classes ::: Advanced Dungeons and Dragons 2E, chapter,
children :::
branches :::
see also :::

bookmarks: Instances - Definitions - Quotes - Chapters - Wordnet - Webgen


object:3.11 - Spells
book class:Advanced Dungeons and Dragons 2E
class:chapter

Bless ::: (Conjuration/Summoning)
  Reversible
  Sphere: All
  Range: 60 yds.
  Duration: 6 rds.
  Area of Effect: 50-ft. cube
  Components: V, S, M
  Casting Time: 1 rd.
  Saving Throw: None
  Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
  A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.
  Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.
  This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.


Contingency ::: Evocation
  Range: 0
  Duration: 1 day/level
  Area of Effect: The caster

  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None

  By means of this spell, the wizard is able to place another spell upon his person so that
  the latter spell will come into effect under the conditions dictated during the casting of
  the contingency spell. The contingency spell and the spell it is to bring into effect are cast
  at the same time (the one-turn casting time indicated is the total for both castings).
  The spell to be brought into effect by the prescribed contingency must be one that
  affects the wizard's person (feather fall, levitation, fly, feign death, etc.) and be of a spell
  level no higher than 1/3 of the caster's experience level (rounded down), but not higher
  than the 6th spell level.
  Caster Level
  12-14
  15-17
  18+

  Contingency Spell Level
  4th
  5th
  6th

  Only one contingency spell can be placed on the spellcaster at any one time; if a
  second is cast, the first one (if still active) is cancelled. The conditions needed to bring
  the spell into effect must be clear, although they can be rather general. For example, a
  contingency spell cast with an airy water spell might prescribe that any time the wizard is
  plunged into or otherwise engulfed in water or similar liquid, the airy water spell will
  instantly come into effect. Or a contingency could bring a feather fall spell into effect any
  time the wizard falls more than 2 feet. In all cases, the contingency immediately brings
  into effect the second spell, the latter being "cast" instantaneously when the prescribed
  circumstances occur. Note that if complicated or convoluted conditions are prescribed,
  the whole spell complex (the contingency spell and the companion magic) may fail when
  called upon.
  The material components of this spell are (in addition to those of the companion spell)
  100 gp worth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using
  creature. In addition, the spell requires a statuette of the wizard carved from elephant
  ivory (which is not destroyed, though it is subject to wear and tear), which must be
  carried on the person of the spellcaster for the contingency spell to perform its function
  when called upon.


Conformance ::: (Conjuration/Summoning, Invocation)
  Sphere: Law
  Range: 0
  Duration: 6 turns
  Casting Time: 1 round
  Area of Effect: 80-foot-diameter sphere
  Saving Throw: None
  The conformance spell has a simple principle with a profound effect: probable events always manifest.
  In game terms, this means that events with a probability of 51% or better always occur. Thus, if a saving throw of 9 is required to avoid an effect, no roll is necessary; the save is automatically successful. If a warrior must roll 10 or better to hit an enemy, he automatically hits.
  Conversely, improbable actions (those with less than a 50% chance) always fail. If a warrior must roll 12 or better to hit an enemy, he automatically fails. If a thief's chance to hide in shadows is 49%, he automatically fails.
  There are two conditions that affect this spell. First, a prayer spell is continuously operative in the area of effect, shifting the balance of combat probabilities toward the favor of the priest who casts this spell and his companions. Second, probabilities of exactly 50% always shift in favor of the spellcasting priest. For example, if a roll of 11 or better is needed to save against a spell effect, this is a 50% chance for success. In such cases, the priest and his friends always make the save and enemies always fail.
  This spell is particularly potent if bless and chant spells are cast in the area of effect.
