
healed. It stops when a remove curse is cast, which has 10% chance of
curing per level of the caster while a heal always cures. After the remove
curse or heal, lost hit points can be healed normally and lost Strength
and Constitution points recover at a rate of one per day.
Author: Thomas Huijer <v912451@morrien.si.hhs.nl>
Hallucinatory Plain
Reversible
Components: VS
Range: 80 yards
Casting Time: 6
Duration: Permanent
Saving Throw: None
Area of Effect: 40-yard long square/level
Sphere: Charm
This spell is identical to the Hallucinatory Forest
spell (q.v.) save that the priest causes an area to appear as if it is
a relatively flat plain or clearing. The greatest uses for this spell
would be to hide a forest to protect or trap others. Other uses would
be to hide a chasm, mine, or to extend a cliff...
Source: Paul D. Walker
Invoke Lolth
Sphere: Divination Range:
0 Components: VS Duration:
special Time: 1 round Effect:
caster only ST: no
This spell can only be used by drow priests. It
invokes the attention of the drow goddess Lolth upon the caster, for the
duration of one fight. It must be cast during the fight or immediately
before. If the priest defeats his/her opponents, he/she gains a non-cumulative
+2 bonus to all saving throws for one day per HD/level of the enemy. If
the caster is killed, he/she immediately comes back as a drider, with
full HP. Source: Zappo
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