More money means no more popups, it's that simple. Help us today!

 
 
Site Navigation

Back to RPGC Main
Back to RotD Main
Contact Webmaster
RPGC Forums
RotD Forums
Message Board Rules
IRC RP Rules

Spells Navigation

Back to Library Main
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7

Webmaster

Dragon Ninja
•ICQ#34140852

Advanced Dungeons and Dragons Spells

Seventh level priest spells

Ambulatory Trees
Components: VSM (the holy symbol of the priest and a tiny bit of bark from a treant)
Range: 10 feet per level 
Casting Time: 1 per tree 
Duration: 1 round per level 
Saving Throw: None 
Area of Effect: One tree per 3 levels 
Sphere: Plant 
This spell is similar to the effect of a treant causing trees to walk and do his bidding. With this spell the priest can affect up to one tree per 3 levels that is in range. Affected trees change into a treant with total Hit Dice no more than three times the caster's level. Their power is equal to a treant of the same Hit Dice with the exception of those trees with more Hit Dice than the largest treant. In that case take the damage done by the largest treant and multiply it with the percentage the tree is larger than the largest treant. The trees stay in the changed state for a maximum of 1 round per level of the caster. If they are "killed" before the duration runs out they topple (beware the falling wood) over and stay that way even after the duration runs out. Otherwise they return to their rooting spot and turn into normal trees again. 
Author: Kai Rottenbacher <uwagner@orville.zdv.uni-mainz.de

Avatar
Components: V,S,M 
Range: 0 
Casting Time: 5 
Duration: Special 
Saving Throw: None 
Area of Effect: The priest 
Sphere: Charm 
The use of this spell brings forth very potent energies to the priest's disposal. The spell actually causes part of the priest's deity to inhabit the priest. The priest will then become an avatar of the god with one of the god's aspects. The avatar will have the powers of a demi-power and will have the priest's choice of one of the classes the deity has experience in (one of the deity's aspects). In addition to these powers, the priest will still retain his own powers and abilities. If the class chosen is the same as one of the classes that the priest has, then he will have the higher of the two levels. The priest will retain the power until the situation no longer requires it (plus a couple of rounds for mopping up), or the avatar is killed. If the avatar is killed, the deity loses the abilities of the class for one tenth of the time that the god would normally be "dead" as if slain on his home 
plane. In order to receive this spell at all, the priest must exemplary in his faith. The spell, if used, would require special sacrificing afterwards. Exactly when and how much depends on the god. If the spell is used to confront another avatar or deity, then rather than having a confrontation, the deity may decide to do something else instead, such as any form of indirect help. If the deities involved are traditional enemies... If the privilege of having this spell is misused in any way, then the offending priest will be severely punished, maybe losing the opportunity to cast this spell forever, or in a more serious transgression, losing all priest abilities as well forever. The deity is not enslaved by this spell and thus does not have to answer the spell's partial summons. If the need is there, then more than likely, the spell will be answered. 

Awaken Forest
Components: V,S,M 
Range: 0 
Casting Time: 2 hours 
Duration: 1 hour/level 
Saving Throw: None 
Area of Effect: 10-mile + 1 mile/level radius 
Sphere: Plant 
With this ceremony, the priest call upon and wakens the spirit of the forest. The effects are that the priest becomes one with the trees in the area of effect. Whatever happens in that area, the priest instantaneously knows. He has the power to cause 1 tree per level within that area to animate as if it were a treant. Any real treants in the area become aware of him and are receptive to any suggestions made by the priest. A Changestaff (cf. Changestaff spell) is needed to if any trees are animated. Each tree animated reduced the Changestaff by one hit die.

Conjure Water Elemental
Components: VS 
Range: 40 yards 
Casting Time: 1 turn 
Duration: 1 turn/level 
Saving Throw: None 
Area of Effect: Special 
Sphere: Elemental (Water) 
This spell is in all aspects the same as the spell Conjure Earth Elemental in the Player's Handbook (q.v.), except that it opens a gate to the plane of Water, and that an equal-strength water elemental will appear.

Energy Field
Components: VSM (the priest's holy symbol and a ball of platinum worth at least 1000 gp, which aren't consumed by the spell)
Range: 0 
Casting Time: 9 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: 1/2-yard per level radius 
Sphere: Summoning 
In order to cast this spell, the caster must have negative plane protection cast upon him. The spell summons energy from the positive material plane and sends it around caster. Every undead creature in the field must save versus death magic or be utterly destroyed. If the saving throw is successful, it takes 1d4+1 points of damage per level of the caster and is blinded for 1d6 rounds. If it saves versus spell, it is not blinded and takes only half damage. All living creatures in the field must save versus spell or be stunned and blinded for 1d6 rounds. Any magic resistance the undead or creatures from the lower planes might have, is reduced by 2% per level of the caster, because positive energy is very hard for them to resist. When the caster completes this spell, he must roll a system shock check or pass out for 1d6 turns because of the massive energy surge that goes through him.
Author: Samuli Mattila <zam@vinkku.hut.fi