Consequence ::: (Divination)
  Sphere: Numbers, Divination
  Range: 0
  Components: V, S, M
  Duration: Instantaneous
  Casting Time: 1 round
  Area of Effect: Special
  Saving Throw: None
  This spell allows the priest to determine how one recent event fits into the "grand scheme." By casting this spell, the priest can determine whether the sequence or situation that gave rise to the specific event is complete or whether it is ongoing; whether it was a significant or insignificant event in the larger picture; or whether it will continue to have repercussions for the participants.
  Using his knowledge of circumstances, the DM communicates these facts to the caster's player. This "arcane message" is normally straightforward and easy to understand, but in the case of highly complex circumstances, the message might be cryptic. In any case, the message will always be truthful.
  As an example, consider a priest and his party who are on a holy quest to retrieve an item of power. On the way to the location of this item, the party is ambushed by evil creatures from the Inner Planes but manages to defeat them. Concerned that these creatures might be outlying guards protecting the item of interest, the priest casts consequence, hoping for guidance. The DM knows that these creatures have nothing to do with the quest; the encounter was coincidental. However, the surviving monsters will soon be returning with reinforcements to avenge their dead. Therefore, the DM tells the priest's player, "To your goals these have no place, but still they can cause more woe."
  Casting this spell "taints" subsequent castings of the same spell within a 24-hour span. A second attempt within this period always results in the same message as the first, regardless of the true situation. If a second priest casts the spell within 24 hours of another casting, he receives an accurate reading.
  The material component is three special coins or dice made of platinum (total value of at least 1,000 gp), which the priest tosses in his hand while concentrating on the spell.
  The coins or dice are not consumed in the casting.
Dimensional Blade ::: (Invocation/Evocation, Dimension, Artifice)
  Range: 0
  Duration: 1 rd./level
  Area of Effect: 1 object
  Subtlety: +2
  Sensory: Small visual
  Components: V, S
  Casting Time: 3
  Saving Throw: None
  Knockdown: None
  Critical: Moderate (1 hit) slashing
  This spell makes a single weapon incredibly sharp by reducing one of its physical dimensions to an infinitesimal measurement. The dimensional blade can slash through matter with as much effort as it takes to wave a stick through the air. Even stone and iron can be carved to pieces with ease. The spell can be cast on almost any hand-held slashing
  (type S) weapon, as well as a few thrown weapons of this type, such as the chakram, shuriken, or a hand axe.
  Against creatures, the dimensional blade ignores any portion of Armor Class derived from armor itself; only magical and Dexterity adjustments affect the opponent's
  AC. For example, a warrior in chain mail +2 with a Dexterity of 17 is normally AC 0, but against the dimensional blade he only applies the 3-point adjustment for Dexterity and the 2-point magical adjustment, for a total AC of 5. Creatures wearing purely magical armor (such as bracers of defense) may keep the full magical adjustment. Monsters with thick or toughened hides, such as dragons, may lose part of the Armor Class at the DM's discretion. The weapon gains a +2 bonus to attack and damage rolls in any event, but the wielder ignores any Strength-based combat adjustments-muscle power doesn't help the blade at all.
  The dimensional blade is also quite effective against inanimate objects. Any object with a diameter or thickness smaller than the blade's length must make a saving throw vs. disintegration when struck, or be cleanly severed in twain. Larger objects can be sawed through or sliced away at the rate of about 5 cubic feet per round. It's dangerous to attempt to disarm a dimensional blade; the weapon used must make an item saving throw vs. disintegration or be destroyed.
  Finally, the blade is also effective against phased or ethereal creatures since part of its existence is forced into the Ethereal Plane. If the wielder has some way to detect creatures concealed in this way, the blade can strike and affect them normally, but without the power to negate Armor Class or other combat bonuses.
  The wizard must touch the weapon to be affected by the spell, but afterward anyone may wield it. The material component for this spell is a razor-thin shard of glass.
