======================================================================== Seventh Level Spells ======================================================================== Avatar (Invocation) Sphere: Charm Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Caster Saving Throw: None The use of this spell brings forth very potent energies to the casters disposal. The spell actually causes part of the caster's deity to inhabit the caster. The caster will then become an Avatar of the god with one of the god's aspects. The Avatar will have the powers of a demi-power and will have the casters choice of one of the classes the deity has experience in (one of the Deity's aspects). In addition to these powers, the caster will still retain his own powers and abilities. If the class chosen is the same as one of the classes that the caster has, then he will have the higher of the two levels. The caster will retain the power until the situation no longer requires it (plus a couple of rounds for mopping up), or the Avatar is killed. If the Avatar is killed, then the deity loses the abilities of the class for 1/10 of the time that the god would normally be "dead" as if slain on his home plane. In order to receive this spell at all, the caster must exemplary in his faith. The spell, if used, would require special sacrificing afterwards. Exactly when and how much depends on the god. If the spell is used to confront another Avatar or Deity, then rather than having a confrontation, the Deity may decide to do something else instead, such as any form of indirect help. If the deities involved are traditional enemies... If the privilege of having this spell is misused in any way, then the offending caster will be severely punished, maybe losing the opportunity to cast this spell forever, or in a more serious transgression, losing all clerical abilities as well forever. The Deity is not enslaved by this spell and thus does not have to answer the spell's partial summons. If the need is there, then more than likely, the spell will be answered. ------------------------------------------------------------------------ Awaken Forest (Enchantment/Charm, Divination) Sphere: Plant Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 2 hours Area of Effect: 10-mile + 1 mile per level radius area Saving Throw: None With this ceremony, the cleric call upon and wakens the spirit of the forest. The effects are that the cleric becomes one with the trees in the area of effect. Whatever happens in that area, the cleric instantaneously knows. He has the power to cause 1 tree per level within that area to animate as if it were a treant. Any real treants in the area become aware of him and are receptive to any suggestions made by the cleric. A Changestaff (cf. Changestaff spell) is needed to if any trees are animated. Each tree animated reduced the Changestaff by one hit die. ------------------------------------------------------------------------ Death Warrior (Invocation) Sphere: Combat Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: Caster Saving Throw: None It is only a god of War, Death or a deity that is perverse who will allow his followers to use a spell such as this. The spell is cast when the caster has been struck his death blow. The spell cannot be cast if the caster is knocked below his level in negative hit points in any one round. The spell can be cast even if the caster had already cast a spell in the combat round. It is very difficult for the caster not to get the spell off. The effects of the spell occur immediately. The caster has all his or her spells memorised, and his level and hit points are doubled for the duration of the spell. The caster will not have any more spells than his normal level would allow. The caster will fight insanely and attack all foe in sight until the spell ends, the caster dies again, the caster casts another death warrior spell, or the spell duration ends. When the spell finally ends, the caster immediately dies, and the body vanishes, not to be found. The Deity personally collects the soul of the caster. The caster will use the spell if he thinks that there is a battle that he will not survive in and will thus try to use this spell for a last revenge. The caster cannot be brought back to life, but if a group of adventurers went and petitioned the Deity of the caster, then the Deity may decide to free the casters soul in exchange for a service (a suitably long quest will do...). The spell, when cast, causes the caster's holy symbol to destroy itself in a dramatic manner (blows up in a flash of light and sound, melts, etc.) but causes no other effect. If the spell is to be cast a second time, then the caster will require a second symbol. ------------------------------------------------------------------------ Henley's Digit of Disruption (Invocation) Sphere: Combat Range: 1/2" per level Components: V, S Duration: Instantaneous Casting Time: 7 Area of Effect: One undead Saving Throw: Special This spell is a powerful weapon against undead creatures. When it is cast, a thin ray about 1 cm in diameter springs forth from the cleric's pointing finger and strikes the selected target. Any