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Dragon Ninja
ICQ#34140852
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Advanced Dungeons and Dragons Spells
Fifth level priest spells
Air Messenger
Components: V, S, M
Range: 1 mile
Casting Time: 3 rounds
Duration: Special
Saving Throw: Special
Area of Effect: Special
Sphere: Elemental (Air)
The air priest uses this spell to summon a small flying animal that can
serve him as a messenger. The animal must have at least animal Intelligence
and be within range (a hawk, an eagle, etc.). The DM decides if one exists.
If the animal has more than 5 HD or possess more than 12 Intelligence, it
gets a saving throw to negate the summons. The spell confers the animal
a very limited ability to send thoughts, as per the telepathic devotion.
The caster can name a specific person, whom the animal will try to locate
and deliver a small message, up to one word per level of the caster. The
specification need not to be very specific. "The mul Farggon in the
merchant district of Tyr" or "the human Kalarrog in Ledopolis"
will suffice, if there is only one mul Farggon or only one human Kalarrog
in these places. Description can be made more detailed, at the DM's option
(common sense should be used, 40 or 50 words is usually the maximum). To
deliver the message, the animal must get closer than 10 feet from the target,
at which point the ability to send thoughts is activated. The animal is
then free to go as it wishes. Note that the target must be conscious and
able to understand the sent thoughts, or the spell does not expire. It is
possible for the animal to be slain by natural predators or other hazards,
as specified by the DM. Base chance is 10%, modified by the place and time
of the casting, the recipient's place and other such factors. It is possible
for the chance of failure to get as high as 80% or even more.
Note that the caster does not learn if the messenger succeeded. Casting
of this spell for any reason other than to deliver a message is an evil
act (if one summons the animal for food, for example). This spell was designed
for the Dark Sun campaign world.
Author: Dimitris
Xanthakis
Animal Merge
Components: V,S,M
Range: 30 yards
Casting Time: 3 rounds
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: One natural creature
Sphere: Animal, Charm
By use of this spell, the druid (this spell only functions for druids)
is able to merge his body into that of an animal, forcing the creature
to behave according to his will. The creature must be a normal creature
and have fewer hit dice than the druid has levels. The animal is allowed
a saving throw versus spell (at +4 if the druid does not know the animal,
normal otherwise), and if successful, the spell has no effect. However,
if the druid first assumes the form of the type of animal he wants to
merge with (by using his shape changing ability), no saving throw is allowed.
Once the druid and the animal have merged, the druid can cause the animal's
body to do anything within its ability, regardless of the consequences
to the animal. However, for every hit point of damage suffered by the
animal, the druid suffers half a hit point of damage. In addition, should
the animal die while under the control of the druid, a system shock roll
must be made. If the roll is failed, the druid dies as well. When the
spell ends, the druid is expulsed from the body of the animal, and remains
in the form he has before entering the animal. This spell functions for
druids only. If an ordinary priest wants to merge into an animal, he must
use the sixth-level spell Monster
Merge. The material component for this spell is the animal itself.
Fire Gaze
Components: VS
Range: 30 feet
Casting Time: 5
Duration: 3 rounds per level
Saving Throw: Negates
Area of Effect: Special
Sphere: Elemental (Fire)
This spell turns the caster's eyes into small fire globes. All creatures
that meet the caster's gaze must save versus spell at -4 penalty or be
charmed as per the spell (but those immune to charm person are not immune
to this spell as well). The target creature must be intelligent and have
the ability to see. If the saving throw is failed, the caster can try
to direct some or all of its actions during the spell. Otherwise the creature
becomes immediately hostile. To determine who meets the gaze of the caster,
use the rules for gaze attacks. This spell was designed for the Dark Sun
campaign world.
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Karma
Components: VSM (the holy symbol)
Range: 0
Casting Time: 5
Duration: 1 turn
Saving Throw: None
Area of Effect: The priest
Sphere: All
With each casting of this spell, the priest raises his effective level
by one, to a maximum of two additional levels of effectiveness. The increase
applies to all the priest's actions: spell effects, turning undead, saving
throws, hit probability, etc. Not affected by this spell are hit points,
number of spells known and level of spells known.
Sand Storm
Components: VSM (a handful of fine sand)
Range: 10 yards per level
Casting Time: 4
Duration: Special
Saving Throw: None
Area of Effect: Special
Sphere: Elemental (Earth)
This spell can have one of two effects. First, it can be used as a pounding
shower of sand, which rains down for one round in a 60 foot diameter circle
inflicting 1d12 HP of buffeting damage plus 1d12 HP of choking damage
to all creatures within the area of effect. Certain creatures would be
immune to such effects, it is up to the DM's discretion (i.e. golems)
Also, undead do not need to breathe. The second use of the spell can be
used as a blinding rain of sand in a 60 foot diameter circle which lasts
for one round per level of the caster slowing movement to 50% and reducing
visibility to zero within the area of effect. The sheet can also extinguish
open flames such as torches, candles, camp fires, etc...
Author: David Gehring <gehring@cs.uwp.edu>
Symphony
Sphere: Charme
Range: 20 meters
Components: VM
Time: 1 turn
Duration: 1 hour/level
ST: none
Effect: 20 meters diameter area.
By use of this spell, the cleric creates, by playing any musical instrument,
a sweet melody. All people in the effect area (including the cleric) will
feel cheered up, relaxed and happy, and any common natural disease such
as fever will be cured. The cleric, to use the spell, must play a musical
instrument (it is not required to have the proficiency) for at least ten
minutes: after this time, the musical instrument will keep playing by
itself. The spell's effects are the following:
- all people in the effect area (including the cleric) will regain 1d3
hip points per hour (3 hit points per hour if the one who casted the spell
was an elf or a priest devoted to a music god).
- during the spell, all people will have a +1 bonus to surprise (+2 if
the one who cast the spell was an elf or a priest devoted to a music god).
- for the fallowing day, the spell's subjects will have a +2 on saving
throws (+3 if the one who cast the spell was an elf or a priest devoted
to a music god).
- any mage, cleric, bard or spellcaster will be able to memorize, during
the spell, their spells taking half the time (1/3 if the spell was cast
by an elf or a priest devoted to a music god).
The material component is the musical instrument, which isn't destroyed
in the casting.
Source: Fabio.
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