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Dragon Ninja
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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