First-Level Spells

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Animal Call (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 120-yard + 10-yard per level radius
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

This spell allows the priest to call all animals within the spell effect. The animals will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the animals will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the animals will peacefully disperse to whence they came.


Animal Enmity (Enchantment/Charm)
Sphere: Animal, Charm
Range: 0
Components: S
Duration: 1 day
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown

This spell simply causes the victim to be offensive to animals for the period of one day. Horses will shy or buck, dogs will bark, bulls will charge, birds will aim at them, etc. Note that animals with a close association to the victim won't do anything to hurt the victim, they'll just treat him like you would treat a friend who, for some reason, smelled horrible.


Animal Healing I (Alteration) Reversible
Sphere: Animal, Healing
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One animal
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell simulates the casting of a cure light wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 1d8 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm I, requires a touch in combat and deals 1d8 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is used without such reasons, the priest should be prepared to suffer the consequences.

The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.


Baltasar's Impediment (Abjuration, Necromancy)
Sphere: Necromancy, Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Female mammal touched
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>

This spell enables the caster to prevent a female from becoming pregnant. Essentially, it impedes a fertilized ovum from implanting in the uterus. The casting of Baltasar's impediment is not necessarily an evil act, but the DM should pay particular attention to the alignment of the caster as well as the social and political (especially religious) atmosphere. For example, a lawful good priest casting this spell on a teenager without the permission of her parents, church, etc. should be prepared for the wrath of his deity. A priest who worships a fertility god cannot cast this spell.

A neutral evil priest, nephew of the king, might repeatedly cast this spell on the queen in a secret attempt to usurp the thrown. A neutral good priest might cast this spell on all the maidens of the keep before its fall to the orc siege - although he cannot spare them from the horrors to come, at least he can prevent the bastardization that might result.

The material components are a drop of blood from the target's last menstrual period (or an ounce of her blood, from anywhere, that has been mixed with dust and dried in a silver chalice) and the priest's holy symbol. The priest invokes the name of his deity, touching his holy symbol to the blood. The woman must then consume it, usually mixing it with wine or some other fluid. The spell remains in effect until the first day of the woman's next menstrual period, or until a successful dispel magic is cast upon her.


Battle Cry (Enchantment/Charm)
Sphere: Combat, Vengeance
Range: 0
Components: V, S
Duration: 6 rounds
Casting Time: 2
Area of Effect: 60 yards + 10 yards per level radius
Saving Throw: None
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

At the culmination of this spell, the priest utters a deafening cry or shriek drawing the attentions of all hostile creatures within the area of effect. 1d6 HD of these creatures per level of the priest are stunned for 1d3 rounds; this affects creatures with the lowest Hit Dice first. All affected creatures will thereafter attempt to physically attack the priest, foregoing any other actions. The desire to hunt down the priest will remain for 6 rounds or until the priest 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 priest remains alive. Undead or creatures with Intelligence less than 5 are not affected by this spell.


Beauty Aura (Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, S
Duration: 1d4 rounds
Casting Time: 1
Area of Effect: 10-foot radius
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>

Beauty aura creates a glow of beauty that attracts 1d4 males in a 10-foot radius. The glow will make the targets see only the aura unless struck during battle. The male creatures must have an Intelligence of 5 or more for the spell to work on them.


Bird Call (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 120-yard + 10-yard per level radius
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

This spell allows the priest to call all birds within the spell effect. The birds will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the birds will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the birds will peacefully disperse to whence they came.


Bleeding Touch (Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

This spell causes a bleeding wound to appear on the victim. Priests must roll to hit, and if they miss, they lose the spell. The victim must save versus death magic or suffer 1d6 points of damage for every two levels of the caster. The material component of this spell is a needle.


Bloodskin (Conjuration)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This spell will conjure up blood to appear on the priest's body. This creates an aura of fear, causing all creatures with 2 HD or less will to flee in terror. The material component is a drop of the caster's own blood.


Breathable Air (Alteration) Reversible
Sphere: Elemental (Air)
Range: 6 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 10-yard radius sphere
Saving Throw: Negates
Author: Rob McNeur <rob@ccc.govt.nz>

This spell causes the affected area to have breathable air for the duration of the spell, as long as the surrounding pressure will allow it (eg., in shallow water the pressure will not remove the spell, in deep water the water pressure will reduce the area of effect considerably). This is handy for emergency breathing supplies within a poison gas area, stinking cloud, etc., and also gives a better saving throw versus these effects (save at +4). The reverse (unbreathable air) will cause the air to become totally unbreathable, causing choking (1d6 per round while within the area of effect) and making it difficult to cast spells (save versus spell to be able to do so). This is similar to stinking cloud.


