Second-Level Spells

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Animal Healing II (Alteration) Reversible
Sphere: Animal, Healing
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 3
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 serious 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 2d8+1 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm II, requires a touch in combat and deals 2d8+1 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.


Animal Sense (Alteration)
Sphere: Animal
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell offers a touched creature a single sense of another creature. This sense must be from any animal. For example, the sense of a bat will give absolute radar power in any circumstances. The creature can understand what it receives by the new sense if it succeeds at an Intelligence check. If it fails, it misinterprets the sensory input. Once a number of 20 Intelligence checks (with a minimum of one check) have succeeded, the creature no longer needs to make any Intelligence checks again for this sense, unless a special situation arises: say you had gained the nose of a bloodhound and followed a trace through a swamp; suddenly you come upon a large patch of aniseed (which is incredible irritating to dog noses), in this case you would have to succeed at an Intelligence check again (normally even with a hefty subtraction). It is possible to have up to one additional sense per 3 Intelligence points of the recipient creature; for each new sense the Intelligence checks of all senses are reduced by 2 (this simulates the strain on the brain of trying to cope with so many new sensory inputs).

The material components are the holy symbol of the priest and a tiny bit from the animal from which you desire to gain the sense.


Animate Wood (Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell allows the priest to bend wood to his will, making it supple and flowing, altering the shape of the wood permanently (though the form created must bear some semblance to the original form of the wood). A living tree may be animated at five feet (height) per level. Dead wood may be animated at a rate of two arrow shafts per level. The wood may be made to grasp, entangle, or attack as club. The material component of this spell is a supple twig.


Appetize (Alteration) Reversible
Sphere: Chaos
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: One 1-foot cube per level
Saving Throw: None
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>

This spell disguises unappetizing foods (such as raw hearts) as delicious foodstuff. The type of food to be copied is up to the caster but cannot be changed until the spell is either dispelled or the duration has expired.

The reverse of this spell, putricise, makes for utterly unpalatable to humanoids. To eat putricised food, the eater must roll versus their Constitution at -5 or begin vomiting for 1d4 rounds. The material component for this spell or its reverse is a pinch of cinnamon.


Assist Labour and Birth (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

This spell has multiple functions to assist the mother in labour and birth, one of which must be chosen by the caster:

The material components of this spell are boiling hot water and towels.


Bleeding Wounds (Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

This spell causes any existing wounds (as in painful wounds) to start to bleed badly. Priests must roll to hit, and if they miss, the spell is lost. If the victim fails a saving throw versus death magic, he will suffer 1 hit point of damage per round, not including any damage he may take in combat. The DM may choose to have the blood get in his eyes, make it difficult to keep a hold on a weapon, or possibly make the ground slippery, if he so chooses. The material component for this spell is a shard of glass.


Body Warmth (Necromancy) Reversible
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: Special
Author: Nir Hener <s2909800@techst02.technion.ac.il>

A cold blooded or non-living creature (undead) receiving this spell is becoming warm, his heartbeat can be felt and all forms of detect life give positive answers.

If the creature is not intelligent, it is entitled to a saving throw versus spell. Otherwise, the spell can be cast on a willing recipient and is stopped at his wish. In any case, the spell will not last over a day. The spell has no effect on warm blooded creatures, nor does it inflict any damage whatsoever to the receiving creature. It might, at the DM's decision, disable the creature from doing things related to his cold blooded organism.

The material components are the priest's holy symbol and a light source. The light (preferably sunlight) is to be reflected upon the affected creature, while the priest lays his other hand upon its heart. The reverse, body chill, has the reverse effect upon warm blooded creatures (no heartbeat can be found, detect life gives negative answer etc.).


Bubble Screen (Alteration)
Sphere: Elemental (Water), Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 30-foot sphere
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

Upon casting this spell, the priest fills the area with bubbles. The sphere of bubbles is so thick and active that it seriously restricts vision, giving all within it a -4 to-hit. The action of the bubbles will also disrupt spellcasting unless the caster makes a Constitution check. The caster is not immune to the effects of the spell, and will suffer the same restrictions. Most sea life will avoid the sphere of bubbles when possible.

The material component of this spell is a small tube, which the caster blows bubbles through while casting.


Clay Beast (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This spell enables a priest to conjure up a weak earth elemental - a clay beast of AC 4, 2 HD, MV 100 feet per round, 1 attack for 1d4 points of damage, which can be hit by normal weapons. It is about 5 feet tall and appears as a solid mud man. It moves as directed by the priest, but if it ever becomes separated from the priest by more than 30 yards, it instantly dissipates. Any native to the elemental plane of earth can disperse it at will with a simple touch, even another clay beast. The material component for this spell is a bit of clay.


Command II (Enchantment/Charm)
Sphere: Charm
Range: 30 yards + 10 yards per level
Components: V
Duration: 2 rounds
Casting Time: 2
Area of Effect: One creature within hearing range
Saving Throw: None
Author: Unknown

This spell is an improved version of the command spell (q.v.). The differences are: the range (as noted above), the duration (as noted above), and that only those creatures with a 15 or higher Intelligence and those of 6 HD or more get a saving throw.


Cure Drunkenness (Abjuration) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell will instantly remove all effects of alcohol intoxication from one target's system. This instantly alleviates hangover, lack of sobriety, and all associated effects of being drunk or its immediate after-effects. It will not cure or abate maladies caused by long-term alcohol abuse, such as cirrhosis of the liver, alcoholism, heart disease, etc.

The reverse, cause drunkenness, will make its target instantly and severely drunk. The drunkenness caused will last as long as normal drunkenness would last, and may bring on a hangover. The severity of the drunkenness is slight if cast by a 2rd-5th level priest, moderate if cast by a 6th-9th level priest, and great if cast by a 10th level or higher priest (see the Net Alcohol Guide for more information).


Cure Moderate Wounds [1] (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell is a more potent form of cure light wounds. When the priest lays his hands upon the creature to be healed, the spell cures 2d8+1 points of damage.

The reverse of this spell, cause moderate wounds, does the above amount of damage if the priest succeeds in touching the victim. Otherwise, this spell is the same in all respects as a cure light wounds spell.


