Sphere: Summoning
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
The word of recall spell takes the priest instantly back to his sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the priest and must be a well-known place. The actual point of arrival is a designated area no larger than 10′ X 10′. The priest can be transported any distance, from above or below ground. Transportation by the word of recall spell is safe within a plane, but for each plane the priest is removed, there is a 10% cumulative chance that the priest is irrevocably lost. The priest is able to transport, in addition to himself, 25 pounds of weight per experience level. Thus, a 15th-level priest could transport his person and an additional 375 pounds weight. This extra matter can be equipment, treasure, or even living material, such as an other person. Exceeding this limit causes the spell to fail. Note that unusually strong physical fields (e.g., magnetic, gravitational) or magical forces can, at the DM’s option, make the use of this spell hazardous or impossible.
Sphere: Weather
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By this spell, the caster calls forth weather appropriate to the climate and season of the area he is in at the time. Thus, in spring a tornado, thunderstorm, cold, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc., can be called for. In autumn, hot or cold weather, fog, sleet, etc., could be summoned. Winter enables great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the late winter or early spring. The summoned weather is not under the control of the caster. It might last but a single turn, in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about one square mile to 100 square miles. Note that several casters can act in concert to greatly affect weather, controlling winds, and working jointly to summon very extreme weather conditions.
Within four turns after the spell is cast, the trend of the weather to come is apparent e.g., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather arrives 1d12 +5 turns after the spell is cast. Note that the new weather condition cannot be changed by the caster once it has been summoned. Once the weather is fully summoned, it cannot be dispelled. If the summoning is successfully dispelled before it has been completed, the weather slowly reverts to its original condition.
Sphere: Plant, Creation
Range: 80 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 9
Area of Effect: One 10-foot cube/level
Saving Throw: None
The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature breaking through (or crashing into) the wall of thorns suffers 8 points of damage, plus an additional amount of damage equal to the creature’s AC. Negative ACs subtract from the base 8 points of damage, but no adjustment is made for Dexterity. Any creature within the area of effect of the spell when it is cast crashes into the wall of thorns, and must break through to move. The damage is based on each 10-foot thickness of the barrier.
If the wall of thorns is chopped at, it takes at least four turns to cut a path through a 10-foot thickness. Normal fire cannot harm the barrier, but magical fires burn away the barrier in two turns, creating a wall of fire effect while doing so (see wall of fire spell). In this case, the cool side of the wall is that closest to the caster of the thorn wall.
The nearest edge of the wall of thorns appears up to 80 yards distant from the caster, as he desires. The spell lasts for one turn for each level of experience of the caster, covers one 10-foot cube per level of the caster in whatever shape the caster desires. Thus a 14th-level caster could create a wall of thorns up to 70 feet long by 20 feet high (or deep) by 10 feet deep (or high), a 10-foot-high by 10-foot-wide by 140-foot-long wall to block a dungeon passage, or any other sort of shape that suited his needs. The caster can also create a wall of five-foot thickness, which inflicts half damage but can be doubled in one of the other dimensions. Note that those with the ability to pass through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier on command.
Sphere: Plant
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: 120-foot-wide path, 20 feet long/level
Saving Throw: None
When this spell is cast, waves of force roll forth from the caster, moving in the direction he faces, and causing all wooden objects in the path of the spell to be pushed away from the caster to the limit of the area of effect. Wooden objects above three inches in diameter that are fixed firmly are not affected, but loose objects (movable mantles, siege towers, etc.) move back. Objects under three inches in diameter that are fixed splinter and break, and the pieces move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them with them. If a spear is planted in order to prevent this forced movement, it splinters. Even magical items with wooden sections are turned, although an anti-magic shell blocks the effects. A successful dispel magic spell ends the effect. Otherwise, the turn wood spell lasts for one round for each experience level of the caster.
The waves of force continue to sweep down the set path for the spell’s duration, pushing back wooden objects in the area of effect at a rate of 40 feet per melee round. The length of the path is 20 feet per level of the caster, thus a 14th-level caster casts a turn wood spell with an area of effect 120 feet wide by 280 feet long, and the spell lasts for 14 rounds. Note that after casting the spell, the path is set and the caster can then do other things or go elsewhere without affecting the spell’s power.
Sphere: Plant
Range: Touch
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster is able to enter any large plant (human-sized or larger) and pass any distance to a plant of the same species in a single round, regardless of the distance, separating the two. The entry plant must be alive. The destination plant need not be familiar to the caster, but it also must be alive. If the caster is uncertain of the destination plant, he need merely determine direction and distance, and the transport via plants spell moves him as close as possible to the desired location. There is a basic 20% chance, reduced by 1% per level of experience of the caster, that the transport delivers the caster to a similar species of p1ant from 1 to 100 miles away from the desired destination plant. If a particular destination plant is desired, but the plant is not living, the spell fails and the caster must come forth from the entrance plant within 24 hours. Note that this spell does not function with plantlike creatures e.g., shambling mounds, treants, etc. The destruction of an occupied plant slays the caster (see the plant door spell).
