



==========================================================================

Fifth Level Spells

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Avian Command (Enchantment/Charm)

Sphere: Animal, Charm
Range: 90 yards radius
Components: VSM
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One avian
Saving Throw: None

This spell allows the priest to command any avian within range as long
as the avian can hear him and he does not exploit it. Only normal
avians can be affected, including variants in size. Thus eagles,
sparrows, doves etc. can be commanded but pegasi and phoenixes cannot.
The command must be given in a short sentence of at most 25 words.  The
avian 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 feather.

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Cure Insanity (Abjuration)

Sphere: Healing
Components: VSM 
Range: Touch
Casting Time: 1 turn 
Duration: Permanent
Saving Throw: None 
Area of Effect: Creature touched

The casting of this spell cures one mental malady in the subject.
Insanity applies to any form of temporary or permanent mental illness,
even those brought on by psionic attack or spell, such as Feeblemind.

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Dariod's Vestigial Vine (Alteration)

Sphere: Plant
Range: 0
Components: VSM
Duration 1 round per level
Casting Time: 8
Area of Effect: Caster
Saving Throw: None

This spell will allow the caster to grow forth from one of his or her
fingers a vine. While any finger from either of the caster's hands is
usable, the index finger of the caster's primary hand is generally
chosen. The vine, while a magical extension of the druid's body, is
treated as a separate physical entity, therefore having an AC 5 and 30
hit points (plus an additional 2 hp per level of the casting druid).

The spell will end when either the maximum duration is reached or the
vine takes more damage than it has hit points. The vine moves in a
snaking fashion and is usable in most ways that an arm is. It uses up
one of the caster's actions to use the vestigial vine, so, if the
caster had only 1 attack per round and he or she chose to attack a
creature with the vine then he or she would be incapable of performing
another action until the following round.

The vine can attempt to retrieve an object, wield a sickle or similar
weapon (although at a penalty of -2 "to hit" due to the unwieldiness of
a man-made weapon in the vine's clutches), or it may be used to whip
opponents. Whipping is the primary form of attack of the vine and,
assuming a successful "to hit" roll (no adjustments), the target will
receive 1d10 points of damage.

The material component for the spell is a small strand of vine and the
juice from half a dozen holly berries (squeezed from said berries).

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Entreaty (Conjuration/Summoning)

Sphere: Combat
Components: VSM 
Range: 0
Casting Time: 5 segments 
Duration: 1 round per level
Saving Throw: None 
Area of Effect: 6" radius

This spell exactly duplicates the effect of a Chant spell, except that
the caster need not continue chanting.  Its effects are cumulative only
with a Chant spell, and not Bless, Prayer, or Protection.

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Godrage (Alteration, Enchantment)

Sphere: Combat
Range: 0
Components: VSM
Duration: 1 round per level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None

By casting this spell, the cleric calls down the attention of his or her
divinity and invokes the righteous wrath of the deity.  As the earthly
consequence of this Godrage, the cleric goes berserk.  He or she will for the
duration of the spell, instinctively attack in melee combat any
unbelievers (creatures of a differing alignment) within a 6" radius,
giving preference to the most extreme alignments first.  The spell does
not give knowledge of specific alignments, only a feeling of who is the
most worthy of being punished.  Note use of this spell may result in
the cleric attacking his or her own party members.

While under the effects of the spell, the cleric attacks on the fighter
table and gains a temporary skill level with his or her weapons (note: in
my world, specialisation is more developed and certain clerics can
specialise to some degree, those who are not specialised, gain the
basic level of specialisation for the Duration of this spell).
Furthermore, the presence of the divinity surrounds the cleric in the
form of an aura that reduces all damage taken by the cleric by 2 points
(1 point minimum).  Godrage is a state not unlike the berserkergang, but
it differs in that while the cleric engages solely in physical combat,
he or she is still able to make intelligent decisions on how combat is to
be conducted.  After the spell ends, the cleric must rest 1 round for
every 2 rounds under the spells effect.  The components for this spell
is the cleric's body, a short verbal sermon given to the unbelievers and
a consecrated weapon.

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Hidden Champion (Necromancy)

Sphere: Necromancy
Range: Touch
Components: VSM
Duration: 1 day per level
Casting Time: 1 hour
Area of Effect: One sentient creature
Saving Throw: Negates

Through the use of this spell, the cleric establishes a link between
his or her lifeforce and the subject creature's.  The effect of this link
is that one-half the damage sustained by one, is transferred to the
other.  This link is evidenced by a golden, pulsing thread connecting
the two through the ethereal plane.  When the link is in existence, the
two creatures cannot be more than 1 mile per level of the spell caster
apart or the link will snap, ending the spell.  Those able to perceive
the ethereal plane can see this link.  Note that the damage transfer is
two way.  A duly consecrated alter, holy or unholy water, an appropriate
sacrifice (DM's discretion) and the creature to be linked with are the
material components for this spell.