Cure Moderate Wounds [2] (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell is similar to the 1st-level priest spell cure light wounds, except that 2d4+2 points of damage are healed. The reverse, cause moderate wounds operates in the same manner, inflicting 2d4+2 points of damage to opponents, if a successful attack roll is made.


Cure Vicious Wounds (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

This spell is a slightly more potent version of cure light wounds. At the end of the casting time the priest lays his hands on the creature he wants to cure. His touch restores 2d4+2 HP to the creature. This spell does not work on creatures without corporeal bodies or those of extraplanar origin.

The reversed spell, cause vicious wounds, works similarly, although the priest's touch inflicts 2d4+2 points of damage on the affected creature. If the creature is trying to avoid the touch, a successful attack role has to be made by the priest.


Curse Non-Fire Weapons (Enchantment)
Sphere: Elemental (Fire)
Range: 30 yards
Components: V, S
Duration: 3 rounds per level
Casting Time: 3
Area of Effect: 60-foot cube
Saving Throw: None
Author: Dennis Kefallinos <denison@theseas.ntua.gr>

The spell causes non-fire based weapons, that is, all except those related to or made with fire, to be awkward to hande. For example, obsidian weapons or fire arrows are not affected, while iron or steel ones are. This makes creatures using them to be non-proficient in their use, even if they are actually specialised in them. The creatures receive the usual non-proficiency penalties pertaining to their class.


Curse [2] (Necromancy)
Sphere: All
Range: Special
Components: V
Duration: Permanent (until dispelled)
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell allows the priest to place one of four curses on the victim:

The priest must be able to see the victim to curse him. The priest cannot actually pick one of the above effects: the effect is determined at random.


Dehydration (Alteration)
Sphere: Elemental (Water)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Negates
Author: Al Singleton (Samuel Higley) <eaay@catcc.bitnet>

This spell will cause a creature successfully touched by the priest to lose nearly all water suspended in its body. An option for the priest is to use his waterskin, into which he may send the displaced water, filling the skin (but not overflowing). The priest must by holding the skin in one hand while touching the target for this to occur. Otherwise, the water is sent to the plane of water.

The effects on the target of this spell are that they take an extra 1d4 damage from slashing attacks, 1d6 from bludgeoning attacks, and no extra damage from piercing attacks. They cannot heal normally and must drink some water within 24 hours or die, and a few gallons to recover (I don't know the exact amount that the body holds). In addition if no water is received in 12 hours then there is a failure of the stomach system (alimentary canal, if you want to be technical) and the character must make a Constitution check to eat without vomiting, thus requiring a healing spell; or weeks of light, salty foods to try to heal naturally. Each failure lowers the character's Constitution for the next eating attempt, if the adjusted Constitution goes to zero then that character may not eat until cured. There is also a chance of chronic diarrhoea setting in if not given water within 12 hours (make a Constitution check) whereupon then the character's Constitution is reduced by two for a week after a normal diet has returned.

This spell will not affect creatures without non-negligible water contents, this being DM's discretion. Magical water creatures are allowed two saving throws, the first a regular saving throw, then, if failed, an additional saving throw versus death magic. If both fail, the creature is killed (this spell could kill a nereid).


Detect Invisibility, 15-foot Radius (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: 15-foot radius sphere
Saving Throw: None
Author: Unknown

Except as noted above, this spell is the same as the 2nd-level wizard spell detect invisibility. Note that the spell allows only the priest to see invisible creatures, and then only those within the specified radius. The material component of this spell is a pinch of any fine powder such as talc.


Detect Phase (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Person touched
Saving Throw: None
Author: Scott Neilly

When this spell is cast, the person touched can see and perceive any creature that is out of or in a different phase than that of the spell recipient. This means that the person touched will see clearly such creatures with special defenses such as displacement, blinking, duo-dimension, astral- or etherealness and those who can shift out of phase, such as phase spiders. Furthermore, if the person touched has means to attack such creatures, he will have none of the ill effects that normally occur when trying to attack (i.e., the person touched would know the exact location of a displacer beast, or where the phase spider is, etc.). The information cannot be communicated to anyone else by words. The recipient's sight is limited to 120 yards.

The material component of this spell, in addition to the priest's holy symbol, is a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell.


Detect Style (Divination)
Sphere: Divination
Range: 30 yards
Components: M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One or more creatures
Saving Throw: Special
Author: Unknown

This spell has two uses: if cast on more than one creature, this spell will make the one highest in rank known to the priest. If all creatures, which must be in sight, are of equal rank, or there is a tie for the highest rank, no one will be detected. Note that the highest in rank need not be the most powerful of the scanned creatures. In this case, there is no applicable saving throw.

The second use of this spell is to determine the exact rank of a specific creature: if the spell is cast on one creature only, the priest will know the rank of the targeted creature. If the priest is unfamiliar with the hierarchical structure of the victim's society or organisation, he will only feel a general indication: something like "no rank", "officer" or "very high rank" would be appropriate descriptions. Note that nothing is revealed about the victim's level of experience and so on. The target gets a saving throw, that will negate the spell. The material component for both versions of the spell is a drop of perfume.


Dieme's Forceful Hand (Alteration)
Sphere: Combat
Range: 40 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
Author: Dieme

This spell is like the first-level spell except that the fist is a lot larger (about 6 feet high), and more forceful. The base damage is 2d6 HP + 1 HP per level for small or medium, and 3d6 HP + 1 HP per level for large creatures. The creature saves for half damage, and those that fail are affected as follows:
Size Effect
Large Creature falls down
Medium Creature pushed back 1d4+4 feet, Dexterity check to stay on feet
Small Creature thrown back the number of feet equal to the damage they took. They also take another 1d6 points of damage when they land
This spell does not ensure a safe landing, and if the creature is in a position where a fall would do extra damage, mounted on a horse, for example, extra damage may occur. The material component is a carved (or created) stone hand.


Dispel (Abjuration)
Sphere: Protection
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

By use of this spell, the priest can attempt to negate the effects of any other single spell providing that at least some part of that spell's area of effect is within thirty feet of the priest. The base chance for success is 50% modified upward or downward by 5% per level the priest is above or below the caster of the spell being negated. This spell can also be used to negate the magical effects of potions (either before or after ingestion), with the level of potion maker being generally treated as 12th. The material component of this spell is a piece of gum.


