New Spell Notes
Make Air Breathable (Replenish Oxygen)
Will make the air in any environment breathable (replenish the Oxygen). Will give a 10 cube area/level its normal level of oxygen at sea level. Permanent (until it is used up again, of course). VSM (M: a bit of fern). Can be dangerous if used in normal environment, will double oxygen content of air and lead to hyperventilation.
Command Mammal or Person
More powerful than Charm Person or Mammal. Good when instant control is necessary. Staving Throw is heavily penalized. Subject will follow commands, so long as suicide or self injury is not ordered.
Saint Elmos Fire
More powerful version of Faerie Fire. Works exactly like the other, but has doubled area of effect and duration.
Forge Fire
This is a more advanced version of Heat Metal. It has a shorter time to take effect (1/2), the damage is 150% of the original and the saving throw is penalized. The reversed spell, Quench The Tempering Flame works just like the Chill Metal spell, with the above mentioned enhancements.
Water Stream
This spell produces a stream of water from the casters pointed finger. It will have the same effect as the stream of water from a Decanter of Endless Water. As part of the magic, there is no recoil felt by the caster. The effects on a target creature are, however, just as with the decanter. The spell will have a quick casting time. The verbal componant is : Auquitae! The somatic componant is the pointed finger fo the caster. The material componant is 1/2 of a vial of holy water.
Darlagins
Pseudo-Fireball (Submitted by Jessica Laurn)
(Alteration, Illusion/Phantasm)
Darlagin Spellweaver was an illusionist who desired to maintain the appearance of a standard mage. In an effort to do so, she developed this spell to give the effect of a fireball. In effect, the spell is a combination of phantasmal force, enlarge, and a minor flame cantrip. The main material component is a small clump of kerosene-soaked bat guano. The caster hurls the guano at the target area, and ignites the guano at the point of release via flame. A fraction of a second later, the final word of a specialized enlarge is cast, increasing the size of the flaming guano. Finally, just before the end of the flight, the phantasmal force takes effect, increasing the apparent size of the inferno to the standard 20-foot radius of a fireball. The actual area of effect of the flaming guano wad is a circle with a 10-foot diameter; any creatures in that area who fail to save vs. spells take 1d4 damage per level of the caster. A successful save indicates that the creature managed to dodge, roll, fall flat, or otherwise avoid the full effect of the blast and receives only half the normal damage. Creatures within the area of the phantasmal force (outside the true 10 diameter circle, but within the 20 radius effect), are effected just like those within the true blast area (1d4 per level of the caster, save for half damage), unless they manage to disbelieve the effect, in which case they are unaffected and suffer no damage.Material Components: the aforementioned clump of kerosene-soaked bat guano, a pinch of powdered iron, and a bit of fleece.
Author Unknown: Stagger (Enchantment/Charm) **Wizrad/lvl:2**
This spell causes up to four named creatures in the area of effect to stagger about uncontollably. Those affected may make a saving throw vs. spells each round/turn to avoid the effect, otherwise they will lurch 10 feet in a random direction, possibly colliding with other creatures, objects, etc. Victims of this spell may not attack or cast spells whilst staggering. This spell does not affect undead or magical creatures. The material component for this spell is a small amount of wine.
Author Unknown Reverence (Enchantment/Charm) **Priest/lvl:1**
This spell induces a feeling of awe and respect within the target for the caster. A victim of this spell will not attack the caster as they regard them to be a wise, powerful and venerable figure against whom they must not act. The target will also be inclined to protect the caster from harm, for example shouting warnings or pushing them from harm's way, although it does not make them into a mindless bodyguard who will turn on former comrades. Any attack or hostile magic by the caster on a recipient of this spell will immediately cancel it's effect. When the spell ends the target will be confused for 1 turn. The target is permitted a saving throw vs. spells to resist the effect. This spell does not affect undead, magical or planar creatures. This spell requires the priest's holy symbol.
The following Sphear of Priest spells was sent to me some time ago but I have since lost the Authors name. If anyone knows of the author Please drop me a line so I might give them credit!