Charm Male (Enchantment/Charm)
Sphere: Charm
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One male creature
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>

This spell affects any single male it is cast upon. Males include humans, demihumans, or humanoids. Any charm-resistant creatures are still affected because seducer magic affects the sexual part of the brain, which is not well protected in males, even elves.

The target receives a saving throw versus spell to avoid the effects, with any adjustments due to Wisdom. See the Player's Handbook for a further description under charm person.


Clean (Alteration)
Sphere: All
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

Upon casting this spell, the priest effectively cleans one person, animal, or object per level of experience. If cast upon a person or mount, it cleans the being plus any personal belongings it has on it. Alternatively, it can be cast on a 10-foot cube area. This spell affects dirt, grease, paint, sweat, etc., but can be controlled so it doesn't remove something that is permanent, such as oil in boots or paint on a shield. This spell is useful for a party that is on the road for weeks without a chance to bathe. It can also be used to negate the effects of some spells. These spells would include colour spray, grease, etc. The material component of this spell is a piece of soap.


Coalstone (Alteration)
Sphere: Elemental (Fire)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: Gem touched
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

When this spell is cast, the priest enchants a gem, turning it into a coalstone. The coalstone glows and gives off heat. It is hot enough to start a fire, ignite flammable substances and shed light in a 5-foot radius. Holding the coalstone will inflict 1 point of damage per round unless the wielder possesses some form of protection. The coalstone will burn for 1 day per gold piece value of the gem used for a maximum of 1 year per level of the priest, after which the coalstone crumbles into a fine powder. Another function of the coalstone is that the priest may opt to cause it to explode. This will cause 1 point of concussion damage for every 100 days left on the duration and ignite any flammable objects within a 5-foot radius. The material component for the spell is a sprig of holly.


Common Prayer (Conjuration/Summoning)
Sphere: All
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: 10-yard radius
Saving Throw: None
Author: Barbara Haddad <melchar@shakala.com>

The priest leads a prayer to his deity, that he may influence the day to come. All who participate (by repeating the prayer) inside the area of effect gain the influence. It is expressed by a +5%/+1 (or -5%/-1) alteration on a single die roll during the day to come. If not used before the priest's recycle time, the benefit dissipates. Several common prayers may be participated in by the same individual. The benefits stack, but their effects are not cumulative.


Comprehend Languages (Alteration) Reversible
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Creature or object touched
Saving Throw: None
Author: Unknown

Except as noted above, this spell is the same as the 1st-level wizard spell comprehend languages.


Conjured Weapon (Conjuration)
Sphere: Combat
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One weapon
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

When this spell is cast, it brings into existence a weapon of the priest's choice that he can use to fight with. The weapon is a normal weapon with the holy symbol of the god engraved upon it. The weapon has a dim glow upon it which can be faintly seen. The priest, if he is to use the weapon, must be proficient in its use. The weapon can be given to another character to use.

If a striking spell is used in conjugation with the conjured weapon spell, there is an additional +1 to the to-hit and damage roll, because of the cumulative effects of the magic of the spells. The conjured weapon then counts as a weapon, +2 for purposes of special defense.

The weapon stays into existence until the end of the spell or until the priest wishes the spell to end. The verbal component would sound something like: "Oh Great Warrior Kos, give me a broadsword to smite down my foes!", and the gestures made are those to signify the priest's intent.


Control Hair (Invocation)
Sphere: All
Range: Special
Components: V
Duration: 1d6 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Lord Skigg <camplte@wkuvx1.bitnet>

Control hair can direct the hair on the person's head to grow one foot around, style itself, or act as a hand. The hair can perform simple tasks like untying ropes, or opening locks at a 20%. The hair cannot hold weapons larger than a knife and doesn't give an extra attack. If used to fight with, it has a THAC0 of 20. The caster can discontinue the spell at any time.


Create Earth (Alteration) Reversible
Sphere: Elemental (Earth), Summoning
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Unknown

By this spell, the priest creates up to 3 pounds per level of stone or 1 cubic foot per level of sand, dirt, or dust. The stone can be solid or loose gravel. The reverse, destroy earth, will destroy a like amount of earth or stone. Magical creatures are allowed a saving throw versus death magic or take 1 point of damage per level of the priest. The material component is the priest's holy symbol.