Disbelief ::: (Enchantment/Charm)
  Sphere: Thought
  Range: 0
  Components: V, S
  Duration: 1 round/level
  Casting Time: 5
  Area of Effect: Special
  Saving Throw: Special
  This spell allows the caster to temporarily convince himself that certain objects or as many as four creatures within the area of effect do not actually exist. While disbelief remains in effect, these objects or creatures cannot harm or hinder the caster. He can pass through them as if they did not exist and takes no damage from their attacks or actions.
  However, since these objects or creatures temporarily do not exist for the priest, he can take no action against them. If the creatures attack, the caster receives no Dexterity bonus to armor class (since this bonus represents dodging, and the priest is unable to dodge a creature that does not exist for him).
  The caster can attempt to disbelieve as many as four creatures within 60 feet of his position at the time of casting. He disbelieves the same four creatures for the duration of the spell. Alternatively, the priest can disbelieve any or all inanimate objects of up to 20cubic-yard volume (thus, he may disbelieve a 12 foot by 15 foot area of 3-foot-thick wall). This volume must be centered on a point no more than 20 yards from the caster.
  These two options are mutually exclusive; the priest can disbelieve only creatures or objects, not a combination of both.
  Disbelieving a creature includes all gear, equipment, or treasure carried or worn by that creature; it does not include other objects that come into contact with that creature, such as walls, doors, chairs, etc.
  Disbelief is not automatic; it requires an extreme effort. To successfully disbelieve, the priest must make a saving throw vs. paralyzation. A successful save means the priest has disbelieved; an unsuccessful check means that the spell has failed and the priest has not convinced himself of the creatures' or objects' non-existence.
  While this spell is in effect, the DM must record any damage suffered by the priest from disbelieved creatures. When the spell ends, the caster makes a saving throw vs. spell. If the saving throw is successful, the priest suffers only one-eighth of any damage inflicted by the creatures (round all fractions down); if the priest fails the saving throw, he suffers one-half of any damage inflicted (round fractions down).
Divine Inspiration ::: (Divination)
  Sphere: Thought, Divination
  Range: 0
  Components: V, S, M
  Duration: Instantaneous
  Casting Time: 5
  Area of Effect: The caster
  Saving Throw: None
  This spell is a more powerful version of the genius spell. The priest's player may ask the DM one question about the current situation or about events that will occur within the next five rounds. Questions about the future must relate to external events, such as "Will
  the guards respond to the sentry's yell?" Questions cannot refer to the outcome of combat, such as "Will we win the battle?" The priest's player is allowed to use this spell to ask the
  DM for advice. In this case, the spell is the equivalent of asking the gods, "Okay, how do we get out of this one?"
  Like the genius spell, the DM must be careful in adjudicating this spell. The answer to the question is always relevant and correct, although not necessarily complete. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM's assessment of the situation and how potentially unbalancing the answer might be. In general, the answer will be a short phrase of no more than eight to ten words.
  The material component is a gem of at least 500 gp value. This spell can be cast only once in any 24-hour period.
Etherwalk ::: (Alteration)
  Sphere: Astral, Travelers
  Range: Special
  Duration: Special
  Casting Time: 5 rounds
  Area of Effect: Special
  Saving Throw: Neg.
  By casting this spell, the priest transports himself and as many as 50 followers (who must join hands at the time of casting) to the Border Ethereal. Unwilling creatures are allowed a saving throw at a -4 penalty to avoid transportation.
  The spell then allows the priest and his party to make as many as three round-trip journeys to and from the Inner Planes. It then allows them to return to the Prime Material plane.
  Travel rates in the Ethereal plane are at four times normal speed. Travel times for locating or searching along curtains are all at the minimum time possible. Encounters with monsters occur at one-fifth the normal frequency. The priest and his party are not affected by the ether cyclone.
  The spell expires when the priest and his party return to the Border Ethereal from an inner plane for the third time. They are then instantly transported to the Prime Material plane.