Sphere of Vengeance
Battle Cry (Enchantment/Charm) Level: 1
At the culmination of this spell, the caster utters a deafening cry or shriek drawing the attentions of all hostile creatures within the area of effect. 1d6 hit dice of these creatures per level of the caster are stunned for 1d3 rounds; this effects creatures with the lowest hit dice first. All effected creatures will thereafter attempt to physically attack the caster, foregoing any other actions. The desire to hunt down the caster will remain for 6 rounds or until the caster is slain. At the same time, all friendly creatures within the range of the spell receive the benefit of a bless spell (+1 to attack rolls and saving throws). Friendly creatures also receive a +1 to their morale checks as long as the caster remains alive. Undead or creatures with intelligence less than 5 are not affected by this spell.
Spirit Tracker (Conjuration/Summoning) Level:2
The spell operates by creating an ethereal presence capable of tracking an enemy with complete certainty. This spirit tracker is magically linked to its creator in such a way that the caster becomes aware of the direction to an enemy as soon it is located by the tracker. The tracker can find a creature in the same plane as the caster in 2d12 turns, and can find an enemy anywhere in 2d12 hours. The enemy must have in some way, mentally or physically brought harm on the caster or someone known to the caster. At the 5th level, the caster learns the exact location as well as the direction to the hunted creature. And at the 9th level the caster can actually see out of the eyes of the spirit tracker. During the operation of this spell, the tracked creature continually has the feeling that he is being watched. If the hunted creature is sensitive to etheric vibrations (high level magic users, certain creatures of the outer planes, etc.) then the spirit tracker itself may (5% chance) be seen. The 3rd level wizard spell Detect Scrying will reveal the location of the tracker, and a Dispel Magic cast upon the tracker will destroy it. If the tracker is dispelled, the casting priest must make a saving throw versus paralyzation or sustain 1d6 points in damage and will have a tremendous headache for 3d6 hours preventing the use of another spiritual tracker during that time and placing the priest at -1 to hit.
Strength of the Avenger (Conjuration/Summoning) Level: 2
At the end of this powerful prayer, the priest's body convulses as if struck by lightning, and glows with divine radiance. Thereafter the priests' strength ability score is raised by 1d4 points plus 1 point for every two levels of the caster (fractions rounded down) to a maximum of the strength of the deity, and is given full attack and damage bonuses commensurate with the new strength. The priest retains the augmented strength for 1 round per level. Use of this spell draws the attention of the deity, and the spell only succeeds if the deity is pleased with the usage (i.e. the priest is seeking to avenge some wrong done to him or his companions, the priest is a battle against dire odds, the priest is fighting an enemy of the opposite alignment of his deity, etc.) If the deity is especially pleased with the priest (5% chance), the strength bonus may be extended for the entire length of the quest the priest is on. When the spell ends, the supernatural energy abruptly leaves the priest's body, again causing convulsions in the priest which stun him for 1 round. The priest must then make a constitution check, or fall comatose for 1d3 turns, during which time he can do nothing but rest. The material component of this spell is a vial of holy water which must be swallowed during the casting and the priest's holy symbol.
Revisitation (Invocation/Evocation) Level: 3
This spell is a magical implementation of the divine edict, "An eye for an eye." A single Revisitation spell can reproduce all or part of the damage that the caster has ever suffered at the hands of the target (caster's option), but any single injury may be revisited only once. The priest must name aloud all injuries he wants revisited on the target. Only those injuries suffered by the caster which went unredressed are eligible for Revisitation. If, for example, a bandit's surprise sword attack has blinded the priest, then the effect of Revisitation will be to blind the bandit. If a dragon swoops down from the sky, breaths fire on a priest for 20 points of damage, and turns to fly away, then a Revisitation spell would produce 20 points of damage on the dragon. However, if the same dragon was on the ground and breathed fire on the priest, and if the priest responded with a spiritual hammer attack, doing the dragon 4 points of damage, then the breath weapon attack would be ineligible for Revisitation purposes. If a Revisitation spell is used to revisit an injury which would be fatal to the target, then the target is allowed a saving throw versus death magic. Creatures making this saving throw take half damage and fall unconscious for 1d6 rounds. The Revisitation spell can be used as a cooperative magic spell. When two or more priests are available, the spell can be used to redress injuries received by third parties. One priest casts a Zone of Truth or True Speak spell and the other casts the Revisitation spell. At the crucial moment, the injured third party, under the effect of a truth spell, names the rievances to be redressed. The priest casting the Revisitation spell then repeats the list of injuries and the Revisitation spell is completed. The material component is the priests holy symbol, and a balance, or part of a broken weapon.