undead creature so struck must save versus magic or take 6d8 of damage and roll on percentile dice as if hit with a Mace of Disruption. If the save is made, the affected creature takes 4d8 of damage, with the remaining 2d8 striking the cleric in a backlash of energy. ------------------------------------------------------------------------ Lifeforce (Alteration, Invocation) Sphere: Combat Range: 9" Components: V, S, M Duration: Permanent Casting Time: 8 Area of Effect: Caster and one target creature Saving Throw: None Through the use of this spell, the caster is pitting his lifeforce against that of the target creature. This is the pure confrontation of two being's will to live. Each rolls 1d20 and adds it to his or its current hit points. This can be modified by bless, chant, prayer, ring of protection, cloak of protection, luckstone, luck sword, wisdom bonus, etc. If the target creature's total is less than 1/2 the caster's total, then the target creature is overwhelmed and dies (in this case, the caster suffers fatigue equal to 1/2 the target's roll in hit points). If the target creature's total is less than the caster's total but more than 1/2 the caster's total, then the target is stunned for 2d4 rounds (-5 to AC, initiatives, saves, "to hit" and damage rolls) and the caster suffers fatigue equal to the difference in totals. If the target's total is more than the caster's, then the caster dies and the target suffers damage equal to the difference in totals. Fatigue is recovered at a rate of 1 hit point per round. The material component for this spell is the cleric's holy or unholy symbol, a pair of ivory six-sided dice (worth 200 GP) and a drop of the caster's blood. ------------------------------------------------------------------------ Razorwind (Alteration, Invocation) Sphere: Combat, Elemental (Air) Range: 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 8 Area of Effect: One creature Saving Throw: Special By means of this spell, the caster brings about a transformation of the air about himself, "compressing" large volumes of it into a minute area and sending it at a target. Though this wind has no actual "edge," it is highly effective when it strikes its target, causing 1d8 points of damage per level of the caster. In addition, the victim of the Razorwind must make a saving throw vs. Rods or an extremity will be severed (as per a blow from a Sword of Sharpness)! This saving throw is modified by "+1" for each plus of magical armour the target is wearing (only armour: not shields, rings, bracers, etc). In addition persons wearing plate mail or better receive an extra "+1" on the saving roll. Because such a large volume of air is needed to create the Razorwind, this spell can only be cast outdoors or in a chamber of vast size (DM's discretion). If it is cast in a smaller, confined area (e.g., indoors or underground passage), it will not function and everyone in the area will suffer a momentary loss of air. The material components for this spell are the holy symbol of the caster, a bloodstone, and a small, flat piece of steel. ------------------------------------------------------------------------ Treegrowth (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: Permanent Casting Time: 7 rounds Area of Effect: One HD per level, one creature, or one building Saving Throw: Negates Causes a plant of desired type to start growing upon the target, which can be a person, building.. whatever. This plant shall feed on the life force of the target creature, or if cast on something that has none, then on whatever other energy it can find and use. If the target is a building, then the plant shall simply grow in/on/around it, possibly causing structural damage, as specified by the cleric. It takes seven hours for the plant to grow to full size, so this spell shall not work as an Instant Ladder. It can, on the other hand, be used to hide an entrance or make a treasure cache quite undetectable. If the target is a creature with life force (or other energy, undeads and golems are not immune), the plant shall feed on the life force of the target creature, draining one level of energy until the target is dropped to -1 hit dice, and dies. The abilities fall as fast as the hit dice. So, a ninth level character with strength 18 and intelligence 9 would lose 2 points of strength, 1 hit die, and 1 point of intelligence, among other things, for nine rounds, and then die. The corpse of the target creature shall then turn into parts of the plant. For this, Raise Dead etc. is not possible, having intelligence zero makes Speak with Dead impossible. On the other hand, such a victim can Reincarnate, and Talk with Plants is not hindered, as the mind remains within the plant. This is a spell that is very seldom used by druids because of its long casting time and obvious evilness. It is used on old druids that feel that their life is at an end and wish to live on in the grove, or as a partial retribution on those who destroy plant life needlessly or violate any dryad, supposing either is within the protection of a druid. ------------------------------------------------------------------------