Extradimensional Manipulation ::: (Alteration)
  Sphere: Numbers
  Range: 10 yards
  Components: V, S, M
  Duration: 2d12 rounds+4 rounds/level
  Casting Time: 5
  Area of Effect: One extradimensional space up to
  20 feet x 20 feet
  Saving Throw: Special
  This spell allows the priest to alter the characteristics of certain extradimensional spaces such as those created by rope trick and similar spells or those contained in items like bags of holding or portable holes.
  Extradimensional manipulation can increase or reduce the size of a single extradimensional space. The amount of increase or decrease depends on the level of the caster:
  Level
  Up to 10
  11 to 16
  17 or above
  Multiplier x2 x3 x4
  This means that a 10th-level priest can double the capacity of a bag of holding or decrease it to half its normal size. A 15th-level priest can triple the capacity or reduce it to one-third capacity.
  If the size and capacity of an extradimensional space is decreased, any contents of the space that exceed the current capacity are expelled (determined randomly). These contents are expelled from the space in the same way they originally entered it, if that path is still open. If the path is closed, as it would be if a bag of holding were tied shut or a portable hole were folded up, the "extra" contents are expelled into the Astral plane.
  Any items in an enlarged space when the spell duration expires suffer the same fate.
  Placing an extradimensional space inside another such space, such as placing a bag of holding inside a portable hole (see the Dungeon Master's Guide), is a dangerous undertaking. Extradimensional manipulation may be cast for the purpose of removing this danger. When used in this manner, the size of the space cannot be affected. However, while this version is in effect, the affected extradimensional space can be placed within another such space (or another extradimensional space may be placed within the affected space) with no adverse consequences. If one space is within the other when the spell expires, the usual consequences ensue immediately.
  If the space to be affected is being maintained by a spellcaster, as in the case of a rope trick, that spellcaster receives a saving throw to resist the manipulation. If the space is created by a magical item, however, no saving throw is allowed.
  The material component is a strip of gold tissue worth at least 5 gp that is twisted into a Moebius strip. The strip is consumed in the casting.
Genius ::: (Divination)
  Sphere: Thought
  Range: 0
  Components: V, S, M
  Duration: Instantaneous
  Casting Time: 5
  Area of Effect: Caster
  Saving Throw: None
  This spell is similar to idea, except that the priest's player can ask the DM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as "What are these monsters?"
  Speculation about the future, such as "What's on the other side of the door?" is not permitted.
  As with idea, the DM must be careful in adjudicating this spell. The answer to the question should always be relevant and correct, although not necessarily complete, and should not be unbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM's assessment of the situation. In general, the answer will be a single word or a short phrase of no more than five words.
  The material component is a gem of at least 50 gp value. This spell can be cast only once in any 12-hour period. Subsequent attempts to cast the spell result in no answer.
Highway ::: (Alteration, Evocation)
  Sphere: Travelers
  Range: 0
  Duration: 1 day
  Casting Time: 1 turn
  Area of Effect: 1,000 square yards
  Saving Throw: None
  The highway spell creates a shimmering plane of force that acts as a magical conveyor for the priest. By standing at the forward edge of the 10 x 100 yard plane, the priest and as many followers as can fit onto the square can travel as outlined below.
  The highway travels 30 miles per hour (MV 88) over all terrains. The priest sets the height of the highway in a range from 1 foot to 100 yards above ground level. The highway moves as the priest wills; if the priest wishes to fix a destination in his mind, the highway will take the shortest route to that destination until the priest changes the course in his mind.
  The highway cannot be used offensively. It will automatically travel over or around obstacles such as buildings and large creatures. It protects creatures traveling on it from adverse effects of the elements (ice, rain, gales, etc.). The highway can hover in place, but hovering can be achieved only at a height of 12 inches above ground level.
  When the spell expires or the destination is reached, the highway gently lowers the priest and his party to the ground. The priest may order the highway to drop off creatures and collect others at intermediate destinations, although the priest who cast the spell must remain on the highway or it will disappear.