True Speak (Enchantment/Charm) Level: 3
This spell is similar to the 2nd level Zone of Truth spell, however, True Speak is much more powerful. True Speak is used to force creatures to answer questions truthfully. To complete the spell, the priest presents his holy symbol in a forceful manner and demands the answers to various questions. The priest then touches the creature he wishes to question with his holy symbol. Ensorcelled creatures are then compelled to answer the questions truthfully and to the best of their ability. Although information need not be volunteered, nothing relevant may be omitted in answering a direct question. Characters of greater hit dice or levels than the priest are allowed a saving throw versus spell. Creatures making the saving throw are not forced to answer questions, however, everything they do say must be the truth. In this instance, True Speak functions exactly like the Zone of Truth spell, and affected creatures are allowed to evade questions, answer indirectly, and refuse to answer so long as everything they do say is completely true. In many areas, admissions made under the True Speak spell are admissible in courts of law.
Offensive Summoning (Conjuration/Summoning) Level: 4
The offensive summoning spell is a very specific type of summoning. The only eligible targets are those which have done the priest an unredressed wrong. The priest concentrates upon the target, the injury, or the target's name, and speaks the desired range. The target is then brought to within the 40 yards of the caster (caster's option). The first round after the Offensive Summoning is complete, the target appears and is quite surprised. If the target has more hit dice or levels than the casting priest, the target is given a saving throw versus spell. If the saving throw is made, then the priest and anyone touching the priest is transported to the location of the target. In order for this spell to work, the caster and target must be on the same plane. No creature of demigod or greater status is ever summoned in this fashion.
Divine Attributes of the Avenger (Conjuration/Summoning) Level: 5
The priest begins this spell by describing in full the quest he is on. Naming the conclusion he desires, and imploring his deity to take notice of the urgent nature of the mission. When this description is completed, if the priest is successful is persuading his deity, the caster's body is surrounded by a majestic glow which grows in brilliance until the caster radiates the same illumination as the midday sun. This illumination lasts for 1 round during which the caster's body undergoes a miraculous transformation. After the light fades, the caster emerges with grey hair and a look of awe on his face. The awe fades in 1 round and the caster's mood is serene. Thereafter all of the caster's ability scores are raised to 19, and the appropriate bonuses as described in the Player's Handbook are applied. Note that the priest does not gain any divine abilities with this spell. Use of this spell draws the attention of the deity, and the spell only succeeds if the deity is pleased with the usage (i.e. the priest is on a quest of overwhelming danger and is seeking vengeance for a terrible wrong, the priest is fighting in the name of the God against a special enemy of the deity, etc.) If the deity is pleased with the priest, then the bonuses are applied to the priest for the entire length of the quest the priest is on. When the quest ends, the priest falls to his knees, announces to his deity that the quest is over, and falls comatose for 1d4 turns. The material component of this spell is a vial of holy water which must be swallowed during the casting and the priest's holy symbol.
Oathbreaker (Conjuration/Summoning) Level: 5
The Oathbreaker spell is a powerful method of obtaining vengeance for a fallen comrade. The deceased person must have been known to the priest, and must have been killed through the treachery of the intended target of the spell. That is, the target must have violated an oath or agreement with the deceased person (king to subject, guest to host, etc.), or conspired to bring about the death of the deceased. The Oathbreaker spell begins with the priest naming the deceased and detailing the treachery which resulted in his death. Thereafter, two huge columns appear in front of the priest. Between the columns appears a great door. The priest then knocks three times on the door, names the deceased, and pulls the doors open. The deceased person then steps through the door as a special undead creature. The deceased comes back in a near corporeal form which mimics his form in life. The spirit has the same hit points as it did in life, and appear as it did in life. Although the spirit appears unarmored, is affected only by magical weapons of +2 or better enchantment. The spirit has 50% magical resistance, and is unaffected by sleep, charm, and other forms of mental control. It can attack adversaries as a Spectre, and can cast the Revisitation spell anytime it comes within range of the person responsible for its death. In any case, the spirit's only purpose is to seek out and destroy the person responsible for its death; the spirit will exist only as long as the target remains alive. If the spirit is slain with magical weapons, or is dispelled (for which it gets a saving throw versus spell as it would have in life) it can never be raised from the dead again, except by a Wish.