Dispel Scent (Alteration)
Sphere: Guardian
Range: 120 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 15-foot radius sphere
Saving Throw: Special
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

When this spell is cast all odours disappear in the area of effect: no new odours will enter or leave the protected sphere. This effect lasts for the full duration of the spell - 2 rounds per level of the priest casting the spell. The area of effect must be centred around an object or a creature and so it will move if its centre turns out to be mobile. Unwilling creatures or objects worn by unwilling creatures receive a saving throw versus spell in order to prevent the spell from taking effect (the objects have the same saving throw as the creature that is carrying them). The material component is a piece of garlic that disappears when the spell is cast.

The spell provides excellent protection against odour-based attacks, be they magical like stinking cloud or natural like the smell troglodytes produce. Dispel scent can also be used to avoid being noticed by animals or monsters that rely heavily on their noses.


Efembe's Spitting Image (Conjuration/Summoning)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 week per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Boudewijn Wayers <dedos4@win.tue.nl>

Upon casting this spell, the priest spits on his fingertips and smears some spittle on the target's forehead. This bestows a curse on the victim: every time he looks into a mirror or another reflecting surface during the spell's duration, his mirror image will spit into his face. Note that a remove curse will dispel this spell.


Endure Acid (Abjuration)
Sphere: Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to acid, instead of water. Acid is obviously enough a serious problem. Why no priest ever before developed a spell against it is a mystery to me.


Endure Air (Abjuration)
Sphere: Elemental (Air), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.


Endure Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).


Endure Electricity (Abjuration)
Sphere: Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to electricity, instead of water.


Endure Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp icicles, etc.


Endure Vacuum (Abjuration)
Sphere: Elemental (Air), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to vacuum, instead of water. This spell is for those space travellers that somehow seem to find themselves floating around in wildspace a little too often or those that seem to land in those ugly vacuum rooms which have absolutely air-tight doors and then increase their size magically to very big (still having the same amount of air in a room which is now 1000 feet per side which was previously 10 feet per side causes quite a decompression) and for those guys that find themselves rushing up from 3000 feet depth in the ocean to the surface of the ocean - normally any creature which does this goes pop.


Endure Water (Abjuration)
Sphere: Elemental (Water), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 1st-level endure cold or heat. It causes the protected creature to take no damage from natural phenomena that are connected to water. If a magical force simulating these phenomena (see below for examples) hits the protected creature, this spell may subtract 10 HP of damage after the saving throws are rolled. After reducing the damage once in this way, the spell ends. Otherwise, the spell ends when the duration runs out. In contrast to endure cold or heat, this spell does not end if another elemental force hits the protected creature; the spell ends only if its duration runs out or if the creature is hit by the appropriate magical force (even if it causes less than 10 HP of damage). The material component is the holy symbol of the priest.

Endure water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.


Enhance Weapon with Fire (Enchantment)
Sphere: Elemental (Fire)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Weapon touched
Saving Throw: None
Author: Dennis Kefallinos <denison@theseas.ntua.gr>

This spell enhances the striking power of a weapon. The weapon now functions a bit like a flame blade. For the duration of the spell, the weapon glows with a fiery aura and causes 1d4 points + 1 point per 2 levels of the caster damage (in addition to its normal damage), due to the searing heat it radiates. Unfortunately, it also causes 1 point of damage per round to its user (as long as he holds it), for the same reason. Undead and creatures especially vulnerable to fire take 2 additional points of damage.

If the creature is protected from fire, the damage inflicted is reduced by 4 (for a minimum of 0). The weapon can ignite combustible materials. It is not, however, considered to be a magical weapon. The spell does not function under water. Already enchanted weapons cannot be enhanced this way. The material components of the spell are a bit of coal and the caster's holy symbol.


Find Person (Divination)
Sphere: Divination, Time
Range: One world in one time stream
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One person
Saving Throw: None
Author: Steve Miller <smiller@media.utah.edu>

With this spell, a time spirit can locate the counterparts in other time streams, or future and past versions of companions, world leaders, and other individuals he either knows through detailed accounts or personally. The caster immediately knows if the being he is trying to find is dead, alive, or if it even existed in this reality. The character is also aware of the subject's general location. The use of this spell has a 5% chance of attracting the attention of time guardians. This spell was written for the "time spirit" class. Contact the author for more information on this class.


Flame Blade (Invocation)
Sphere: Combat, Creation, Elemental (Fire)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: 3-foot long, sword-like blade
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

When a priest casts this spell, he causes a blazing ray of red-hot fire to spring forth from his hand. This blade is actually wielded as if it were a scimitar (but it is not a scimitar), and if the priest scores a successful hit while employing the blade, the creature struck will take 2d6 points of damage - with a damage bonus of +2 if the creature is especially vulnerable to fire (it will work especially well versus undead or ice para-elementals. The flame blade will ignite combustible materials. The blade will not affect creatures that can only be hit by magic weapons, except with respect to undead. In addition to mistletoe, the priest must have a leaf of sumac in order to cast this spell.


Flaming Child (Conjuration/Summoning)
Sphere: Elemental (Fire), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This spell conjures up a small fire elemental: AC 5, 2+1 HD, MV 130 feet per round, one attack for 1d6, and it can be hit by normal weapons. It appears to be a 4 foot high child caught on fire. It will move as directed by the priest, but if it is ever separated from the priest by more than 30 yards it will instantly dissipate. Any being from the elemental plane of fire, including another flaming child, can destroy it with a touch. The flaming child will ignite all flammable things it touches. The material component for this spell is a bit of dung.


Frost Blade (Invocation)
Sphere: Combat, Creation, Paraelemental (Ice)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: 3-foot long, sword-like blade
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

When a priest casts this spell, he causes a freezing icicle to spring forth from his hand. This blade is actually wielded as if it were a scimitar (but it is not a scimitar), and if the priest scores a successful hit while employing the blade, the creature struck will take 2d6 points of damage - with a damage bonus of +2 if the creature is especially vulnerable to frost (it will work especially well versus red dragons or fire elementals). The blade will not affect creatures that can only be hit by magic weapons. In addition to mistletoe, the priest must have a leaf of sumac in order to cast this spell.


