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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>
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