Vindicator's Quest (Enchantment/Charm) Level: 5
The Vindicator's Quest spell is similar to the 5th level priest spell Quest with the following differences: The Vindicator's Quest spell is cast upon oneself. Following the casting, every person that the priest comes in contact with is subject to the quest. The priest need only explain the quest, argue for its moral correctness, and whoever listens to the story must save versus spell or be drawn into the quest. Creatures of the priest's religion are not allowed a saving throw, and creatures of the priest's alignment save at -4. The spell has no effect on creatures whose alignment differs with that of the priest with respect to Good and Evil. All creatures subject to the quest spell are unable to do anything but follow the leader of the quest. Failure to follow the priest will result in a -1 penalty applied to saving throws for each day that the quest is ignored. The priest casting the spell himself can never ignore the quest, and is single- mindedly devoted to its completion. A higher level priest of the caster's religion can remove the quest, as can some artifacts and relics. Vindicator's Quest also has the requirement that the nature of the quest be one of vengeance. The caster must be certain of the moral correctness of the quest, and it must be looked on favorably by the caster's deity. The material component of this spell is the priest's holy symbol.
Hammer of Retribution (Invocation) Level: 6
This powerful spell is invoked primarily against invading armies or in siege warfare. The spell's primary effect is to destroy troops or fortifications of creatures who have done unredressed damage to a priest or his companions. The spell begins with the priest describing the atrocities an army or band of marauders is guilty of. The priest must have first-hand knowledge of these crimes, or must have heard testimony from a witness under the effect of a Zone of Truth or True Speak spell. The spell strikes as a great column of force that descends from the sky. The area of effect is a circle whose radius is 5 feet per level of caster. All creatures within the area of effect take 1d6 points per level of caster in damage. Creatures making a saving throw versus spell take half damage. Small objects must save versus crushing blow or be destroyed. Structures suffer damage as if hit by a heavy catapult (2d12). Any creature unfortunate enough to be flying over the area of effect takes 1d6 points in damage for every 10 feet above the ground the creature was flying to a maximum of 10d6 plus the normal damage due to the crushing blow of the spell. When cast over water the spell raises a wave 10 feet high per level of caster traveling 30 feet per minute in a circle that grows outward from the area of effect. On land, the force of this spell often crushes trees and rends the earth producing a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds. The material component of this spell is the priest's holy symbol and a war hammer which the priest throws into the air as the spell is cast. The hammer is destroyed in the casting.
Death Wail (Necromancy) Level: 7
At the culmination of this dreadful spell, the caster utters a deafening cry or shriek which is heard by one creature within area of effect per level of the caster. Those hearing the spell must save versus death magic or die instantly. Creatures who cannot hear (due to ear plugs, deafness, etc.) can be targets, but are considered to automatically make their saving throws. This spell is most often cast over the body of a slain comrade in an effort to slay those responsible for the death and in mourning for the lost friend. Since the use of this spell attracts the attention of the priest's deity, and because the deaths result from the deity sharing in the grief of the priest, the spell works only if the priest is truly mourning the lost friend, and only if the deity approves and joins the priest. Those creatures most directly responsible for the death of the comrade are slain first, thereafter, victims are chosen at random. The priest is never the victim of his own Death Wail. This spell need never be prayed for by the priest, owever, seven spell levels of available spells are drained from the caster's mind (beginning with the highest level spells available). If the caster has fewer than 7 spell levels remaining, he takes 1d6 in damage for every spell level less than 7 currently memorized.
Final Strike (Invocation) Level: 7
Final Strike is the ultimate spell cast in a priest's career. The spell is cast when the priest believes that he is facing imminent death. The object of the spell is to allow the priest to terminate his life quickly and to take his would be killer's to their graves as well. At the culmination of the powerful spell, the priests body explodes with the power of his deity doing 1d4 x 100 points of damage to all creatures within the area of effect. A saving throw versus spell results in half damage. Further, all creatures within twice the area of effect are stunned for 3d6 rounds. Structures within the area of effect take 10d6 in structural damage. Smaller objects must save versus disintegration of be vaporized. All plant life within the area is destroyed, and water or other liquids within the area of effect are vaporized. Any creatures viewing the explosion at up to 10 times the area of effect must save versus spell or be permanently blinded. Those making their saving throws are blinded for 2d8 days. The bodies of all those killed by the blast are disintegrated, as are all their possessions (magical devices save versus disintegration). The body of the priest and all his possessions are disintegrated, and the spirit of the priest moves on to its final reward. Neither Raise Dead, nor Resurrection, nor any magic short of a Wish could ever bring the priest back to life. The use of this spell calls the attention of the priest's deity. If the deity considers the priest's actions with favor, there is a 5% chance that the God will grant the priest maximum damage for a Final Strike. Ever after, the ground in the area of effect is considered Sanctified. This spell is the maker of legends. Its use is never trivial or without purpose, and if fact, the spell will fail if the deity does not approve of its use. But no deity ever considers the proper use of this spell with anything but the utmost respect. Use of this spell in the service of one's comrades is considered the highest form of valor, and use in the service of one's deity is thought of as the highest form of worship and devotion. Exceptional use of this spell has even raised priests to demigod status.