Guardian Watch (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 20-yard radius sphere
Saving Throw: None
Author: Unknown

This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1 pound, the elemental will cause the ground to shiver and wake people up (detection of creatures is by movement and vibrations across the ground). The elemental can also form a hand and try to trip intruders (the guardian is semi-intelligent and can remember simple commands from the priest, like who the party members are). The guardian is hard to detect and will almost always trip from surprise. Opponents get a saving throw versus death magic to avoid tripping - a successful saving throw means they just felt something trying to grab their leg. The material components of this spell are the priest's holy symbol and a live worm.


Heliot's Healing Sleep (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: 4 hours + 2 hours per level
Casting Time: Special
Area of Effect: One person
Saving Throw: None
Author: Heliot

This spell causes the healing benefits of sleep to be threefold (i.e., 3 HP are healed per day rested). Additionally, this spell causes any and all curative spells cast during its duration to have maximum effect plus 1 HP. The individual to be affected must be able to sleep, and must be asleep during the spell's effect. The casting time of this spell is 6 turns minus the priest's level, with a minimum of one turn. The material component is the priest's holy symbol.


Improved Detect Good (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 goodness. Diviners of fourth level and above may also sense both the degree and location of such auras. Diviners of seventh level and above may concentrate the spell on a single individual, sensing the name of that individual's god (if good) and noting the level of devotion that person holds toward the god and the state of favour the individual has achieved.


Inaudibility (Alteration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: Unknown

This spell causes the priest's movements to become completely silent for the duration of the spell. All sounds made by his equipment from the neck down are muted into inaudibility. Intentional shouting or spell casting can be heard, but will negate the inaudibility. Attacking completely negates the spell's effect (cf. invisibility). The material component is a piece of sea sponge.


Infected Wounds (Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

This spell will cause any wounds to become infected, be they scratches or large wounds. To hit their intended victims, priests must roll to hit, and if they miss, the spell is lost. The victim must make a saving throw versus death magic, and if he fails, his wounds will not heal naturally. Healing and herbalism will also fail to heal these wounds. The use of magical healing will heal the infection, at the cost of a cure light wounds - no damage will be healed, but infected wounds will be negated. The material component for this spell is a pinch of mud or dirt from a pig's mud hole.


King's Awe and Fear (Charm)
Sphere: Cosmos
Range: 10 feet
Components: V, S
Duration: 12 hours
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Using this spell, a templar can cause an intelligent creature to hold a sorcerer king in awe as well as fear him.

The victim is allowed a saving throw versus spell at -2, with modifiers for Wisdom applying. If failed, the victim knows he faces a servant of that sorcerer king and is likely to do his bidding. If unaffected, the subject still knows the identity of the caster (as a servant of that sorcerer king) and may act as he sees fit.

The spell can be used to impress individuals or during investigations. A templar can only affect targets regarding his own sorcerer king. The spell can only be cast by templars.

This spell was designed for the Dark Sun campaign world.


Kll'Rkh's Assisting Hands (Invocation)
Sphere: Cosmos
Range: 0
Components: V, S
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: 5-foot radius
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

By means of this spell, the caster creates a number of insubstantial "hands" that he can use to assist him in various processes. The number of hands equals one per three levels (or fraction) of experience of the caster.

The hands cannot be used to attack or defend but can otherwise be used for any normal purpose, as if they were physical appendages of the caster. They possess a Strength equal to the caster's. Examples of use include housekeeping jobs, climbing (bonus +10% per hand), holding other characters or items, etc.

Whatever weight the hands carry, it is in addition to any allowed for the caster. In any case, the DM must judge whether the attempted actions are within reason (each hand can only do things a normal hand can).

This spell was designed for the Dark Sun campaign world. The spell was created by the thri-kreen earth druid Kll'Rkh.


Lower Alcohol Addiction (Abjuration)
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>

This spell allows the priest to lower a person's alcohol addiction by 2 per class level in the drinking and amount levels. For example, a 5th level priest casts this spell on a addicted person (level 8 drinking, level 4 amount). The priest gets 10 to work with (5x2) and decides to lower the drinking level by 8 and the amount level by 2. Thus the addicted person now has a drinking level of 0 and an amount level by 2. A pretty good start for a speedy recovery (see the Net Alcohol Guide for more information).


Make Flammable (Enchantment)
Sphere: Elemental (Fire)
Range: 30 yards
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 5
Area of Effect: One to 4 creatures or objects in a 10-foot per level
cube
Saving Throw: Negates
Author: Dennis Kefallinos <denison@theseas.ntua.gr>

This spell makes 1 to 4 creatures or objects flammable. For the duration of the spell, they are as flammable as wood. If they catch fire they burn entirely and turn to ash in the time it takes wood of their size to burn. This fire is normal fire and may be extinguished by the usual means. It does not matter what materials the objects or creatures are made of. They can be inflamed by natural or magical fire or extreme heat, but the spell itself does not inflame them. Once they have caught fire they get damage from heat, but also turn to ash within the time specified. After that, the duration of the spell does not matter. Each creature or object gets a saving throw: if only one is the subject of the spell it has a penalty of -2 to its roll; if two are subject, each receives a penalty of -1; if three are subject, each receives a bonus of +1; if four are subject, each receives a bonus of +2. The material components are a chip of wood and the caster's holy symbol.


Mend Bone (Alteration, Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Bone touched
Saving Throw: Negates
Author: Bill Hincks <whin3560@uriacc.uri.edu>

With this spell the caster may mend a broken bone. The bone must still be made of living tissue and recently broken. An hour must be spent chanting over the person, while smooth strokes are made on the skin over the broken bone. Water (or a similar substance depending on the view of the priest) must be rubbed over the wound every ten minutes. Over the course of the hour, the bone will draw together and mend. It will be as good as new when the spell is complete. If interrupted while casting, the bone will be mended only partly, depending on when the caster was interrupted. The mending heals 10% of the bone for every 10 minutes of casting, and 50% of the mending occurs in the last 10 minutes.

