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Third Level Spells

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Dhalkuir's Diametric Abjuration (Abjuration)

Sphere: Combat
Components: VSM 
Range: Touch
Casting Time: 1 round 
Duration: 1 round per level
Saving Throw: Special 
Area of Effect: Weapon touched 

By means of this spell, the cleric causes a single weapon to have a
+1/+3 to hit/damage bonus when used against creatures whose alignment
is opposed to that of the cleric.  Thus, if a lawful good cleric cast
the spell, neutral evil, chaotic evil, and chaotic neutral creatures
would be affected.  In the case of a neutral good cleric, opposing
alignments are lawful/neutral/chaotic evil, and so on for other
clerics.  If the concerned creature attempts to touch the weapon, it
takes damage equal to one point per level of the spell caster (half if
a save is made).  In the case of outer-plane creatures, the to
hit/damage bonus is +3/+5.

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Etherealness (Alteration)

Sphere: Astral
Range: Touch
Components: VS
Duration: Instantaneous
Casting Time: 3
Area of Effect: Up to 2 people per 3 levels
Saving Throw: Negates

The priest can take himself and others into the Border Ethereal. From
there the travelers are on their own (DM's, you may want to read the
Dungeon Master's Guide, second edition, or the Manual of the Planes).
The reverse can force a creature out ot the Border Ethereal into your
plane. Naturally this spell fails if the Ethereal Plane is not
reachable. Anyone touched by the caster, as long as within the area of
effect (see above), is also drawn into the Border Ethereal. Unwilling
victims are allowed a saving throw.

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Heat (Alteration) Reversible

Sphere: Elemental (Fire)
Range : 1" per level
Components: VSM
Duration: 1 round per level
Casting Time: 6
Area of Effect: 1/2" radius globe
Saving Throw: None

This spell causes excitation of air molecules so as to make them emit
heat.  The heat thus created is equal to that of a small fire in
intensity, but its sphere is limited to 1" in diameter.  It lasts for
the duration indicated, or until the caster utters a word to extinguish
the heat.  The heat will melt 1/12' of ice per round.  The spell can
take effect wherever the caster directs as long as he or she has a line
of sight or unobstructed path for the spell.

If this spell is cast on a creature, the applicable magic resistance
and saving throw dice rolls must be made.  Success indicates that the
the spell takes affects the area immediately behind the creature,
rather than the creature itself.  Failure indicates that the target
creature will take 2 points of damage per melee round from the heat
unless some means of protection from heat is available.  The material
component for the spell is a tinder box and some wood shavings.  Fire
resistance (potion or ring) totally negates the effects of a heat
spell, as will immersion in water or snow, or exposure to a cold or ice
storm spell.

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Lion's Claw (Alteration)

Sphere: Combat
Range: 0
Components: VSM
Duration: 1d4 rounds + 1 round per level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When this spell is cast, the druid causes his or her fingernails to
grow and thicken into claws.  He is able to attack with these claws
twice a round, doing 1d4+1 points of damage each plus strength
bonuses.  Damage from these claws will affect creatures that can only
be hit by +3 or less magic weapons.  But, the claws are not magical.
Note that the claws does not affect the druid's spell casting ability
or his capability to hold or manipulate objects.  To cast this spell,
the druid needs a sprig of mistletoe and a claw from a lion.

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Oxen Strength (Alteration)

Sphere: Animal
Range: 0
Components: VSM
Duration: 1 hour + 1 turn per level
Casting Time: 5 rounds
Area of Effect: Caster
Saving Throw: None

Through the use of oxen strength, the druid is able to endow himself or
herself with the strength of an ox.  The result is that the druid's
strength is raised 1 point for every level that he or she has attained,
to a maximum of 18.  The component for this spell is mistletoe and a
strip of beef jerky made from an ox that was sacrificed during one of
the druidic rites.

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Protection from Constriction (Abjuration)

Sphere: Protection
Components: VM 
Range: 3"
Casting Time: 1/10 segment 
Duration: 1 round per level
Saving Throw: None 
Area of Effect: One creature 

When cast, a Protection from Constriction spell will mitigate crushing
damage taken each round from a single attack form.  Up to one point per
level of the spell caster is deducted from crushing damage.  Note that
this does not mitigate damage from crushing weapons or falling; it will
protect against constriction, bear hugs, Bigby's Crushing Hand, or any
similar gradual compression.  Example: a sixth level cleric under the
effect of this spell is hugged by an owlbear on three consecutive
rounds for 3, 10, and 7 points of damage.  Damage accrued over each
round would be zero, 4, and 1 point(s), respectively.  The material
component is a hard-boiled egg anywhere on the spell recipient.

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Protection from Lycanthropes, 10' radius (Abjuration)

Sphere: Protection
Range: Touch
Components: VSM
Duration: 
Casting Time: 4 rounds
Area of Effect: 10' radius around creature touched
Saving Throw: None

This spell is equal to the fourth level priest spell Protection from
Evil, 10' radius, except as noted above, and that it protects only from
lycanthropes. The material component of this spell is a small silver
dagger.

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Protection from Petrification (Abjuration)

Sphere: Protection
Components: VSM 
Range: Touch
Casting Time: 6 segments 
Duration: 1 round per level
Saving Throw: None 
Area of Effect: One creature per level of the cleric

This spell gives a +4 bonus on all saving throws versus any
petrification attack for each creature touched.  The material component
is a jellyfish tentacle.

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Protection from Undead, 10' radius (Abjuration)

Sphere: Protection, Necromancy
Range: Touch
Components: VSM
Duration: 
Casting Time: 4 rounds
Area of Effect: 10' radius around creature touched
Saving Throw: None

This spell is equal to the fourth level priest spell Protection from
Evil, 10' radius, except as noted above, and that it protects only from
undead.

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Root (Enchantment/Charm)

Range: Touch
Components: VSM
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: 1-3 creatures
Saving Throw: Special

By means of this spell, the druid causes a willing recipient's feet,
paws or hooves to be firmly rooted to the ground, becoming immovable.
The creature gains an extra saving throw vs. paralysation at +4 to
avoid being thrown back, picked up, knocked down or blown around.
Success means the creature remains standing; failure indicates the
situation is to be handled normally, with another saving throw if
allowed. The recipient may "root" and "unroot" at will, as long as it
occurs within the duration of the spell. Rooting or unrooting takes 1
segment. The recipient may not perform any action requiring legwork
(walking, running, etc.) while rooted. At he end of the spell's
duration, the recipient is automatically unrooted.

Optionally, the spell may be cast upon an unwilling subject (who must
be touched by the caster and fail a save vs. spells at -2 to be
affected). Unlike the caster, the victim has no control over the spell
once touched and is anchored until released by the druid, the root
duration expires or it is dispelled. The material components for this
spell are mistletoe and a small piece of root from a large tree,
preferably oak.

Root is one of the special prayers granted unto Saint Timorel, patron
of druidic groves and retreats.