Daryana's Holy Shit (Conjuration)
Sphere: Creation
Range: 10 feet
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: 3-inch radius sphere
Saving Throw: None
Author: Boudewijn Wayers <dedos4@win.tue.nl>

This spell was granted to Daryana, 3rd-level priestess of the goddess of magic, after she had repeatedly, loudly, requested it.

Upon uttering the verbal component - already mentioned in the spell's name - two things can happen. If cast consciously, the spell can be targeted and takes effect immediately. In this case, some faeces appear anywhere within the range of the spell.

If this spell was memorised, but the verbal component uttered more or less unconsciously, the spell's effect is delayed for up to 1 hour while the place of impact is anywhere within 10 feet around the unfortunate priest, both at the DM's discretion.


Deadskin (Alteration)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Tim Rightnour <garbled@indirect.com>

The creature touched by this spell will have his skin withered, and will become ghastly ugly for the spell duration. Any creature seeing the effected person will have a strong desire to attack it, and will do so immediately. This spell has no effect on undead. The material component of this spell is a bit of rotten flesh.


Detect Enemy (Divination)
Sphere: Divination
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1-yard per level radius
Saving Throw: None
Author: Unknown

By casting this spell, the priest may determine whether there are creatures within the area of effect that bear hostile intent toward him. The spell will reveal the direction of the creatures, even if they are invisible, ethereal, astral, or out of phase. Note that this spell does not reveal anything about the alignment or motives of the creatures in concern. The material component of this spell is a miniature spy-glass of any material.


Detect Life (Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell enables the priest to sense the aura of life. Diviners may also sense at will one attribute per level above third, noting such attributes as number, degree (size), concentration (power), and location. Diviners may also focus in on a particular aura and sense at will one "colour" per level above seventh, noting such features as kingdom (animal, plant, etc.), state (live, undead, divine, etc.), form (gaseous, liquid, solid), and extension (prime-material, para-ethereal, negative-energy, etc.).


Detect Pregnancy (Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

This spell enables the priest to detect pregnancy in any creature. The priest will also know the day of conception, stage of pregnancy, estimated day of birth, and gender of child.


Detect Venereal Disease (Divination)
Sphere: Divination
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell detects the presence of sexually transmitted diseases in a creature. A successful Intelligence check reveals the nature and symptoms of, but not the cure for, any detected diseases. The material component is the caster's holy symbol.


Dieme's Forcing Hand (Alteration)
Sphere: Combat
Range: 30 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: 1/2
Author: Dieme

By this spell, the priest throws a stone hand at the target. The stone hand will then make a crackling noise and show blue lightning as it flies towards its target. When it hits, it will do 2 HP per level of impact damage. Upon casting this spell, the priest throws the hand and says "to arms". This spell (like magic missile) always hits. The material component is a carved (or created) stone hand.


Dispel Fatigue (Abjuration)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown

This spell removes fatigue from the affected creature and protects it from tiring further for the spell duration. However, once the spell expires, the recipient must rest for the amount of time spent in strenuous activity (i.e., running, melee combat) while under the spell. No damage sustained is restored, including broken or sprained limbs, i.e., you still can't run on a sprained ankle. The spell is also ineffective against magically or psionically caused fatigue (such as ray of enfeeblement), or against subdual damage. The material component of this spell is a miniature stone wheel.


Divine Sexual Experience (Divination)
Sphere: Divination
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

Casting of this spell involves taking a clear vessel of water and releasing a drop of ink into it. The percentage of the water not darkened by the diffused ink indicates that person's purity score. Although not absolutely certain, any score under 50% probably indicates loss of virginity, and with the exception of the rarest of heroes and deities, the score will be between 25% (casual interaction with others) and 90% (extreme debauchery). More specific information may be revealed at the DM's discretion.


Elemental Burst (Invocation/Evocation)
Sphere: Elemental (All)
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 2-foot per level radius sphere
Saving Throw: 1/2
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell was once a spell from the Oriental Adventures book, but it was adapted for the priest. It causes one of the four elements (not five like in the oriental version) to send off slivers of its element either causing damage or another effect depending on the element: earth sends off sharp slivers causing 1d8 hit points of damage; fire sends of sparks that cause 1d4 damage and cause non-magical items in the area to save versus normal fire, if their owner or carrier does not save; air and water send forth concussive waves of force that cause the affected characters to save versus paralysation or be hindered for one round per three levels of the caster (hindered equals losing initiative for physical actions during those rounds). It does not significantly affect the object from which it gains the slivers of element it shoots off.