The reverse of this spell, break bone, is an excruciating process, where the bone is weakened and drawn apart until it is split into two separate pieces. The process still occurs over the course of an hour and a saving throw versus spell occurs in the last 10 minutes. If successful, the bone is only weakened by 50%; if failed, the bone is separated completely. It is a common torture technique among Dark Sun templars. Note: in order to insure that the bone is set properly the caster must make a successful healing proficiency check, when the spell is completed. If someone other than the caster tries to use the healing proficiency and guide the caster he must make the check at an additional 5 to his roll. An improperly set bone must be broken and set again in order to attain its former strength.


Minor Elemental Wall (Alteration, Evocation)
Sphere: Elemental (All)
Range: 10 yards per level
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>

This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (templars may cast this spell in any form). It covers a 20-foot square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. For example, a 5th-level caster, who can create a wall up to 100 square feet in area, might create a wall that is 5 feet high and 20 feet long or a wall that is 20 feet high and 50 feel long. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition.
Element Properties
Air Creates an invisible wall of violently disturbed air that is two feet thick. Treat as per wind wall (page 154, Player's Handbook).
Water Creates a wall of billowing fog that is up to 10 feet thick per level of the caster. Treat as per wall of fog (page 139, Player's Handbook).
Fire Creates a two foot thick wall of hot air that causes targets viewed through it to shimmer and waver. Treat as blur for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook).
Earth Creates a wall of swirling dust that is 10 feet thick. The dust obscures vision. Treat as a blur spell for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook).
The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.


Miscount (Alteration)
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>

The priest who casts this spell then deliberately miscounts any number of similar objects (of a maximum weight of 5 pounds per level of the priest total). The magic of the spell causes the number of objects to actually become this new number. The priest may change the number to anything from double the original quantity to one fifth. The number of objects remains the same until one turn per level has passed or until any other creature tries to count them. The material component of this spell is a detached bead from an abacus.


Mystic Bolt (Invocation)
Sphere: Thought
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell sends a mystical bolt of energy through the target's mind, doing 1d6 points of fatigue damage plus an additional hit point per level of priest. The spell may only be cast on sentient creatures, and creatures of fifteen of higher Intelligence are allowed a saving throw versus spell to avoid the effects entirely. The material component for this spell is a glass bottle.


Nausea (Abjuration, Enchantment/Charm) Reversible
Sphere: Charm, Healing, Protection
Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>

This spell causes the recipient to fall to its knees and choke, gag and vomit for 1 round per level of the priest. No actions are allowed other than crawling. The material component for this spell is a bucket. The reverse of this spell, fresh air, removes nausea or protects a character from such things as stinking clouds and seasickness for one turn per level of the priest. The material component for the reverse is some fresh food.

The reverse of this spell belongs to the abjuration school, while nausea itself belongs to the enchantment/charm school.


Nilrem's Overflowing Kidneys (Alteration)
Sphere: Creation
Range: 0
Components: V, S, M
Duration: 5 rounds
Casting Time: 2 rounds
Area of Effect: Creature touched
Saving Throw: None
Author: The Avangion of Delphi <syrek@delphi.com>

The Magic of Nilrem is a series of humorous spells made in AD&D 2nd-edition format. They aren't intended for game use, but if a DM has a real sense of humour, pertinent game information is included. When a wizard casts Nilrem's overflowing kidneys, the affected creature begins to get the urge to relieve itself. This urge builds considerably until becoming overwhelming by the fifth round when the creature has no choice but to relieve itself. The effect of this spell is twofold since the creature, while under the spell's influence, is unable to make completely effective manoeuvres. The creature receives a -2 penalty to Dexterity, -1 for each round until relieved and is unable to cast spells because of the considerable strain necessary to keep itself from answering nature's call. The material component of this spell is a container (goblet, chalice, etc.) of at least 100 gp in value filled with water that must be splashed on the creature during casting.


Planar Vision (Divination)
Sphere: Astral, Divination
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: Sight
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>

Using this spell, the priest can perceive creatures in the Border Ethereal, out of phase beings (eg., phase spiders), dimension doors, creatures viewing his location through colour pools, and boundaries of planetravel-proof areas; he can also identify portals to other planes (but he cannot say what plane is on the other side).


Protection from Charm, 10-foot Radius (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 10-foot radius sphere
Saving Throw: None
Author: Unknown

While this spell is in operation, all creatures in the area of effect have a percentage immunity to all forms of charm (spell, item, or whatever) equal to 20% plus 5% per level of the priest (up to a maximum of 90%). Thus, if cast by a 5th-level priest, any creature in the area of effect targeted by a charm spell would not need to make a saving throw if 45 or lower was rolled on percentile dice. The material component is a miniature cloth blindfold.


Protection from Disease (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

By means of this spell, the wizard bestows total invulnerability to disease. The creature can't contract, become a carrier, or pass on any disease he may already have. This spell doesn't cure disease: it merely prevents its transfer. When a person is subject to this spell, a glowing light appears on the subject's palm. This is to assure the person has this protection on. Therefore, a person can't untruthfully say: "Let's have sex, I have protection on". The material component of this spell is a scoop of mould (a generic form of penicillin).


Repair Virginity (Necromancy)
Sphere: Healing
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 2 turns
Area of Effect: Creature touched
Saving Throw: Special
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell returns the subject to a state of physical virginity. If the subject makes the saving throw, then all sexual skills, knowledge, and techniques are retained; if the saving throw is failed, all knowledge and skills are lost except those known before having lost virginity. A female will grow an intact hymen, and any physical or medical damage caused by sex or childbirth will be eradicated. The subject will legitimately be considered a virgin for all religious purposes. The material component for this spell is a white piece of silk.


Resist Eye Contact (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature touched per level
Saving Throw: None
Author: Unknown

This spell gives +4 on all saving throws versus gaze weapons for each creature touched. Note: this does not apply to beings whose gaze weapons do not require the victim to meet the attacker's gaze. The material component is a small disc of translucent material such as mica or smoked glass.


Resist Intoxication (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 6d6 hours
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is used to protect a priest against becoming intoxicated when drinking, which is typically unbecoming of the clergy. The alcohol ingested during the duration is mystically less effective. The priest has a +1 per two levels bonus to his Constitution check to resist becoming (more) intoxicated. Note that it is still possible to become drunk while protected, but it is much more difficult.

