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Dragon Ninja
ICQ#34140852
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Advanced Dungeons and Dragons Spells
Sixth level priest spells
Adaptation, 10-Foot Radius
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: All creatures within 10-foot radius
sphere
Sphere: Protection
All those in the area of effect of this spell are
affected as per the fourth-level spell Adaptation,
up to a maximum of 2 persons per level of the priest (excluding the priest,
and rounding upwards).
Earth Favour
Components: VSM (stones)
Range: 0
Casting Time: 1 round
Duration: 1d12+12 hours
Saving Throw: None
Area of Effect: One stone touched per three levels
Sphere: Elemental (Earth)
The priest casts this spell on a variable number
of small rock stones, one per three experience levels. The stones are
then filled with protective energy that will last for 1d12+12 hours. The
stones must be ordinary rock of no special value (gems, for example, are
excluded) and weigh about one pound. If the caster or any person who receives
spells from the earth sphere carries such a stone on himself, he will
get bonuses to all of his saving throws for a day. For every five experience
levels of the priest, the stone will give +1 to the saving throws of whoever
carries it. For example, a 7th-level priest's enchanted stone gives a
+2 bonus to the saving throws, while a stone from a 11th-level priest
gives a +3. There is no limit to the number of the saving throws affected.
The bonuses are cumulative with other means of protection but not with
the spell itself; one can benefit from only one stone at a time. At the
end of the spell's duration, the stones crumble to dust. This spell was
designed for the Dark Sun campaign world. It was created by the thri-kreen
earth druid Kll'Rkh.
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>
Mass Cure
Reversible
Level: 6
Components: VSM (a vial of holy/unholy water)
Range: 0
Casting Time: 7
Duration: Permanent
Saving Throw: None
Area of Effect: 10-yard/level radius sphere
Sphere: Healing
When this spell is cast, every creature in the area
of effect (including the priest) up to one creature per level of the priest
is cured for 1d8 plus 1/2 the level of the priest points of damage. This
is as per Cure Light Wounds spell (q.v.). The limitations on what creatures
can be thus affected is as per that spell. If more creatures than can
be affected are within the spell radius, preference is given to those
closest to the priest. Also, if a near creature is not affectable by the
spell, it still counts towards the total number of possible creatures
cured. The reverse of the spell does the same amount of hit points of
damage to all within the spell radius. The material Components for this
spell is a vial of holy or unholy water that must be sprinkled into the
air above the priest's head while the spell is cast.
Monster Merge
Components: V,S,M
Range: 30 yards
Casting Time: 3 rounds
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: One monster
Sphere: Healing
This spell functions the same as the fifth-level priest spell Animal
Merge, but functions for all creatures, in stead of only animals.
The material component for this spell is the monster itself.
Stone Fury
Sphere: Combat
Range: 0
Components: VSM (granite)
Duration: 2 round per level
Time: 1
Effect: the priest
The dark god Zoerax grants this spell only to his
favourite High Priest. The spell enables to fight with two blunt weapons
without penalties; when casting, if the priest wishes, he can create an
exact copy of the weapon he is holding in his right hand for the duration
of the spell. The magic grants +3 to hit and damage and to weapon speed,
and +6 to CA and ST versus physical attacks, because the priest's skin
becomes tough as stone.
Source: Zappo
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