This spell enables the priest, and possibly one or two other persons, to alter the substance of his body to a cloud-like vapor. A magical wind then wafts the priest along at a movement rate of 60, or as slow as 6, as the spellcaster wills. The wind walk spell lasts as long as the priest desires, up to a maximum duration of six turns (one hour) per experience level of the caster. For every 8 levels of experience the priest has attained, up to 24, he is able to touch another person and carry that person, or those persons, along on the wind walk. Persons wind walking are not invisible, but rather appear misty and translucent. If fully clothed in white, they a re 80% likely to be mistaken for clouds, fog, vapors, etc. The priest can regain his physical form as desired , each change to and from vaporous form requiring five rounds. While in vaporous form, the priest and companions are hit only by magic or magical weaponry, though they may be subject to high winds at the DM’s discretion. No spellcasting is possible in vaporous form.
The material components of this spell are fire and holy water.
Sphere: Elemental (Earth)
Range: 80 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 metal object
Saving Throw: Special
The transmute metal to wood spell enables the caster to change an object from metal to wood. The volume of metal cannot exceed a maximum weight of 10 pounds per experience level of the priest. Magical objects made of metal are 90% resistant to the spell, and those on the person of a creature receive the creature’s saving throw as well. Artifacts and relics cannot be transmuted. Note that only a wish spell or similar magic can restore a transmuted object to its metallic state. Otherwise, for example, a metal door changed to wood would be forevermore a wooden door.
Sphere: Sun
Range: 10 yards/level
Components: V, S, M
Duration: 1 + 1d4 rounds
Casting Time: 4
Area of Effect: 5-foot-radius sphere (plus special)
Saving Throw: Special
With this spell, the caster can evoke a dazzling beam of light each round in which no action other than movement is performed. The sunray is like a ray of natural sunlight . All creatures in the 10-foot-diameter area of effect must roll successful saving throws vs. spell or be blinded for 1d3 rounds, those using infraviskon at the time for 2d4 rounds. Creatures to whom sunlight is harmful or unnatural suffer permanent blindness if the saving throw is failed, and are blinded for 2d6 rounds if the saving throw is successful. Those within its area of effect, as well as creatures within 20 feet of its perimeter, lose any infravision capabilities for 1d4 +1 rounds.
Undead caught within the sunray’s area of effect receive 8d6 points of damage, one-half if a saving throw vs. spell is successful. Those undead 20 feet to either side of the sun ray’s area of effect receive 3d6 points of damage, no damage if a save is successful. In addition, the ray may result in the total destruction of those undead specifically affected by sunlight, if their saving throws are failed. The ultraviolet light generated by the spell inflicts damage on fungoid creatures and subterranean fungi just as if they were undead, but no saving throw is allowed.
The material components are an aster seed and a piece of aventurine feldspar (sunstone).
Sphere: Summoning
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None
By casting this spell, the priest creates a powerful magic in some specially prepared object – a string of prayer beads, a small clay tablet, an ivory baton, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the sanctuary of the priest who created its magic. Once the item is enchanted, the priest must give it willingly to an individual, at the same time informing him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he rends or breaks the item. When this is done, the individual and all that he is wearing and carrying (up to the maximum encumbrance limit for the character) are instantly transported to the sanctuary of the priest, just as if the individual were capable of speaking a word of recall spell. No other creatures can be affected.
The reversed application of the spell causes the priest to be transported to the immediate vicinity of the possessor of the item when it is broken and the command word said. The priest has a general idea of the location and situation of the item’s possessor, and can choose not to be affected by this summons. This decision is made at the instant when the transportation is to take place, but if he chooses not to go, then the opportunity is gone forever and the spell is wasted.
The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gp. The more costly items can transport the subject from one plane of existence to another, if the DM allows. Note that the same factors that can prevent the operation of the plane shift and teleport spells can also prevent the use of this spell.
Sphere: Charm, Summoning
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
When this spell is employed, the priest confronts some powerful creature from another plane (including devas and other powerful minions, for instance, but not demigods or deities of any sort) and requires of it some duty or quest. A creature of an alignment opposed to the priest (e.g., evil if the priest is good, chaotic if the priest is lawful) cannot be ordered around unless it is willing. Note that an absolute (true) neutral creature is effectively opposed to both good and evil, and both law and chaos.
The spellcaster must know something about the creature to exact service from it, or else he must offer some fair trade in return for the service. That is, if the priest is aware that the creature has received some favor from someone of the priest’s alignment, then the exaction spell can name this as cause; if no balancing reason for service is known, then some valuable gift or service must be pledged in return for the exaction. The service exacted must be reasonable with respect to the past or promised favor or reward, and with the being’s effort and risk. The spell then acts, subject to a magic resistance roll, as a quest upon the being that is to perform the required service. Immediately upon completion of the service, the being is transported to the vicinity of the priest, and the priest must then and there return the promised reward, whether it is irrevocable cancellation of a past debt or the giving of some service or other material reward. After this is done, the creature is instantly freed to return to its own plane.
The DM adjudicates when an equitable arrangement has been reached. If the caster requests too much, the creature is free to depart or to attack the priest (as if the agreement were breached) according to its nature. If circumstances leave the situation unbalanced (for example, the creature dies while achieving a result that was not worth the creature dying), then this might create a debt owed by the caster to the creature’s surviving kith and kin, making the caster vulnerable to a future exaction from that quarter. Agreeing to a future exaction or release in the event of catastrophic failure or death are common caster pledges in securing an exaction.
Failure to fulfill the promise to the letter results in the priest being subject to exaction by the subject creature or by its master, liege, etc., at the very least. At worst, the creature may attack the reneging priest without fear of any of his spells affecting it, for the priest’s failure to live up to the bargain gives the creature total immunity from the priest’s spell powers.