Empathy [1] (Divination)
Sphere: Divination, Thought
Range: Special
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell enables the priest to sense the general needs, drives, and emotions generated by an individual in sight. The material component is a lens, which is not consumed in the casting.


Empathy [2] (Divination)
Sphere: Divination, Thought
Range: Special
Components: V, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: 1 HD per level
Saving Throw: Negates
Author: Al Singleton (Samuel Higley) <eaay@catcc.bitnet>

This spell allows the priest to read the emotion of the creatures that the priest concentrates on. One creature is readable per round, and the priest must be of higher level than the target's level or Hit Dice. The priest must be able to see the target's face. The material component is simply the priest's holy symbol.


Faithfulness (Abjuration)
Sphere: Guardian, Protection
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Unknown

This spell acts as a phylactery of faithfulness in that it will alert the priest to any action or item which will adversely affect his alignment and standing with his deity, if a prior moment is taken to contemplate the action. Furthermore, if the priest is forced by some form of possession or domination to act contrary to his alignment, the spell bestows a 10% chance per level of breaking free of the mind control, as well as a saving throw to not carry out the offending act. The material component of this spell is a drop of holy water.


Flame Tongue (Enchantment/Charm)
Sphere: Charm, Elemental (Fire)
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons listening
Saving Throw: Negates
Author: Unknown

This spell temporarily grants the priest the fast talking proficiency: during the spell's duration, the priest is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the priest. Note that all hearing the priest will be affected by this fast talking: party members are affected too. The second use of this spell is to increase the morale of hirelings, followers and henchmen: prior to a fight, the priest can encourage them by talking vividly for one round, thus increasing their morale by two points plus one for every two levels above first, up to a maximum raise of 5. Thus, a 5th- or 6th-level priest will increase the morale by 4 points. The material component for both versions of the spell is a bit of phosphorus.


Flaming Symbol (Invocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special (sight)
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This spell will bring into existence a huge flaming image of the holy symbol of the priest. Any worshipper of the god whose symbol was used, receives a +2 to damage and hit while it is possible to see the symbol. The worshipper needs only to be able to see the symbol, he does not necessarily have to look at it. Any priest or worshipper of an opposing cult receives a -1 to-hit and damage while it is possible to see the symbol. The material component is a holy symbol, which is lost in the casting.


Git (Abjuration, Enchantment/Charm)
Sphere: Charm
Range: 40 feet radius
Components: V, S
Duration: 3 turns per level
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

By use of this spell, the priest may frighten away two Hit Dice of animals per level of experience.


Gnat Swarm (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: Sight
Components: S, M
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Unknown

The priest can summon a swarm of gnats to bother and harass the victim for the duration of the spell.

For example: a man is stalking Bob-the-wonder-druid through the forest. The fellow gets closer than Bob would like, and, unless he acts fast, is liable to get spotted (a situation he'd like to avoid). The man has a 30% chance to spot Bob normally, but with the swarming gnats, his attention is elsewhere, so his chances are cut to 15%. The material component for this spell is a dead gnat.


Grow (Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Plant touched
Saving Throw: None
Author: Unknown

The priest can cause a single plant to show a week's worth of growth in one day. This spell can be cast at most once per day per plant. The material component for this spell is some fertiliser or humus, and some water, to be given to the plant (the components are not consumed by the spell, but they are by the plant). If the priest wishes to continually cast this spell, then he should be prepared to furnish additional fertiliser and water to sustain the plant.


Heat [1] (Alteration) Reversible
Sphere: Sun, Weather
Range: 6 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 10-yard radius sphere
Saving Throw: Negates
Author: Rob McNeur <rob@ccc.govt.nz>

This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (chill), causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect.


Higley's Invisible Dog (Conjuration/Summoning, Necromancy)
Sphere: Necromantic, Summoning
Range: 10 feet per level
Components: V, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Al Singleton (Samuel Higley) <eaay@catcc.bitnet>

This spell summons the spirit of a dead dog to act as the priest wishes for the duration of the spell. The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.). A non-combative dog is useful mostly for warning and will vanish after one warning or 1d6 hours + 1 hour per level, whichever comes first. A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d6 rounds + 1 round per level. Both have an Armour Class in inverse proportion to caster level up to level 10 (level 1: AC 10, level 2: AC 9, etc.). Past level 10 the dogs have AC 0. The material components of this spell are the priest's holy symbol, dog fur (for a non-combative dog) or a dog tooth (for a combative dog).