Impeding Permission ::: (Enchantment/Charm)
  Sphere: Law
  Range: 150 yards
  Components: V, S
  Duration: 1 turn/level
  Casting Time: 3
  Area of Effect: One creature
  Saving Throw: Neg.
  This spell may be cast only on creatures with Intelligence of 2 or greater and the ability to communicate with the caster. The spell interferes with the victim's ability to make decisions. It prevents the victim from performing any action without first gaining the permission of the caster or a character designated by the caster. The victim will heed only the person designated by the caster.
  Before the victim undertakes any action, he must gain permission. He will not follow through with an action until he gains permission. If permission is denied, the victim cannot act until he thinks of an alternate action and gains permission for that action.
  Every round, the victim must decide his action for that round; at the victim's initiative, he must ask permission to perform his action. If permission is denied, the victim can take no other action that round.
  The only actions exempt from the need for permission are involuntary actions such as breathing.
  Asking and gaining permission takes only a short amount of time in most cases. A simple request, such as asking for permission to swing a sword in the middle of combat, can be accomplished quickly. Complicated requests, such as getting permission to act on a complicated plan, will naturally take more time. The DM may consider adding a modifier to the victim's initiative roll in such cases.
Implosion /Inversion ::: (Invocation)
  Sphere: Numbers, Combat
  Range: 120 yards
  Duration: Special
  Casting Time: 1 round
  Area of Effect: One or more creatures
  Saving Throw: Neg.
  By use of this spectacular spell, the priest rearranges the extradimensional and spatial geometries of the molecules of one or more creatures. The result is that the rearrangement of the target creature causes it to implode (collapse inward upon itself) or invert (its insides become its outsides and vice versa).
  The result is usually inversion, unless the target would not be adversely affected by this process (e.g., a slime, ooze, golem, elemental, etc.). In this case, implosion takes place. In either case, the effect kills/destroys the target instantaneously unless it makes a successful saving throw versus death magic at a -4 penalty.
  The priest can affect one creature per round with this spell. After each round, the priest must make a Constitution check. If this fails, the priest is overwhelmed with the effort of sustaining the spell, at which time the spell terminates, leaving the priest fatigued (the equivalent of being stunned) for 1d4 rounds. The maximum possible duration of the spell is 3 turns.
Imago Interrogation ::: (Divination, Enchantment/Charm)
  Sphere: Astral, Divination, Time
  Range: 0
  Duration: Special
  Casting Time: 1 turn
  Area of Effect: The caster
  Saving Throw: None
  The imago is a mental image--a form of mental magical body. After casting this spell
  (requiring 1 turn), the caster falls asleep. After 1d6 turns of sleep, the imago of the priest begins to travel. The imago is not subject to any forms of attack and has no effective attacks.
  The imago may travel to as many as four different locations separated by any distance, even across the planes and/or backward in time. At these locations, the imago may interrogate the imagos of as many as 10 other sentient creatures (other than Powers), compelling them to reply truthfully to its questions. A maximum of 40 questions may be asked during the spell duration.
  Asking one question and listening to the reply takes 4 rounds of time in the caster's world. Each planar/time jump lasts 3 turns in that world.
  Imago communications are telepathic. The questions must be able to be answered in a sentence of reasonable length, or the interrogated creature becomes confused and cannot answer.
  The imagos of interrogated creatures will have no recollection of their interrogations.
  As a result, history cannot be changed through backward time travel using this spell.
Memory Wrack ::: (Alteration, Enchantment/Charm)
  Sphere: Thought
  Range: 10 yards
  Components: V, S, M
  Duration: 2 rounds/level
  Casting Time: 1 round
  Area of Effect: One creature
  Saving Throw: Neg.
  This nasty spell "disconnects" the subject's short-term and long-term memory. While the spell is in effect, the subject is incapable of storing information in long-term memory.
  Every moment is virtually an independent event for the subject; he or she can remember recent events, thoughts, and sensations for no more than a few seconds (the amount of time they remain in short-term memory).