The material components of this spell are the priest’s holy symbol, some matter or substance from the plane of the creature from whom an exaction is expected, and knowledge of the creature’s nature or actions that is written out on a parchment that is burned to seal the pledge.
Sphere: Elemental (Earth)
Range: 120 yards
Components: V, S, M
Duration: 1 round
Casting Time: 1 turn
Area of Effect: 5-foot diameter/level
Saving Throw: None
When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of five feet for every experience level of the priest casting it. Thus a 20th-level priest casts an earthquake spell with a 100-foot-diameter area of effect.
Solidly built structures with foundations reaching down to bedrock sustain one-half damage; one-quarter damage if they score above 50% on a saving throw. An earth elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and wards allowed by the DM may also reduce or negate this effect. If cast undersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave.
The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.
Earthquake Effects: | ||
TERRAIN | ||
Cave or cavern | Collapses roof | |
Cliffs | Crumble, causing landslide | |
Ground | Cracks open, causing the following fractions of creatures to fall in and die: – Size S: 1 in 4 – Size M: 1 in 6 – Size L: 1 in 8 |
|
Marsh | Drains water off to form muddy, rough ground. | |
Tunnel | Caves in | |
VEGETATION | ||
Small growth | No effect | |
Trees | 1 in 3 are uprooted and fall | |
STRUCTURES | ||
All structures | Sustain 5d12 points of structural damage; those suffering full damage are thrown down in rubble. | |
CREATURES | ||
See “TERRAIN” entry |
Sphere: Weather
Range: 0
Components: V, S, M
Duration: 4d12 hours
Casting Time: 1 turn
Area of Effect: 4d4 square miles
Saving Throw: None
The control weather spell enables a priest to change the weather in the local area. The spell affects the weather for 4d12 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the effects of the spell to be felt. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three
Components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart:
The upper-case headings represent existing weather conditions. The lower-case headings below each upper-case heading a the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is dear warm, and with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible – fog and strong wind, for example. Multiple control weather spells can be used only in succession.
The material components for this spell are the priest’s religious symbol, incense, and prayer beads or similar prayer object. Obviously, this spell functions only in areas where there are appropriate climatic conditions.
If Weather is a major sphere for the priest (as it is for druids), duration and area are doubled, and the caster can change the prevailing weather by two places (e.g., he can cause precipitation to go from partly cloudy to heavy sleet, temperature to go from cool to arctic, and wind to go from calm to strong).
Precipitation | Tempurature | Wind |
CLEAR WEATHER – Very clear – Light clouds or hazy |
HOT – Sweltering heat – Warm |
CALM – Dead calm – Light wind – Moderate wind |
PARTLY CLOUDY – Clear weather – Cloudy – Mist/Light rain/small hail – Sleet/Light snow |
WARM – Hot – Cool |
MODERATE WIND – Calm – Strong wind |
CLOUDY – Partly cloudy – Deep clouds – Fog – Heavy rain/large hail – Driving sleet/heavy snow |
COOL – Warm – Cold |
STRONG WIND – Moderate wind – Gale |
COLD – Cool – Arctic cold |
GALE – Strong wind – Storm |
|
STORM – Gale – Hurricane-typhoon |
Sphere: Astral
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1/2 hour
Area of Effect: Special
Saving Throw: None
By means of the astral spell, a priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane. As the Astral plane touches upon the first levels of all the outer planes, the priest can travel astrally to the first level of any of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material plane by means of the astral spell (however, a second body cannot be formed on the Prime Material plane; see following).
As a general rule, a person astrally projected can be seen only by creatures on the Astral plane. The astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body. If the second body or astral form is slain, the cord simply returns to the caster’s body where the body rests on the Prime Material plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral plane, their actions affect only creatures existing on the Astral plane; a physical body must be materialized on other planes.
The spell lasts until the priest desires to end it, or until it is terminated by some outside means (such as a dispel magic spell or destruction of the priest’s body on the Prime Material plane [which kills the priest]). The priest can project the astral forms of up to seven other creatures with himself by means of the astral spell, providing the creatures are linked in a circle with the priest. These fellow travelers are dependent upon the priest and can be stranded if something happens to the priest. Travel in the Astral plane can be slow or fast, according to the priest’s desire. The ultimate destination arrived at is subject to the desire of the priest.
Sphere: Elemental (Earth)
Range: 40 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 2 cubic feet/level
Saving Throw: None
By employing an animate rock spell, the caster causes a stone object of up to the indicated size to move (see the 6th-level animate object spell.) The animated stone object must be separate (not a part of a huge boulder or the like). It follows the desire of the caster – attacking, breaking objects, blocking – while the magic lasts. It has no intelligence or volition of its own, but it follows instructions exactly as spoken. Note that only one set of instructions for one single action (the whole being simply worded and very brief 12 words or so) can be given to the anima ted rock. The rock remains animated for one round per experience level of the caster. The volume of rock that can be animated is also based on the experience level of the caster – two cubic feet of stone per level – e.g., 24 cubic feet, a mass of about man-sized, at 12th level.
While the exact details of the animated rock are decided by the DM, its Armor Class is no worse than 5, and it has 1d3 hit points per cubic foot of volume. It uses the attack roll of the caster The maximum damage a can inflict is 1d2 points per caster level (thus, a 12th-level caster’s rock might inflict 12 to 24 points of damage). Movement, for a man-sized rock, is 60 feet per round. A rock generally weighs from 100 to 300 pounds per cubic foot.
The material components for the spell are a stone and drop of the caster’s blood.
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.