Black Storm of Vengeance (Evocation) Level: 7
This powerful spell is invoked primarily against invading armies or in siege warfare. The spells primary effect is to destroy or prevent the passage of troops who have attacked the priest or his comrades. This spell requires the priest to concentrate for the full duration of the spell. The casting time and duration are simultaneous. In the first round of casting, the priest summons an enormous black storm cloud over the area of effect. Lightning and crashing claps of thunder rock the area, and creatures within the area of effect must save versus paralyzation of be deafened for 1d4 turns. On the second round, the caster calls six lightning bolts down from the cloud. Each is directed at a specific target, and each bolt does 8d8 points of damage (A successful saving throw indicates half damage). On the third round, hail stones pound those in the area of effect for 3d10 points of damage (no saving throw). On the fourth and fifth rounds tornadoes sweep through the area of effect toppling 1 creature in 4, and doing 3d6 in damage to 1 creature in 6. On the sixth and seventh rounds, acid rains down on the area of effect inflicting 1d4+1 points in damage. No saving throw is allowed. On the eighth and subsequent rounds, violent rain and wind gusts reduce visibility to five feet and movement is reduced 75%. Missile fire and spell casting from within the area of effect are impossible. The sequence of effects ceases immediately if the priest is disrupted from spell casting at any time. The priest may opt to cancel the effects at any time.
Divine Visage of the Avenger (Conjuration/Summoning) Level: 7
The priest begins this spell by describing in full the quest he is on. Naming the conclusion he desires, and imploring his deity to take notice of the urgent nature of the mission. When this description is completed, if the priest is successful is persuading his deity, clouds form over the caster and the caster's body is struck by a tremendous lightning bolt. The lightning flashes for one full round during which time the caster's body undergoes a glorious transformation. After the flashing subsides, the caster emerges as a fully empowered avatar of the his deity. Use of this spell draws the attention of the deity, and the spell only succeeds if the deity is pleased with the usage (i.e. the priest is on an urgent quest in the service of the deity). When the priest casts this spell, he gives over his will completely to that of his deity. The priest can, for the most part make his own decisions, however, if the priest ever varies from the alignment of the deity or ever acts out of character for a divine being, the priest is instantly and irrevocably struck dead, and the deity assumes control of the avatar. The deity can, of course, at any time take over the body of the priest or avatar. At the end of the one hour period, the deity can decide to keep the priest in the form of the avatar for another hour, or can choose to end the spell. The deity can even choose to keep the priest as the avatar for life. In this case, the deity assumes control of the avatar and the character of the casting priest is irrevocably gone. If the deity chooses to release the priest, the avatar's body will glow with a pure white radiance and vanish. The priest will then be teleported to a location of the deity's choice, and will fall comatose for 1d4 turns. Thereafter, the priest will be unable to cast spells until the next day, and will be under the influence of a Quest spell placed upon the priest by the deity. The Quest is the price of calling on the deity for direct aid. The material component of this spell is a sacrifice appropriate to the deity as determined by the DM.
Healing Circle (Necromancy) **Priest/lvl:3** Author Unknown
This spell is similar to the 3rd level priest spell cure serious wounds in effect, but the healing can be distributed between up to six people. The priest may join hands with up to five others and the circle must be complete for the spell to work. Each person within the circle, including the caster, receives an equal proportion of the healing damage rolled. All recipients gain at least 1 point even if the total roll is less than the number of people within the circle. Excess healing points must be allocated as evenly as possible but may be directed to particular individuals. For example, there are four people in the circle and the healing roll is 10. Each person receives 2 points of healing and the other 2 points must be allocated evenly, so two people, of the caster's choice, will each receive another 1 point of healing. This spell is not reversible. This spell requires the priest's holy symbol.
Through a crumbling window you can see a large court yard, could this be the way to even more spells?
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