======================================================================== Fourth Level Spells ======================================================================== Adaptation (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None 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 (Alteration, Invocation) Sphere: Healing Range: 0 Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 3" radius sphere Saving Throw: None When this spell is cast, the cleric invokes the blessings of his deity and claps his 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 (i.e. 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 claps. ------------------------------------------------------------------------ Beppie's Happy Hour (Enchantment/Charm) Sphere: Charm Range: 0 Components: V, S, M Duration: 1 hour Casting Time: 4 Area of Effect: 100-foot radius area Saving Throw: Special Casting this spell can have quite unpredictable effects, i.e. no one can predict what will happen after the spell's duration has expired. When cast, all creatures within 100 feet of the caster are immediately overcome by an enormous feeling of joy and an unresistible desire to party. No saving throw is applicable. For exactly one hour, everyone within the area of effect will party: they will drink, sing, dance, and otherwise rejoice. Also, all within the area of effect will feel no feelings of hatred, fear, or other "negative" feelings. All others will be considered friends, for the time being. Anyone entering the area of effect must make a saving throw vs. spells to avoid being affected. This roll is repeated every round. Those leaving the area of effect will remain under the spell's effect, but upon noticing that they are leaving the fun place, they will probably try to return to the party, since they're really in the mood. Note that the area of effect moves with the caster, that the caster himself is always affected by the spell, and that those affected by the spell will probably have run out of alcohol at the end of the spell's duration. ------------------------------------------------------------------------ Cure Serious Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 8 Area of Effect: Creature touched Saving Throw: None This spell is a more potent version of cure medium wounds. The spell cures (or causes) 9-37 (4d8+5) hit points per application. Otherwise this spell is the same in all respects as a Cure Light Wounds spell. ------------------------------------------------------------------------ Detect Curse (Divination) Sphere: Divination Range: 3" Components: V, S, M 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 GP value. ------------------------------------------------------------------------ Double Specialisation (Alteration, Invocation) Sphere: Combat Range: 0 Components: V, S, M Duration: 4 rounds per level Casting Time: 6 Area of Effect: Caster's weapon Saving Throw: None This spell is similar to the second level cleric spell Specialisation except for two differences. The first is that it gives the cleric double specialisation in the god's preferred weapon, if he has one, or the clerics weapon of choice if not. The second difference is that this spell can be used to give specialisation to another person in any chosen weapon. The material and somatic gestures are the same as for specialisation. ------------------------------------------------------------------------ Fearlessness (Abjuration) Sphere: Charm Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 1 turn Area of Effect: All followers in a 6" radius sphere Saving Throw: None When this spell is cast, it fills the followers of the caster's god with bravery. For the duration of the spell, all of the followers will be immune to any form of fear. There is one additional material component required. The spell requires the ritual slaying of a "brave" animal such as a lion. The cleric then drinks the blood of the animal and then "blesses" the followers, thus transferring the trait of bravery to them. That material component causes some druids to be upset, so that there is sometimes friction between the religion that uses this spell and the local sect of druids. ------------------------------------------------------------------------ Fish Command (Charm) Sphere: Animal, Charm Range: 90-yard radius Components: V, S, M 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. ------------------------------------------------------------------------ Hallucinatory Plain (Illusion/Phantasm) Reversible Sphere: Charm Range: 8" Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 4" long square per level Saving Throw: None This spell is identical to the hallucinatory forest spell (q.v.) save that the caster causes an area to appear as if it is a relatively flat plain or clearing. The greatest uses for this spell would be to hide a forest to protect or trap others. Other uses would be to hide a chasm, mine, or to extend a cliff... ------------------------------------------------------------------------ Meandering Path (Alteration, Illusion) Sphere: Plant Range: 1 mile + 1/2 mile per level Components: V, S, M Duration: 1 day per level Casting Time: Special Area of Effect: 10 feet at both sides of path travelled Saving Throw: Special With this spell, the cleric 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 cleric needs two branches from an oak tree. One is planted at the beginning of the path. The cleric then walks the route 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 cleric'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 heading in the direction that they wish to travel. If the save is made, the path appears as it is (i.e. a path in the direction that the cleric walked) and the group may still decide to follow it anyway. While travelling 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 travelling upon it find that the path is bordered by heavy thorns that block passage and writhe and grasp all who enter (cf. Wall of Thorns & Entangle). This wall attacks as the cleric 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 ability of Pass without Trace of other clerics. 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 Range: 12" Components: V, S, M Duration: 1 hour per level Casting Time: 8 Area of Effect: 10,000 contiguous square feet or yards (see below) Saving Throw: None 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 GP moonstone. ------------------------------------------------------------------------ Neutralise Gas (Alteration) Reversible Sphere: Protection Range: 6" Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: 1' per level radius sphere Saving Throw: Special This spell will detoxify any poisonous gas. Any poisonous gas within the area of effect will be turned into a fine watery mist and be completely harmless. Even Green Dragon breath will be rendered harmless by this spell. If the spell is cast upon an object or creature, then the sphere will move with the target. A target creature would get a save vs. spells to avoid this effect if they are unwilling. If the target saves then the globe will center in the nearby area. Use the thrown missiles table to determine where the spell actually centers. This may mean that the target is still in the area of effect until it moves. The reverse of this spell, Poison Gas, will create a cloud of poisonous gas which will slay outright any creatures in the area of effect that are under 2+1 Hit Dice. All other creatures must make a save vs. poison at -2 every round that they stay in the cloud or die in 1-3 rounds. If the creatures make their save for that round, then they only take 3-18 damage instead. If the target creature has the spell centered around itself, and then has a slow poison cast, then the target only takes 1 point of damage per round. Regardless of what version of the spell is cast, the caster holy symbol and a sprig of belladonna is required to cast the spell. The belladonna disappears after the spell is cast. ------------------------------------------------------------------------ Pacify (Enchantment/Charm) Sphere: Charm Range: 12" Components: V, S Duration: Special Casting Time: 4 Area of Effect: All creatures in a 3" radius sphere Saving Throw: None 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: V, S Duration: 3 turns + 1 turn per level Casting Time: 3 rounds Area of Effect: One natural creature Saving Throw: Negates By use of this spell, the cleric is able to project his 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 cleric. The animal is allowed a saving throw versus spell and if successful the spell has no effect. Once the animal is possessed, the cleric 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 cleric 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 cleric also dies. While controlling the animal, the cleric'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 Range: Touch Components: V, S, M Duration: 2 rounds per level Casting Time: 2 per creature touched Area of Effect: One creature per level Saving Throw: None 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: V, S, M Duration: 1 turn per level Casting Time: 4 rounds Area of Effect: 10' radius sphere 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 (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S, M 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-yard radius Components: V, S, M 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, Invocation) Sphere: Guardian Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 turn Area of Effect: 10" radius sphere centered on the sigil Saving Throw: None 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. ------------------------------------------------------------------------