The material components that are consumed at casting time are a raw chicken egg, a red pepper, a Chile pepper, and a pint of spring water.


Resist Paralysis (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

For the duration of this spell, the recipient is immune to all forms of paralysis, including gaze attacks, paralytic poison, hold spells and dragon induced fear paralysis. This spell does not remove paralysis already in effect, it just prevents the recipient from being paralysed in the future. The material component of this spell is a feather, and an infusion of tea and ginger which is consumed by the priest.


Sethron's Fearful Baying (Enchantment/Charm)
Sphere: Animal
Range: 0
Components: V, S
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: 60-foot cube
Saving Throw: Negates
Author: Brian J. Toleno <brian@opus.chem.psu.edu>

The priest initiates the spell by lifting his head, putting his hands in the air and howling. This howling causes all those in a 60-foot cube to be affected. Those affected must make a saving throw versus spell or flee in terror for the duration of the spell (those who have seen or heard this before save at +2). This spell will also draw any hounds and wolves in a 1-mile radius to the priest. The hounds and wolves will be friendly to the priest but communication is not guaranteed. Those who are deaf are immune to this spell.


Silver Tongue (Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons within hearing range
Saving Throw: Negates
Author: The drow priestess Tas'Vinct Sharessaban
<knudsenm@wpsmtp.ohsu.edu>

This spell grants the priestess the ability of fast talking: during the spell's duration, the priestess is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the priestess. Note that all hearing the priestess 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 priestess 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 of 5. Thus, a fifth or sixth level priestess will increase the morale by 4 points.

The material component for this spell is a tongue, which need not be fresh.


Specialisation (Alteration, Invocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 5
Area of Effect: The priest's weapon
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

When specialisation is cast, a small part of his god's power is invested into the priest. This power allows the priest to fight better in combat. The benefit the priest receives is specialisation in the god's preferred weapon, if the god has one. Otherwise, the benefits apply to a weapon of the priest's choice. This specialisation occurs whether or not the priest is proficient with the weapon. There are no minuses to hit because of non-weapon proficiency penalties. The material component of this spell is a miniature version of the god's preferred weapon. Note: priests tend to be proficient with their own god's preferred weapon. This spell is typical a spell given to priests of warrior gods.


Speed Fermentation (Alteration)
Sphere: Plant
Range: 3 feet + 1 foot per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 2x2 feet x2 feet per level
Saving Throw: None
Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>

By the use of this spell, a priest may speed the fermentation process of any naturally fermentable vegetable matter (grapes, potatoes, wheat, etc.). Within one hour, all contents of the container will be completely fermented as if the full year (or whatever the necessary time period is) has passed. The priest must be careful to make sure that all other preparations have been made to hold the newly fermented liquid. There must be vats, bottles and anything else that is necessary for the preservation of the alcohol.

The priest must already be knowledgeable about the processes involved with fermentation, know the time necessary to ferment the grapes (or whatever), and know the alcohol-making processes before casting this spell (the character must have a proper nonweapon proficiency). The material component is a bit of already fermented material.


Spirit Tracker (Conjuration/Summoning)
Sphere: Astral, Divination, Vengeance
Range: Special
Components: V, S
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

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 priest 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 priest 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 priest or someone known to the priest. At fifth level, the priest learns the exact location as well as the direction to the hunted creature. At ninth level, the priest can actually see through 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 ethereal vibrations (high level wizards, 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 paralysation or sustain 1d6 points of 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.


Spiritual Spear (Invocation)
Sphere: Creation
Range: 10 yards per level
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

By casting this spell, the priest calls into existence a force field resembling a spear. This spear hits for 1d6 points of damage (1d8 versus large creatures). It also hits as a magical weapon with a bonus of +1 for every 6 levels of the caster, including fractions, with a maximum of +3 (at twelfth level or higher). The material component for this spell is a golden needle.


Spread Healing (Necromantic) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: 1 hour
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Ken Arromdee <arromdee@blaze.cs.jhu.edu>

When the priest casts any cure wounds spell while this spell is active, he may have the spell absorb part of the healing, which he may then release on another person or people (this requiring 1 round per person). It is possible, therefore, to cure 6 hit points of wounds, spreading it between two people, one damaged by 2 and another by 4. Excess curing may be saved up to the end of the spell's duration. The priest under this spell can sense when a person is fully healed and thus when it would be wise to heal the wounds of others instead.

Priests who may cast "cause wounds" spells may reverse this spell to spread wounds. Either version of the spell works only for cure (or cause) wounds spells personally cast by the priest during the spell's duration.


Stone Message (Invocation)
Sphere: Divination, Elemental (Earth)
Range: Special
Components: V, S, M
Duration: 1 minute
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Unknown

The priest casts this spell directly into the prism on his holy symbol (this spell was created for a deity whose symbol is a hand grasping a prism). The priest then names (not by truename) the person he wants to talk to. If this target person is within 10 yards of a holy symbol to the same deity (thus that holy symbol also has a prism in it), then the target person will notice that the prism flashes. Only the target person will notice the flashes of light. When the target person touches the holy symbol, the prism will show the face of the priest, and the priest's prism will show the face of the target person. The priest can then talk into his prism and hold a short conversation with the target person. If the target person is not within 10 yards of a specified holy symbol, the priest will feel like the spell was a dud. The spell will wait one minute for the person answer. If the person did not answer, the priest will know that the person did not answer.

Idle chatter is not being appreciated by the deity (noise pollution on his holy waves). Quick conversations are appreciated. There is also a 5% chance that someone or something associated with the deity (one of his priests or minions) will notice and remember the conversation. This does not mean the priest or minion will do anything, just that others may be listening in.

The material components for this spell are the two needed holy symbols, and are obviously not consumed in the casting.


Stop (Enchantment/Charm)
Sphere: Charm, War
Range: 30 yards
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One 1-yard per level long, 2-yard per level wide cone
Saving Throw: Negates
Author: Unknown

This spell is intended for those times an army is racing toward you in a charge. Each creature in the cone will have to save versus spell or come to a sudden full stop as if it ran into a solid wall (no damage is caused, they just stop). For the rest of the duration, those that did not save cannot move towards the priest. Those that did make their saving throw can move towards the priest only at half rate.

