========================================================================== Fourth Level Spells ========================================================================== Adaptation (Abjuration) Sphere: Components: VSM Range: Touch Casting Time: 1 round Duration: 1 turn per level Saving Throw: None Area of Effect: Creature touched This spell exactly duplicates the effects of a Necklace of Adaptation for the specified duration. The material component is a vial of holy or unholy water ingested by the spell recipient. -------------------------------------------------------------------------- Awake (Evocation/Alteration) Sphere: Healing Range: 0 Components: VSM Duration: Permanent Casting Time: 5 Area of Effect: 3" radius Saving Throw: None When this spell is cast, the cleric invokes the blessings of his/her deity and claps his/her hands sharply once. The sound of the clap allows all creatures within the area of effect who hears it to awaken. Sleeping (naturally or magically induced) creatures will wake up. Those under the influence of mind affecting drugs/substances will become coherent for 1 round per level of the caster. Creatures who's minds are under some sort of foreign influence (ie. charmed, hypnotised, dominated, enthralled, etc. but not possessed) get a second saving throw. In any case, all creatures within the effect will experience a temporary clarity of thought. Note, this may make the subject more vulnerable to any mind based earsdropping such as ESP or empathy. The material component for this spell is a 1,000 gp gem hanging on a chain which must be wound around the cleric's hand while he/she claps. -------------------------------------------------------------------------- Detect Curse (Divination) Sphere: Divination Range: 3" Components: VSM Duration: Special Casting Time: 1 turn Area of Effect: One creature or object Saving Throw: None When cast, a detect curse spell enables the cleric to detect the existence of a curse on the creature or object, such as a cursed sword. The spell will detect the first cursed creature or object that lies along the casting cleric's line of sight (and within range) with a base chance of 50%. An extra 1% is added to the base chance for each level of experience of the casting cleric. Note that stone of more than 1' thickness or metal of any thickness will block the spell. The material components of the spell are the cleric's holy or unholy symbol and a crushed sapphire of at least 1000 g.p. value. -------------------------------------------------------------------------- Fish Command (Charm) Sphere: Animal, Charm Range: 90 yards radius Components: VSM Duration: Instantaneous Casting Time: 2 rounds Area of Effect: One fish Saving Throw: None This spell allows the priest to command any fish within range as long as the fish can hear him and he does not exploit it. Only normal fishes can be affected, including variants in size. Thus catfish, sharks etc. can be commanded but dolphins (mammals) or mermaids cannot. The command must be given in a short sentence of at most 25 words. The fish will automatically understand the language the caster is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a fish's fin. -------------------------------------------------------------------------- Meandering Path (Alteration, Illusion) Sphere: Plant Range: 1 + 1/2 mile per level Components: VSM Duration: 1 day per level Casting Time: Special Area of Effect: Path traveled Saving Throw: Special With this spell, the druid causes a path (which appears to be natural, old, man-made, etc) to appear. Any who come across this path will believe it to be what it appears. To cast the spell, the druid needs two branches from an oak tree. One is planted at the beginning of the path. The druid then walks the path that he wishes the magical path to follow. At the end of the path the other branch is planted and the spell is cast. Travel upon the path is either easy or hard (depending on the druid's choice of travel). Those who happen on the path must make a saving throw. Average the hit dice or levels of the group and roll one saving throw (DM does this without the group's knowledge). If they fail, the path then appears to be headed in the direction that they wish to travel. If the save is made, the path appears as it is (ie. a path in the direction that the druid walked) and the group may still decide to follow it anyway. While traveling on this path, the group will never surprise anyone or anything and suffers a penalty of on all rolls (saves, to hit, damage, Dex checks, etc.). Those trying to leave the path after traveling upon it find that the path is bordered by heavy thorns that block passage and writhes and grasps all who enter (cf. wall of thorns & entangle). This wall attacks as the druid doing 1d6+2 points of damage. Each 10' section of thorns has 3 attacks. The wall arches over the path to prevent exit by flying, leaping, etc. The spell also counters the natural ability of pass without trace of other druids. Fire results in a double strength wall of fire in that area (but it DOES NOT create a passable space, i.e. take fire damage and still be attacked by thorns). The only way to leave the path is to follow it to its end (or teleport, go ethereal, plane shift). A dispel magic is possible only on the oak branches at the end of the path (either one). -------------------------------------------------------------------------- Moonlight (Alteration) Sphere: Sun Components: VSM Range: 12" Casting Time: 8 Duration: 1 hour per level Saving Throw: None Area of Effect: 10,000 contiguous square feet or yards A Moonlight spell produces in the area of effect ambient light equal to that of a full moon regardless of cloud or tree cover, although objects below tree cover or ceilings will cast normal shadows. Underground, the area of effect is in square feet, outdoors, in