Sphere: Elemental (Water, Earth)
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: 1 cubic yard/level
Saving Throw: Special
When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is present, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly permeates the latter, turning the dust into silty mud, if a sufficient quantity of water exists to do so, otherwise soaking or dampening the dust accordingly.
Only the liquid actually in the area of effect at the moment of spellcasting is affected. Potions that contain water as a component part are rendered useless. Living creatures are unaffected, except for those native to the elemental plane of Water. Such creatures must roll a successful saving throws vs. death or be slain; however, only one such creature can be affected by any single casting of this spell, regardless of the creature’s size or the size of the spell’s area of effect.
The reverse of this spell is simply a very high-powered create water spell that requires a pinch of normal dust as an additional material component.
For either usage of the spell, other components required are diamond dust of at least 500 gp value, a bit of seashell, and the caster’s holy symbol.
Sphere: Elemental (Earth), Divination
Range: Touch
Components: V, S, M
Duration: 1 turn
Casting Time: 1 turn
Area of Effect: 1 cubic yard of stone
Saving Throw: None
When the priest casts a stone tell spell upon an area, the very stones speak and relate to the caster who or what has touched them as well as telling what is covered, concealed, or simply behind them. The stones relate complete descriptions, if asked. Note that a stone’s perspective, perception, and knowledge may hinder this divination; such details, if any, are decided by the DM.
The material components for this spell are a drop of mercury and a bit of clay.
Sphere: Divination
Range: 30 yards
Components: V, S
Duration: 2 round level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None
When cast, the speak with monsters spell enables the priest to converse with any type of creature that has any form of communicative ability (including empathic, tactile, pheromonic, etc.). That is, the monster understands, in its own language or equivalent, the intent of what is said to it by the priest and vice versa. The creature thus spoken to is checked by your DM in order to determine reaction. All creatures of the same type as that chosen by the priest can likewise understand if they are within range. The priest can speak to different types of creatures during the spell duration, out he must speak separately to each type. The spell lasts for two rounds per caster level.
Sphere: Elemental (Water)
Range: 20 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
By employing a part water spell, the priest is able to cause water or similar liquid to move apart, thus forming a trough. The depth and length of the trough created by the spell depends on the level of the priest. A trough three feet deep per caster level, by 30 yards wide, by 20 yards long per level is created. Thus at 12th level, the priest would part water 30 feet deep by 30 yards wide by 240 yards long. The trough remains as long as the spell lasts or until the priest who cast it opts to end its effects. Existing currents appear to flow through the parted water, although Swimming creatures and physical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast underwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature receives 4d8 points of damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds.
The material component of this spell is the priest’s holy symbol.
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: 1 oak tree
Saving Throw: None
This spell enables the caster to charm a healthy oak tree (or other type if the DM allows) to cause it to serve as a protector. The spell can be cast on a single tree at a time. While a liveoak spell cast by a particular caster is in effect, he cannot cast another such spell. The tree upon which the spell is cast must be within 10 feet of the caster’s dwelling place, within a place sacred to the caster, or within 100 yards of something that the caster wishes to guard or protect.
The liveoak spell can be cast upon a healthy tree of small, medium, or large size, according to desire and availability. A triggering phrase of up to a maximum of one word per level of the spellcaster is then placed upon the targeted oak; for instance, “Attack any persons who come near without first saying ‘sacred mistletoe’ ” is an 11-word trigger phrase that could be used by a caster of 11th level or higher casting the spell. The liveoak spell triggers the tree into animating as a treant of equivalent size, an Armor Class of 0 and with two attacks per round, but with only a 30-foot-per-round movement rate.
Tree Size | Height | Hit Dice | Damage per Attack |
Small | 12′-14′ | 7-8 | 2d8 |
Medium | 16′-19′ | 9-10 | 3d6 |
Large | 20′-23’ + | 11-12 | 4d6 |
A tree enchanted by this spell radiates a magical aura (if checked for), and can be returned to normal by a successful casting of a dispel magic spell, or upon the desire of the caster who enchanted it. If dispelled, the tree takes root immediately. If released by the caster, it tries to return to its original location before taking root. Damage to the tree can be healed with a plant growth spell, which restores 3d4 points of damage. A plant growth spell used in this fashion does not increase the size or hit points of the liveoak beyond the original value.
The caster needs his holy symbol to cast this spell.