  Memories of events that happened before the onset of the spell are not affected at all; these are safely stored in long-term memory. This means that the subject can cast any spells memorized before the memory wrack took effect, but he is likely to have difficulty casting the spell as described below.
  The subject of this spell has a limited ability to act. He is restricted to one action at a time and must concentrate mightily to keep the situation and any planned actions in shortterm memory. As long as the subject is able to maintain concentration, he may act normally within these limits.
  If the subject is distracted (he is struck in combat, affected by a spell, startled, surprised, or a similar event occurs), he forgets everything that occurred from the onset of the spell to the moment of distraction. The subject must re-evaluate the situation as if it had just come to pass.
  Consider the following example. The subject of the spell is a soldier assigned to guard the entrance to a building. The priest arrives and casts memory wrack on the guard.
  The guard has no problem remembering his orders, since he received them before the onset of the spell. He also remembers the arrival of the priest. The priest now tries to convince the guard that he is authorized to enter the building. The guard refuses him entry. The priest now picks up a rock and throws it at the guard, striking him and distracting him. The guard forgets everything that happened between the onset of the spell and the moment the rock struck. He forgets that the priest has already tried to con him and that he threw a rock at him. He must reevaluate the situation as though the priest had just arrived. The priest is free to make another attempt at entering the building.
  When the spell expires, the subject remembers nothing that happened while the spell was in effect, possibly leading to amusing consequences ("By the gods, how did I get here?").
  The material component is a ruby of at least 200 gp value, which is crushed during the casting.
Mindnet ::: (Divination, Enchantment/Charm)
  Sphere: Thought
  Range: 0
  Duration: 12 turns
  Casting Time: Special
  Area of Effect: Special
  Saving Throw: Special
  The priest casting a mindnet spell establishes a telepathic link with as many as 10 other creatures who may be separated from each other by as much as 10 miles. Thus, a chain of creatures 100 miles long could be established.
  The Power granting this spell has the final word on the individuals who may be included in the spell. Most commonly, the spell will be cast to include individuals familiar to the caster. However, depending on the purpose of the spell, the Power may allow a stranger known to the caster only by name to be included in the mindnet.
  Unwilling creatures must make a saving throw at a -4 penalty to avoid being included in the mindnet.
  Casting the spell requires one round per two creatures in the mindnet. The spell's duration begins after all affected creatures have been linked. Characters of any class may take part in this linkage, benefiting from several effects.
  First, each member of the mindnet benefits from Intelligence, Wisdom, and Dexterity bonuses. The bonuses are equal to the bonuses held by the member of the mindnet with the highest ability score. For example, if five creatures in a mindnet have Wisdom scores of 15, 15, 16, 17, and 18, each creature would make saving throws, ability checks, and the like as if he had a Wisdom score of 18. Bonus spells are not gained due to enhanced
  Wisdom, however.
  Second, spells may be pooled among the spellcasters within the mindnet. Any priest may use a spell memorized by another priest with two conditions: the priest who has memorized the spell must allow its use; and a priest "borrowing" a spell may use only spells of levels he could normally cast. Such borrowing still causes the spell to be lost from the mind of the caster who memorized it. A caster may not borrow spells outside his normal class restrictions. Priests and wizards within a mindnet cannot mix their priestly and wizardly spells, nor can a specialist borrow a spell from an opposition school.
  Third, each member of the mindnet is in constant mental communication. Each member knows what is happening at the locations of all other members.
  Finally, twice per turn, the priest casting this spell can instantly teleport any person linked by the mindnet to any other person who is also a part of the spell. This massive effort results in a +4 penalty to any Constitution checks made by the priest.
  The priest casting the spell cannot perform any other actions while the mindnet exists; if he does, the spell is canceled. The priest must make a Constitution check at the end of each turn in order to sustain the spell. A failed check cancels the mindnet. The spell can last a maximum of 12 turns.