To cast this spell, the priest puts his open hand forward and yells "Stop!" (like a traffic cop).


Strength of the Avenger (Conjuration/Summoning)
Sphere: Vengeance
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: Dan Alexander Thompson <dant@cs.utexas.edu>

At the end of this powerful prayer, the priest's body convulses as if struck by lightning, and glows with divine radiance. Thereafter the priest's Strength ability score is raised by 1d4 HP plus 1 HP for every two levels of the priest (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.


Summon Swarm (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 30 yards + 10 yards per level above fifth
Components: V, S, M
Duration: 1 round + 1 round per level above third
Casting Time: 2
Area of Effect: 1-yard per level radius sphere
Saving Throw: None
Author: Unknown

This spell is similar to insect plague, but the insects summoned are of a specific type (with specific effects) depending on the priest's deity, for example:
Deity Insect Effect
Beelzebub Flies 15% + 2% per level chance of causing disease
Seth Locusts 2 HP per round to creatures caught in the swarm, and infestation of food
For a more detailed description, see the 5th-level priest spell insect plague.


Summon Undead (Conjuration, Necromancy)
Sphere: Necromantic
Range: Special
Components: V, S, M
Duration: 1d8 turns + 1 turn per level
Casting Time: 1 turn
Area of Effect: 100-foot per level
Saving Throw: None
Author: S.C. Lawley <u0e00@seq1.cc.keele.ac.uk>

The nearest 2d6 undead of Hit Dice equal to or less than the level of the caster and within 100 foot per level of the priest, must travel to the caller at normal pace. The summoned undead will not be hostile, nor are they under the control of the summoner. They may act as they wish. Once they have arrived at the summoner, the undead may turn around and go back where they came from, attack anyone in their way, talk to the summoner, or perform any other action that seems reasonable to them. Unthinking undead (such as zombies and skeletons) with a purpose immediately return to their station. Wandering, unthinking undead stay and wait for orders (for which the caster needs to use some form of undead control such as a potion, spell, or granted power) unless there are obvious foes besides the summoner to attack.

The summoner must have bone dust that is scattered to the wind during the spell casting.


Tan Skin (Invocation)
Sphere: Sun
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
Author: Lord Skigg <camplte@wkuvx1.bitnet>

This spell will cause the target's skin to tan. The touch can increase one's tan enough to cause 1d6 damage. The touch will either leave a nice tan skin that covers the body and goes away naturally, or - if damage is inflicted - the skin will look burned, and boils will form. This affect goes away naturally as well. This spell can be used on male as well as female targets.


Tracking (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn per level
Casting Time: 2 rounds
Area of Effect: The caster
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>

With this spell, the casting priest is temporarily endowed with tracking ability similar to that of a ranger. However, the tracking spell is better. Using this spell, the priest becomes not only aware of all physical traces, but psychic traces too. Thus, he could trace a creature who has travelled using pass without trace. This makes almost anything trackable, even aerial creatures (at least, those who leave strong enough psychic impressions). There are some restrictions, though. The priest must have an item that belonged to the creature being tracked. Furthermore, tracking with this spell must begin at a point that the creature has been at within the past half hour. The material component for the spell is some mistletoe.


Turning of Eyes (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: One creature per 2 levels
Saving Throw: None
Author: Thomas Huijer <v912451@morrien.si.hhs.nl>

A priest can call upon his god to shield him from the eyes of others. His God then averts the eyes of those around the caster, so that the caster will not be noticed. Creatures with the lowest Hit Dice or levels are affected first. So, if a 8th-level priest casts this spell and he faces three 1st-level fighters, one 2nd-level and one 5th-level, only the 5th-level doesn't avert his eyes, the others do (they can be distracted by a sound or something, or just happen to look the other way). Note that the 5th-level fighter's eyes are not averted by the spell, but that doesn't mean he automatically sees the caster. It just means he's not affected by the spell. The spell effect also wears off if the caster makes a lot of noise (more than talking-level), such as melee combat. Casting other spells does not end the spell. The material component of this spell is a hood, to be donned by the caster.


Ulula's Timekeeper (Divination)
Sphere: Time
Range: 0
Components: V, M
Duration: 1 week
Casting Time: 3
Area of Effect: One person
Saving Throw: None
Author: Robert Sandilands <robert@boer.ee.up.ac.za>

The material components for this spell are a blessed slowed hourglass, a 6-inch piece of string and a 1x1-inch piece of grass, leather or paper called binding. The character that the spell is being cast upon must, while the spell is being cast, tie 5 knots into the string and bind the string to the hourglass with the binding. Upon successful completion the binding disappears. The string disintegrates at a rate of 1 knot per day.

The character that the spell has been cast on will know the time, within an hour, by looking at the hourglass. If the character should lose either the string or the hourglass, the spell will be broken. Due to the intense concentration involved it is recommended that the character is not be submitted to the spell more than twice a month.


Unentangle (Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of Effect: One person touched per 2 levels
Saving Throw: Special
Author: Paul D. Walker <pdwalker@hk.super.net>

Unentangle is used to allow creatures to pass through the area of effect of an entangle spell cast by the same priest. If the spell is used to attempt to pass another priest's entangle spell, the effects are as follows: normal movement can take place if a saving throw versus spell is made, half normal movement if the saving throw fails.

This spell also allows normal movement through the densest of forests, briar thickets, wall of thorns, etc. The material component of this spell is a small edged weapon, which is consumed in the spell.


View Guarded Lands (Divination)
Sphere: Cosmos
Range: Unlimited
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell can only be cast by druids. When they cast it, they receive a mental image of their guarded lands. They instantly gain a rough knowledge of what is happening there: what type of creatures inhabit there, if there are any newcomers and if there has been any damage to the lands (a dead tree or two is nothing serious, while someone cutting down trees to build a house is certain to be noticed).

The spell gives no specific information, such as names or images of any involved persons. Some examples of specific information follow; the exact location of the events is always specified.

The material component is any amount of elemental material, appropriate to the nature of the lands: A rock, a water pool, a fire or plain air. This is not consumed in the casting.

