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Dragon Ninja
•ICQ#34140852

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.