Sphere: Animal
Range: 20 yards/ level
Components: V, S
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
This spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger. The spell does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw vs. spell. If the saving throw is failed , the animal advances toward the priest and awaits his bidding. The priest can communicate with the animal in a crude fashion , telling it to go to a certain place, but directions must be simple. The spellcaster can attach some small item or note to the animal . If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell’s duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability.
Sphere: Divination
Range: 10 yards
Components: V, S
Duration: 1 turn
Casting time: 1 round
Area of Effect: 1 creature or object
Saving Throw: Neg.
A know alignment spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell.
The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours.
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 day +1 day/level
Casting Time: 1 round
Area of Effect: 2d4 fresh berries
Saving Throw: None
Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man-size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period.
The reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested.
The material component of the spell is the caster’s holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).
Sphere: Charm
Range: 120 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 1d4 persons in a 20-foot cube
Saving Throw: Neg.
This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds.
The hold person spell affects any bipedal human, demihuman, or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.
The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at but one person, the saving throw die roll suffers -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise the duration is two rounds at 1st level, four rounds at 2nd level, six rounds at 3rd level, etc.
The spellcaster needs a small, straight piece of iron as the material component of this spell.
Sphere: Elemental (Fire)
Range: 40 yards
Components: V, S, M
Duration: 7 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire. If this is successful, the heat metal spell does not affect it.
On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spell’s duration). During the second and sixth (next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal becomes searing hot, causing damage to exposed flesh, as shown below:
Metal Temperature | Damage per Round |
very warm | none |
hot | 1d4 points |
searing* | 2d4 points |
(*) On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell or suffer one of the following disabilities: hand or foot-unusable for 2d4 days, body-disabled 1d4 days, head-unconscious 1d4 turns. This effect can be completely removed by the 5th-level priest heal spell or by normal rest.
Note also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function underwater. For every two experience levels of the caster, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or 5th-level caster two, etc.
The reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as follows:
Metal Temperature | Damage per Round |
cold | none |
icy | 1-2 hit points |
freezing* | 1d4 hit points |
(*) On the final round of freezing, the afflicted creature must roll a successful saving throw vs. spell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or hands, if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the character’s grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp.
The chill metal spell is countered by a resist cold spell, or by any great heat – proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire spell, etc. Underwater, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.
Sphere: Elemental (Fire)
Range: 0
Components: V, S, M
Duration: 4 rounds +1 round/2 levels
Casting Time: 4
Area of Effect: 3′ long, sword-like blade
Saving Throw: None
With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i.e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., ld4 + 2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harrned by it. This spell does not function underwater.
In addition to the caster’s holy symbol, the spell requires a leaf of sumac as a material component.
Sphere: Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: Permanent until discharged
Casting Time: 1 turn
Area of Effect: Object touched
Saving Throw: 1/2
Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way as soon as the offending party opens the item, the trap discharges.
As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful dispel magic spell will not detonate the spell. When the trap is discharged, there will be an explosion of five-foot radius from the spell’s center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster; half that total amount for creatures successfully saving. (Underwater, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.
The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a keyword).
To place this spell, the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual. The material components are holly berries.
Sphere: Divining
Range: 30 yards
Components: V, S
Duration: 3 turns
Casting Time: 5
Area of Effect: 10-foot path
Saving Throw: None
When a priest casts a find traps spell, all traps – concealed normally or magically – of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.
A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful and the harmful or undesirable result was specifically intended as such by the creator. Thus traps include alarms, glyphs, and similar spells or devices.
The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster’s divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during rain, a wall weakened by age, a naturally poisonous plant). If the DM is using specific glyphs or sigils to identify magical wards (see the glyph of warding spell), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.
Sphere: Charm
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 90-foot radius
Saving Throw: Neg.
A priest using this spell can enthrall an audience that can fully understand his language. Those in the area of effect must save vs. spell or give the caster their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to the caster’s have a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected.
To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also save or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking.
If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10.
Note: When handling a large number of saving throws for similar creatures, the DM can assume an average to save time: e.g., a crowd of 20 men with a base saving throw of 16 (25% success chance) will have 15 men enthralled and five not.
Sphere: Elemental (Air)
Range: 30 yards
Components: V, S
Duration: 2 rounds/ level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
This spell enables a priest to conjure up a weak air elemental – a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage, which can be hit by normal weapons. The dust devil appears as a small whirlwind one foot in diameter at its base, five feet tall, and three to four feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin.
The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spell-caster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the elemental plane of Air – even another dust devil – can disperse a dust devil with a single hit.