The caster must be on the same plane of existence with his guarded land for the spell to work.

This spell was designed for the Dark Sun campaign world. The spell was created by the thri-kreen earth druid Kll'Rkh.


Vylja's Drow Alarm (Invocation)
Sphere: Protection
Range: 10 yards
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: 30-foot radius sphere
Saving Throw: Special
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

When a priest casts Vylja's drow alarm, he creates a magical dweomer in the area of effect which is tuned to the radiation given off by some creatures and objects of the Underdark, especially dark elves. If the dweomer detects such radiation in the area of effect, it triggers an alarm (either the booming sound of alarm-bells which can be heard up to 1 mile away, or a loud beep in the caster's head - the caster determines which at the time of casting). If no such radiation is detected, the spell expires after one hour per level of the caster.

The area of effect is sphere with a radius of 30 feet, and it is stationary for the full duration of the spell. The dweomer only reacts to the radiation that is given off in certain places in the Underdark. As drow use this radiation to craft their special gear, and as they need it to power their innate abilities, it is highly unlikely that evil drow will attack the caster without these advantages. Drow that enter the area of effect are allowed to roll for their magical resistance and then to roll a saving throw versus spell to avoid triggering the alarm; their items, however, are allowed neither and will thus automatically trigger the alarm. Note further that any item that gives off such radiation, even when carried by a non-drow will trigger the spell.

The material component needed for this spell is some dust that was subjected to the Underdark radiation. It is consumed by the spell.


Vylja's Open Clouds (Alteration, Conjuration) Reversible
Sphere: Weather
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: 9-foot radius sphere
Saving Throw: None
Author: Ezra van Everbroeck <ezra@anthraciet.arts.kuleuven.ac.be>

By casting open clouds a priest can create an opening in an otherwise closed cloud-cover, so that he and other creatures in the area of effect can benefit from direct sunlight or, at night, moonlight and starlight. The spell lasts for 1 round per level of the priest casting the spell, and will only work outdoors.

The illuminated sphere remains stationary unless the priest who has cast the spell concentrates on its movement - the level of concentration needed to achieve this makes it impossible for him to cast other spells or to engage in melee.

The reversed spell, create cloud (Conjuration), conjures forth a small cloud in the sky that blocks all direct light from one major celestial body. The magical cloud can be moved in the same way as the opening created by the normal spell.

The material component for both spells is the priest's holy symbol.


Watcher (Conjuration/Summoning)
Sphere: Cosmos
Range: 1 mile
Components: V, S, M
Duration: 1 hour per level
Casting Time: 3 rounds
Area of Effect: One animal
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Using this spell, the caster can summon a normal animal and force it to watch over a particular area or person, for the duration of the spell. If the desired animal type exists within range, a typical member of the species will be summoned at the end of the casting. The caster can converse with the animal if he has a way to do it, which may modify the saving throw or even negate it all together, if the animal agrees to the task.

The animal must roll a saving throw versus spell, with failure indicating it has fall under the caster's command for the duration of the spell. If the saving throw succeeds, the animal remains unaffected and can leave at will.

The caster can instruct the animal as he sees fit. The animal is then able to mentally inform the caster that something has happened. Examples:

This spell was designed for the Dark Sun campaign world. The spell was created by the thri-kreen earth druid Kll'Rkh.


Water Whip (Evocation)
Sphere: Combat, Elemental (Water)
Range: 0
Components: V, S, M
Duration: 5 rounds + 1 round per 2 levels
Casting Time: 6
Area of Effect: One 10-foot long whip
Saving Throw: None
Author: John M. Martz <john_martz@unc.edu>

With this spell, the caster causes a crystal clear blue whip to form in his hand - the weapon is made entirely of water. If the caster successfully hits with the water whip in melee, the target suffers damage equal to 1d2 (or 1 for Large creatures) + 1 point per level of the caster. Thus, an 8th-level priest will do either 9 or 10 points of damage. If the priest hits with a natural 20, he has succeeded in disarming his opponent; the target still takes damage. A creature attacking with only natural weapons (teeth and claws, for example) cannot be disarmed in this manner.

Any creature especially susceptible to water damage suffers double damage. Note: double damage does not apply to creatures susceptible to holy water, such as undead (the water that composes the whip is not holy water).

Although magical in origin, it is not considered a magical weapon unless cast by high level priests (tenth level or greater). That is, for casters of tenth level or greater, the water whip is considered a weapon, +1; for casters of twentieth level or greater, it is considered a weapon, +2; and so on.

In addition to the caster's holy symbol, the spell requires a leaf from any water-dwelling plant as a material component.


Weakness (Abjuration, Alteration)
Sphere: Charm
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
Author: Scott Neilly

This is a defensive spell which causes the target creature to lose 1d4-1 + 1 per level of the priest points of Strength. The creature's Strength cannot be lowered past 3 due to the effects of the spell. If the creature has exceptional Strength, then the loss of Strength is on a 10% per point ratio. A Strength of 18/01 to 18/09 will drop to 18 before dropping to 17.

Creatures that are successfully subjected to this spell, will tend to lose the urge to attack the priest if their Strength is dropped an appreciable amount. The material component of this spell is a drop of poison. Priests that are not allowed to use poisons aren't allowed to cast this spell either.


Whirlpool (Conjuration/Summoning)
Sphere: Elemental (Water), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>

This spell conjures up a small whirlpool, 5 feet high, and 3 feet wide at the top. This miniature water elemental has AC 5, 2 HD, MV 190 feet per round, hits twice for 1d4 and can be struck by normal weapons. In water combat this can confuse up to 100 small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant fish. On land, anyone trapped inside the whirlpool must make a saving throw versus spell or suffer 1d2 points of drowning damage. Spending more than 15 consecutive rounds in a whirlpool without the aid of some magical water breathing spell or device, will force a saving throw versus death magic. If the subject fails, he will fall unconscious. If he is not aided within 3 rounds he will die. Should he remain in the pool, but save, he will continue to take damage each additional round, and continue to make saving throws. Spells have a 40% chance of success within the whirlpool. The whirlpool can easily put out non-magical fires of any type. Any native of the elemental plane of water can easily dissolve the whirlpool with a touch, including another whirlpool.