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{\large \bf Fourth Level Spells }

{\normalsize \bf Adaptation } (Abjuration)  \index{Adaptation }

{\bf Sphere:} \newline
{\bf Components:} VSM\newline
{\bf Range:} Touch\newline
{\bf Casting Time:}  1 round \newline 
{\bf Duration:} 1 turn per level\newline
{\bf Saving Throw:}  None \newline
{\bf Area of Effect:}  Creature touched \newline 

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.


{\normalsize \bf Awake } (Evocation/Alteration)  \index{Awake }

{\bf Sphere:} Healing\newline
{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  3" radius\newline 
{\bf 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.

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{\normalsize \bf Detect Curse } (Divination)  \index{Detect Curse }

{\bf Sphere:} Divination\newline
{\bf Range:} 3"\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  One creature or object\newline 
{\bf 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.


{\normalsize \bf Fish Command } (Charm)  \index{Fish Command }

{\bf Sphere:} Animal, Charm\newline
{\bf Range:} 90 yards radius\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  2 rounds\newline 
{\bf Area of Effect:}  One fish\newline 
{\bf 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.

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{\normalsize \bf Meandering Path } (Alteration, Illusion) \index{Meandering Path }

{\bf Sphere:} Plant\newline
{\bf Range:} 1 + 1/2 mile per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 day per level\newline
{\bf Casting Time:}  Special\newline 
{\bf Area of Effect:}  Path traveled\newline 
{\bf 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).

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{\normalsize \bf Moonlight } (Alteration)  \index{Moonlight }

{\bf Sphere:} Sun\newline
{\bf Components:} VSM\newline
{\bf Range:} 12"\newline
{\bf Casting Time:}  8\newline 
{\bf Duration:} 1 hour per level\newline
{\bf Saving Throw:}  None \newline
{\bf Area of Effect:}  10,000 contiguous square feet or yards \newline 

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.


{\normalsize \bf Pacify } (Enchantment/Charm)  \index{Pacify }

{\bf Sphere:} Charm\newline
{\bf Components:} VS\newline
{\bf Range:} 12"\newline
{\bf Casting Time:}  4\newline 
{\bf Duration:} Special\newline
{\bf Saving Throw:}  None\newline 
{\bf Area of Effect:}  All creatures within 3" radius\newline 

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.

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{\normalsize \bf Possess Animal } (Enchantment/Charm)  \index{Possess Animal }

{\bf Sphere:} Animal, Charm\newline
{\bf Range:} 100" + 10" per level\newline
{\bf Components:} VS\newline
{\bf Duration:} 3 turns + 1 turn per level\newline
{\bf Casting Time:}  3 rounds\newline 
{\bf Area of Effect:}  1 natural creature\newline 
{\bf 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.


{\normalsize \bf Protection } (Abjuration)  \index{Protection }

{\bf Sphere:} Protection\newline
{\bf Components:} VSM\newline
{\bf Range:} Touch\newline
{\bf Casting Time:}  2 segments per creature touched\newline 
{\bf Duration:} 2 rounds per level\newline
{\bf Saving Throw:}  None \newline
{\bf Area of Effect:}  One creature per level of the cleric\newline 

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.

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{\normalsize \bf Protection From Elementals, 10' radius } (Abjuration)  \index{Protection From Elementals, 10' radius }

{\bf Sphere:} Protection\newline
{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} \newline
{\bf Casting Time:}  4 rounds\newline 
{\bf Area of Effect:}  10' radius around creature touched\newline 
{\bf 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.


{\normalsize \bf Remove Scars } (Necromantic) Reversible \index{Remove Scars }

{\bf Sphere:} Healing\newline
{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  One person\newline 
{\bf 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.

{\normalsize \bf Reptile Command } (Enchantment/Charm)  \index{Reptile Command }

{\bf Sphere:} Animal, Charm\newline
{\bf Range:} 90 yards radius\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  2 rounds\newline 
{\bf Area of Effect:}  One reptile\newline 
{\bf 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.


{\normalsize \bf Sanctum Sigil } (Abjuration, Evocation) \index{Sanctum Sigil }

{\bf Sphere:} Guardian\newline
{\bf Components:} VSM\newline
{\bf Range:} 0\newline
{\bf Casting Time:}  1 turn \newline 
{\bf Duration:} 1 day per level\newline
{\bf Saving Throw:}  None\newline 
{\bf Area of Effect:}  10" radius centered on the sigil \newline 

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.