Holy Mace (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 2
Area of Effect: One non-magical mace
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This spell will turn the priest's own mace into a +4 holy weapon. If the mace is given to anyone, it will turn to dust. If the priest keeps the mace, it will return to normal at the end of the duration. The mace must be sprinkled with holy water for the spell to take effect.


Iron Fist (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This spell will turn the priest's hands into solid iron, which may strike for 2d3 points of damage in unarmed combat. At the end of the duration the priest's hands return to normal. Any creature looking at the priest's hands for 1 round can detect the change on a successful Intelligence check. The creature only gets one chance to do this. The material component for this spell is a pair of gauntlets.


Itch (Enchantment/Charm)
Sphere: Charm
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Unknown

Causes the victim to have an irresistible urge to scratch, if it fails its saving throw. This can be cast on any sort of creature that is able to scratch, and dogs save at -4. This spell works with embarrassing effectiveness on armoured folks. The actual location of the itch is semi-random (i.e., the DM rolls a dice, pretends it matters, then does whatever he likes). Most of the time, though, it's on the back, the foot, or, on the odd occasion, less appropriate places.


Lactation (Evocation)
Sphere: Creation
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 1
Area of Effect: Female touched
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

Lactation, unsurprisingly, causes the subject to begin producing breast milk. This milk is of the highest nutritive value. A saving throw results in a single discharge of colostrum.


Lesser Healing Rays (Necromancy)
Sphere: Healing, Sun
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Francáois Menneteau <mennetea@acri.fr>

This spell cause a beam of healing sunlight to caress the target, healing 1d6 points of damage. The spell cannot be reversed. Also, the sun must be shining, so the spell cannot be used at night, under a cloudy cover, or underground.


Make-up (Invocation)
Sphere: All
Range: 0
Components: V, S
Duration: 1d4 hours + 1 hour per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Lord Skigg <camplte@wkuvx1.bitnet>

This spell's sole purpose is to put on make-up, perfume, etc., by magical means.


Open Time Portal (Alteration, Wild Magic) Reversible
Sphere: Chaos, Time
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 3 rounds
Area of Effect: One time stream per level
Saving Throw: None
Author: Steve Miller <smiller@media.utah.edu>

When this spell is cast, a shimmering doorway appears. Beyond it, the characters can see a blinding white light. The caster, and any other character, can step through and find themselves in another time stream. This is a one-way trip. The opening is only accessible in the time stream it was created.

The caster can choose to link the portal to the time stream adjacent to the one in which he finds himself, or can choose to access a stream as far removed up to his number of levels. Additionally, the caster can choose to enter the time stream at any point in the past or future within a number of decades equal to his level.

The portal remains open until the duration is up, or the reverse of the spell, close time portal, is cast at a level equal to or higher to the time spirit that opened the portal.

This spell was written for the "time spirit" class. Contact the author for more information on this class.


Painful Wounds (Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Special
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

This spell causes any existing wounds (caused by a bleeding touch or any blow of 4 or more hit points of damage, or when the victim is at half its maximum hit points or less) to become excruciatingly painful. To hit the victim, the priest must roll to-hit, and if he misses, the spell is lost. The victim must make a saving throw versus paralysation or be unable to do anything but roll on the ground screaming in pain. The material component is a pinch of salt.


Preserve (Abjuration, Alteration)
Sphere: Wards
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One pound or gallon per level touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

By means of this spell, the priest may preserve one pound or gallon per level of any non-living, non-magical, non-animate material in its present state for an indefinite duration. Any subsequent use of the material immediately dispels the dweomer. The material component is one fluid dram liquid dust.


Prevent Nausea (Abjuration) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: 6 turns per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

This spell will prevent the creature affected from getting nausea for the duration of the spell. The reverse of this spell, nausea, will cause nausea to the victim.


Prevent Spoilage (Abjuration, Alteration)
Sphere: Plant, Protection, Wards
Range: 10 feet per level
Components: V, S, M
Duration: 1 year per level
Casting Time: 1 round
Area of Effect: One pound of material per level
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell prevents the spoilage of material (mostly food) due to time. In this aspect it is similar to the preserve spell of the wizard. It has an additional bonus: it changes the aspect of the material so that pests like rats and other vermin will not consume or even gnaw on the material - not even if they are very hungry. Thus, it prevents the spoilage of food due to vermin. It does not prevent spoilage if it is dropped into filth or other ugly stuff: it still has to be stored in the appropriate containers. It also prevents magical food from spoiling.