Side note: I used this for an evil cleric the party was trying to
kill.  The cleric kidnapped the betrothed of the paladin and performed
this ceremony upon her.  This really messed up the party since, now
they couldn't just rush in and hack up the cleric in an orgasm of
hack-n-slash.  They had to capture the cleric and remove him from his
sanctuary alive. (I run consecrated grounds as being "home field" for
clerics and VERY disadvantageous for would be desecrators. Example: -1
penalty on everything per alignment difference, cumulative bless for
the clerics and generally "bad luck" for the attackers)

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Karma (Alteration)

Sphere: All
Components: VSM 
Range: 0
Casting Time: 5 segments 
Duration: 1 turn
Saving Throw: None 
Area of Effect: Caster

With each casting of this spell, the cleric raises his effective level
by one, to a maximum of two additional levels of effectiveness.  The
increase applies to all clerical actions: spell effects, turning
undead, saving throws, hit probability, etc.  Not affected by this
spell are hit points, number of spells known and level of spells
known.

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Lightning Strike (Evocation)

Sphere: Combat
Components: VSM 
Range: 12"
Casting Time: 8 segments 
Duration: Instantaneous
Saving Throw: 1/2 
Area of Effect: 1 foot wide beam, 12" tall 

This spell is similar in use and effect to a flame strike, except that
the effect is, of course, lightning.  Damage is 6d8, half if a save is
made.

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Mammal Command (Enchantment/Charm)

Sphere: Animal, Charm
Range: 90 yards radius
Components: VSM
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One mammal
Saving Throw: None

This spell allows the priest to command any mammal within range as long
as the mammal can hear him and he does not exploit it. Only normal
mammals can be affected, including variants in size. Thus polar bears,
whales, etc. can be commanded but sphinxes and xorns cannot.  The
command must be given in a short sentence of at most 25 words.  The
mammal will automatically understand the language the caster is
speaking. Note that for this purpose, humans, demihumans and humanoids
are not considered mammals.  Since familiars are not considered to be
normal animals, they cannot be commanded by this spell. The material
component of this spell is a nail of a mammal.

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Quench Flame (Evocation)

Sphere: Elemental (Fire), Elemental (Water)
Components: VSM 
Range: 6"
Casting Time: 8 segments 
Duration: Special
Saving Throw: Special 
Area of Effect: 1" per level square x 1" height 

When this spell is cast, all normal fires in the area of effect are
permanently extinguished.  All magical fires in the area of effect or
cast into that area within one round have a percent chance of being
extinguished equal to the cleric's percent chance to dispel magic.  Any
permanently enchanted fire items (i.e., Sword, Flame Tongue) will have
the above chance of being extinguished for one round.  The material
component is holy or unholy water.

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Stonewood (Alteration)

Sphere: Plant, Elemental (Earth)
Range: Touch
Components: VSM
Duration: Permanent
Casting Time: 3 turns
Area of Effect: One object
Saving Throw: None

When the druid casts a Stonewood and touches a wooden object, the wood
in that object is magically enhanced and given a stonelike strength.
The altered wood is in every way the same as untreated wood (i.e.
texture, colour, weight, flexibility, etc.) except for the stonelike
strength and hardness. An object of up to 100 square feet ' 1 inch per
level of the druid of wood can be affected by this spell. To cast this
spell, the druid needs mistletoe and a gemstone of at least 500 gp.

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Viper's Bite (Alteration)

Sphere: Animal
Range: 0
Components: VSM
Duration: 1 round per 3 levels
Casting Time: 4
Area of Effect: Caster
Saving Throw: None

The Viper's Bite spell causes the druids teeth to become exceptionally
sharp and hollow like the fangs of a viper. He or she is able to bite
for 1d4+1 points of damage and inject the victim with a nerve poison.
The effects of this poison is to paralyse the victim for 3d4 rounds if
a save versus poison is failed. If the save is successful, the victim
still becomes lethargic and woozy (-1 on STR, DEX and initiative rolls).
The effects of the poison are cumulative for multiple bites. Like the
lion's claw spell, this spell allows the druid to bite those creatures
hit only by +3 magical weapons. Again, the bite is not considered a
magical weapon attack. To cast this spell the druid needs mistletoe and
a charm made from a poisonous snake's fang.

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Warp Metal (Alteration)

Sphere: Elemental (Earth)
Range: 1" per 4 levels
Components: VSM
Duration: Permanent
Casting Time: 7
Area of Effect: 5 pounds per level of caster
Saving Throw: None

This spell is similar to the druidic second level spell warp wood
except that metal is the substance affected. For those objects that
possess structural strength, this spell does 1 point of structural
damage per 3 levels of the caster.  Against metal creatures (i.e. iron
golems) the spell inflicts 1d4+1 points of damage per level of the
caster (save for 1/2).