square yards. The material component is a 50 g.p. moonstone. -------------------------------------------------------------------------- Pacify (Enchantment/Charm) Sphere: Charm Components: VS Range: 12" Casting Time: 4 Duration: Special Saving Throw: None Area of Effect: All creatures within 3" radius By means of this spell, the cleric dispels feelings of anger and fear from the target creatures. Note that this does not produce any feelings of goodwill in the subjects: a creature engaged in premeditated homicide would be unaffected. The duration is permanent until the creatures in concern are again given cause to be angry or afraid. Note: magic resistance does not affect this spell. -------------------------------------------------------------------------- Possess Animal (Enchantment/Charm) Sphere: Animal, Charm Range: 100" + 10" per level Components: VS Duration: 3 turns + 1 turn per level Casting Time: 3 rounds Area of Effect: 1 natural creature Saving Throw: Negates By use of this spell, the druid is able to project his or her spirit into that of an animal, forcing the creature to behave according to his will. The creature must be a normal creature and have fewer hit dice than the druid. The animal is allowed a saving throw versus spell and if successful the spell has no effect. Once the animal is possessed, the druid can cause it to do anything within its ability, regardless of the consequences to the animal. However, for every point of damage suffered by the animal, the druid suffers 1/2 a point of damage. In addition, should the animal die while under the control of the shukenja, a system shock roll must be made. If the roll is failed, the druid also dies. While controlling the animal, the druid's body enters a catatonic state. If the body is disturbed or moved, the spell is disrupted. The material component for this spell is a holly leaf and some hair from the animal. -------------------------------------------------------------------------- Protection (Abjuration) Sphere: Protection Components: VSM Range: Touch Casting Time: 2 segments per creature touched Duration: 2 rounds per level Saving Throw: None Area of Effect: One creature per level of the cleric All creatures affected by this spell are bestowed with the equivalent of a +1 Ring of Protection (+1 on armour class and saving throws). This is not cumulative with bonuses given by rings or cloaks of protection. Each creature may be touched only once, i.e., the protection is not stackable. -------------------------------------------------------------------------- Protection From Elementals, 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 elementals. The material component for this spell is some substance of elementary sort (e.g., a handful of sand, some water, or even just blowing into the air). For every element supplied while casting, the appropriate elementals will be scared away. -------------------------------------------------------------------------- Remove Scars (Necromantic) Reversible Sphere: Healing Range: Touch Components: VSM Duration: Permanent Casting Time: 1 turn Area of Effect: One person Saving throw: Special On casting this spell, the cleric is empowered to remove scars or other similar marks (burn marks, birth marks, etc.). This will enable the recipient of the spell to restore lost charisma caused by such marks. Note that this spell will not affect charisma lowered by other means (e.g. magical). Charisma can be restored by up to 1/2 point per level of the caster, rounded up (4 points at 7th and 8th levels, 5 points at 9th and 10th levels, etc.). Charisma cannot be restored above its former value by means of this spell. Multiple applications will only succeed if the recipient makes a saving throw against spells for each application after the first. If the saving throw is unsuccessful, then no more points can be restored by the use of this spell. Future charisma loss can, however, be restored. The reverse of the spell is not permanent, but will reduce charisma by 2-5 points for a duration of 1 turn per level of the caster. The target of a bestow scars spell must be touched. If the victim is touched, a successful saving throw versus spells is necessary in order to negate the effects of the spell. -------------------------------------------------------------------------- Reptile Command (Enchantment/Charm) Sphere: Animal, Charm Range: 90 yards radius Components: VSM Duration: Instantaneous Casting Time: 2 rounds Area of Effect: One reptile Saving Throw: None This spell allows the priest to command any reptile within range as long as the reptile can hear him and he does not exploit it. Only normal reptiles can be affected, including variants in size. Thus lizards, giant lizards etc. can be commanded but dragons cannot. The command must be given in a short sentence of at most 25 words. The reptile will automatically understand the language the caster is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a reptile's tail. -------------------------------------------------------------------------- Sanctum Sigil (Abjuration, Evocation) Sphere: Guardian Components: VSM Range: 0 Casting Time: 1 turn Duration: 1 day per level Saving Throw: None Area of Effect: 10" radius centered on the sigil This spell creates a magical symbol similar to that produced by a Glyph of Warding. It is inscribed in the air, does not move, and provides protection from either law, chaos, good, or evil, in the following manner: should any creature of the specified alignment enter the area of effect, the cleric will be mentally alerted to its presence, even awakened from sleep, provided that the cleric is himself within the area of effect. Note that the warning message to the cleric gives neither its alignment nor its location, and only the cleric receives said message. The material component is burning incense.