The material components are the holy symbol of the priest and a small glass containing jelly which has been sealed after cooking. This glass vanishes in the casting.


Protection from Dirt (Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1d4 turns + 1 turn per level over third
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None
Author: Lord Skigg <camplte@wkuvx1.bitnet>

This spell can hold up to 1d6 tons of dirt out of a 10-foot radius. The seductress and anyone in the area of effect will be protected from stones and dirt. The seductress can turn off the spell at will. This spell will protect from soil-based attacks, but not arrows, although the arrow will be clean if it enters into the sphere. This spell can also be used for land slides, cave-ins, dust storms, etc. The material component is a stained leather bag of dirt.


Quick Step (Alteration)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown

This spell allows one creature to be able to run at full speed without getting tired over stone, dirt, or grass. At the end of the duration, the creature must stop for 1 turn for each hour it was running. During this time it can do nothing except drink liquids and eat small, light portions of food. At the end of this resting period, the creature will start to regain enough energy to be able to carry on normal activities (eat, walk, etc.). When the creature has stopped for a time equal to the time it ran, it will be able to carry on all activities without penalty (fight, run, etc.). This spell will work on horses, pack animals, etc. The material component for this spell is a small piece of leather.


Repair (Alteration) Reversible
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Object touched
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell is similar to the 1st-level wizard spell mending. It will repair any one object, which has a maximum volume of 1 cubic foot per level of the spell caster. For plate armour and any other object which has listed hit points (eg., a rope of climbing), the spell restores 1 HP per level of the priest. Just like mending, the spell will not, in and of itself, repair magical items which have lost their enchantments. However, the spell will repair magical items which have some damage but are still magical. For example, the spell will restore hit points to damaged magical plate armour, and can repair damage to a rope of climbing which has not been completely severed. However, if the rope of climbing had been completely severed, (cf. Dungeon Master's Guide) the spell could only repair the rope and would not restore the lost magical properties. The material components are a small piece of metal which is consumed when the spell is cast, and the priests holy symbol.

The reverse of the spell, break, does 1 points of damage per level of the priest to any one item if the item has hit points, or forces the item to save with a base roll of 10 if the item does not have hit points. Magical items, or items with a total volume of over 1 cubic foot per level of the spell caster are not affected by break. Failure indicates that the item has broken into 1d8+2 pieces. In both cases, the priest must touch the item, requiring a successful attack roll against an unwilling recipient.


Request Animal (Enchantment/Charm)
Sphere: Animal, Charm
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: One animal
Saving Throw: Special
Author: Unknown

By casting this spell, a priest can ask a particular animal for a favour. The priest must have some sort of enticement for the animal to actually perform the favour, because the animal can opt not to carry out the priest's wishes. The casting time of this spell is 1 plus the time necessary to make the request, which may take no longer than one turn. This spell does not empower the priest to actually speak the animal's language.

For example: if a priest spotted an owl, the priest could request the owl, if it saw any other humanoids around, to fly back and alert the priest. An appropriate offering might be some choice part of a rabbit, a mouse, or some other form of owl snack food. If the owl was actually required to fly patrol all night (and forego hunting, a favourite owl activity) then probably the owl would turn him down no matter what the priest offered.


Rock-Jump (Conjuration)
Sphere: Creation, Elemental (Earth)
Range: 100 yards
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Unknown

With this spell, the priest can cause a rock to find its way into the shoe of the victim. If the victim has no shoes, the spell causes a thorn or something to stick into the foot of the victim. The material component for this spell is a small stone or thorn, that is to be thrown in the direction of the victim. It is consumed in the victim's shoe or foot.


Seedling (Alteration) Reversible
Sphere: Elemental (Air, Earth), Plant
Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell causes one tree seed or seedling per level of the priest to be specially blessed by the priest's god. When the spell is cast upon a seed or seedling and planted in the ground, it will immediately start to grow at an astonishing rate. It will grow to a total height of 2 feet + 1 foot per level of the priest in the period of one turn. A tree thus "blessed" by this spell will grow to be a large, healthy tree, highly resistant to both parasites and disease, and will have a much longer lifespan than ordinary trees of its type.

The reverse of this spell, tree shrink, causes one tree to be reduced in height by the above amount. If this is cast upon an enchanted or intelligent tree, it gets a saving throw versus spell. If the tree saves, there is no effect. If the tree fails, then the tree is reduced in Hit Dice by the level of the priest.

The spell can be cast in two ways. The first way takes 1 round per seed or seedling to cast and be planted. The other way takes 1 round per seed or seedling to cast, initially. The spell is then finished at a later time by completing the final gestures (again, this costs 1 round per seed or seedling) and then planting the seeds or seedlings. There is no limit to the time in between the original casting and completion in this variation. Anybody can perform the final gestures needed to complete this spell.

The seeds or seedlings are most commonly used for gifts or reforestation projects as needed. The trees around a priest grove tend to be of this type.


Sense Direction (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

By use of this spell, the priest is able to divine exactly what direction his home grove is in relation to his current position. Only direction is known, not distance. The material component for this spell is an oak leaf (from the home grove) suspended by a spider silk thread.


Sharpleaf (Alteration, Invocation)
Sphere: Plant, Combat
Range: 20 yards
Components: S
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Three leaves per 4 levels
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

Using this spell, the priest causes oak leaves to become rigid and extremely sharp. These sharpleaves can now be wielded or thrown as daggers. If the leaves are crumbled before the spell is cast, then the resulting pieces are similar to caltrops, doing 1d2 HP each. One leaf can cover a 5-foot long square, with 1d4 points of damage hitting the first creature to enter.


Speak with the Intoxicated (Alteration)
Sphere: Divination
Range: 0
Components: V, S
Duration: 1d20 rounds
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Brent The Phantom <brent@cophadm1.coph.usf.edu>

This spell empowers the priest to comprehend and communicate with any person that is intoxicated. The priest is able to ask questions and receive intelligent answers that may still be friendless, cooperative, or understanding. The true usefulness of the spell is when the intoxicated person is comatose.

A spell or power of this sort could make the priest a very valuable party commodity for his ability to interrogate those who require so much alcohol to loosen their tongues that it also shuts down most of their brains.


Stop Bleeding (Alteration)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

This spell immediately stops the bleeding of a wounded individual. It will not heal any damage, only stop the flow and scent of blood. This is useful when a priest needs to halt bleeding of an individual who cannot be fully healed at that time (note that even a bandaged wound may still attract sharks and other creatures by scent). The spell will cease to attract sharks and other carnivorous fish, but the amount of blood already spilled will still exist. This spell can also be used on land to stop the victim from leaving a trail of blood. It may also be used to halt the adverse effects of a weapon of wounding. The material component of this spell is the priest's holy symbol.


Striking [1] (Alteration, Enchantment)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 4
Area of Effect: The caster's weapon
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

When striking is cast, it causes the caster's weapon to become enchanted to do double normal weapon damage when it strikes. For example, a dagger would do 2d4/2d3 instead of 1d4/1d3, while a two-handed sword would do 2d10/6d6. Any plusses to the caster's to-hit and damage rolls are not doubled, only the basic weapon damage is. Bonuses, if any, are added afterwards.

If this spell is cast upon a weapon created by a conjured weapon spell, there will be an additional +1 bonus to all to-hit and damage rolls. The weapon then counts as a + (caster's level/4) weapon for purposes of special defense (round fractions down).

The material component for this spell is the caster's holy symbol, which passes the enchantment to the weapon, while the caster invokes the blessing of the warrior god.


Striking [2] (Invocation)
Sphere: Combat
Range: 0
Components: V, M
Duration: 5 rounds + 1 round per level
Casting Time: 2
Area of Effect: One weapon per 4 levels
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

The use of this spell calls down upon a specially consecrated weapon of a believer the benediction of his deity. This spell only works for those of the same faith as the priest and the weapons used must have been previously dedicated to that deity through a ceremony spell. Once these conditions have been met, the spell endows the weapon with a glowing, magical aura that inflicts an additional 1d6 points of damage per blow struck. This additional damage will affect creatures that are struck only by magic weapons of +2 or less (while the weapon itself may do no damage to these creatures). Note: this spell will not affect weapons which are +2 or better. The material component is the priest's holy symbol.


Stunning Flash (Evocation)
Sphere: Sun
Range: 10 yards
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-foot radius globe
Saving Throw: Negates
Author: Francáois Menneteau <mennetea@acri.fr>

Due to a flash of light that appears in their eyes, victims failing their saving throw versus petrification are stunned for 1d6-1 rounds + 1 per four levels of the caster (up to a maximum of 10 rounds). The saving throw is made with a +4 bonus minus one per four level of the caster.


Summon Midwife (Conjuration/Summoning)
Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

This spell will summon the nearest midwife. The midwife will get the summons. She is under no obligation to respond to the summons, but very few midwives will ignore it unless unfortunate circumstances prevail.


Tracker (Divination)
Sphere: Divination
Range: 1 foot per level
Components: V, S
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Negates
Author: Unknown

This spell allows the priest to place an enchantment on an object. The priest will then know, for the duration, the direction and relative distance to the object. The object can be up to a mile away before the spell fades away. The spell will last until the spell duration expires or it is dispelled. If the object is on a unknowing recipient at the time of casting, then (and only then) does the carrier get a saving throw.


Trance (Divination)
Sphere: Divination
Range: 0
Components: S
Duration: 8 rounds
Casting Time: 1 round
Area of Effect: 100-yard radius
Saving Throw: None
Author: Unknown

The priest goes into a meditative trance, and, after being in this trance for one round, can feel the presence of the spirits in the area - including the spirits of the animals in the area.

For example: if, say, a troll happened to be within 100 yards of the priest, the priest would certainly know that something large and fell is in the area, but, unless the priest had come into contact with the spirit of a troll before, wouldn't know what it was.


Trip (Alteration)
Sphere: Plant
Range: 100 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One 10-foot per level long square
Saving Throw: None
Author: Unknown

Actually, this is a low-budget entangle. However, the effectiveness of this spell depends upon the amount of underbrush in the area of effect. In a bramble of thorn-bushes, it is as effective as an entangle spell. On a putting green, it has no effect at all. The material component of this spell is a small twig with thorns on it.


Vylja's Dark Eyes (Alteration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

By casting this spell, the caster can protect the eyes of any one creature against the blinding effects of normal sunlight and the like. As a consequence, this spell is only useful for creatures that normally reside in the Underdark and similar dimly lit places. When their eyes are shielded by Vylja's dark eyes, creatures like drow and duergar can roam the surface world during daylight without suffering penalties (see the Monstrous Compendia for details). If the target creature is unwilling to receive this protection, it is granted a saving throw versus spell to avoid the effects.

The spell has one disadvantage: because it makes the eyes of these creatures less sensitive, their range of infravision is halved for the duration of the spell. Vylja's dark eyes lasts for one turn per level of the priest casting the spell, or until dispelled by a dispel magic. If a light is directly cast at the protected creature and it fails its saving throw against that spell, the two spells dispel each other. When a continual light is cast in a similar way, and the creature fails its saving throw, Vylja's dark eyes is dispelled - in other words: the creature will immediately suffer maximum penalties for being in a brightly lit area. If the protected creature successfully saves against a light or continual light cast at it, it will stand in its area of effect, but it will suffer no adverse effects. The caster can also end the spell at will, although the eyes will need three rounds to regain their normal sensitivity.

The material component for Vylja's dark eyes is an ointment that can be made by any character with the herbalism proficiency. It needs precious herbs (20 gp per dose) that must be collected either at dawn or at dusk, and that must be dried for at least one month before they can be made into the ointment. This final process takes one full day of careful mixing (5 doses can be made on a single day). Once the ointment is ready, it can be kept for one month if put in an airtight and dark container. During casting such a dose is then put on the eyelids of the protected creature.


Water to Wine (Alteration)
Sphere: Creation, Elemental (Water)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>

This spell allows the priest to transform one glass of water per level to wine.


Winston's Create Party Drink (Conjuration)
Sphere: Creation, Elemental (Water)
Range: 5 yards
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: One cubic foot per level
Saving Throw: None
Author: Winston

When this spell is cast, the priest causes some kind of party drink to appear along with appropriate drinking cups. To determine the drink conjured, roll 1d8 and check on the table below:

d8 Type of Party Drink Conjured
1 Kid's birthday party Very sweet cordial
2 Barbecue Dark beer
3 Frat party Very low quality beer
4 Pizza party Soda, assorted flavours
5 Society gathering Fine wine
6 Ice-cream sundae party Root beer, soda water
7 Hacking party Jolt cola
8 Celebration party Champagne

The DM should feel free to substitute any other party drinks. Each cubic foot of the drink refreshes four human sized creatures or one horse sized creature for a half day. The liquid decays and becomes inedible within 24 hours, although it can be restored for another 12 hours by casting a purify food and drink on it. For each experience level the priest has obtained, one cubic foot of drink will be created by the spell. A 2nd-level priest could create two cubic feet of drink.