Mind Tracker ::: (Divination)
  Sphere: Divination
  Range: Special
  Components: V, S, M
  Duration: Special
  Casting Time: 1 turn/3
  Area of Effect: One creature
  Saving Throw: Special
  The mind tracker is a magically-created creature which exists only on the Ethereal plane. It is called into existence when the first portion of this spell is cast.
  When seen (which is seldom), the mind tracker has an indistinct body. It seems to be a near-solid coalescence of the vaporous atmosphere of the Ethereal plane itself. It is a roughly elliptical body with three or more limbs protruding at seemingly random locations. The number and size of these appendages shifts slowly, however, as new ones appear from the mist and old ones disappear. The body of the creature averages 2 feet across and 3 feet long, though this, too, tends to vary from minute to minute. The mind tracker has no discernible eyes, ears, nose, or other organs. It cannot be engaged in combat; if attacked, it simply disappears, to reappear after the danger has passed, or somewhere else entirely if its quarry has moved on.
  The ceremony which creates the mind tracker takes one turn to perform. Its material components are a whiff of the Ethereal plane's atmosphere and the brain of a lizard.
  Once the tracker is manifested, it must be assigned a quarry within one hour. If no quarry is designated, the tracker dissipates and the spell is wasted.
  To assign a quarry to the tracker, the priest must have the quarry within his sight. This includes magical sight such as true seeing, but not remote sighting devices such as crystal balls. With the quarry in sight, the priest mouths the final phrases of the spell. From that point on, the mind tracker is mentally tethered to the victim. It follows its quarry (staying always in the Ethereal plane) wherever it goes. It constantly relays information about the subject to the priest: what it is doing, where it is. The priest does not actually see an image of the quarry, he receives `reports' from the mind tracker. These reports contain only such information as the tracker can gather by looking. It cannot identify people the quarry is talking to, but can describe them in great detail. Nor can it hear anything the quarry or anyone else says, or read writing, but it recognizes and can report the fact that speaking or reading is happening.
  While the tracker is dogging its quarry, its presence can be felt as an eery, creepy sensation of being watched. If the victim makes an initial save vs. paralyzation, each of the following stages lasts three hours instead of two. For the first two hours, the quarry has a general feeling of ill ease. In the third and fourth hours, the victim is distracted and nervous, and suffers a -1 penalty on all saving throws. In the fifth and sixth hours, the victim is convinced someone or something is following him and suffers a -3 penalty on saving throws and a -2 (or -10%) penalty on all other dice rolls. After six hours the victim is near his breaking point. He is unable to concentrate to cast spells or use any of his class's special abilities. All die rolls have a -5 (or -25%) penalty. After eight hours, he must make a saving throw vs. paralyzation. If he fails, he collapses, fevered and delirious.
  This state persists until the tracker ceases to exist.
  The mind tracker continues to exist for as long as the priest remains conscious of its input. If the priest is knocked out or falls asleep, or simply dismisses his creation, the tracker dissipates.
Physical Mirror ::: (Alteration)
  Sphere: Numbers
  Range: 30 yards
  Components: V, S, M
  Duration: 1d4+8 rounds
  Casting Time: 6
  Area of Effect: Special
  Saving Throw: None
  This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the spell or missile finds himself the target of his own attack.
  The physical mirror operates from only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may direct spells and missile attacks normally through the space occupied by the mirror.
  In the case of physical attacks, the attacker must roll to hit himself (without the armor class benefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. his own spell. In both of these cases, range is important. If the distance between the initiator of the attack and the physical mirror is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again.
  When the priest casts the spell, he must specify the location and orientation of the physical mirror disk. Once it is created, the disk cannot be moved.
  If two physical mirror disks touch or intersect, they destructively interact and both immediately vanish. The resulting "ripples" in the space-time continuum are exceedingly destructive and inflict 3d10 hit points of damage on any creature within 35 yards (a saving throw is allowed for half-damage). This always includes the casters of the physical mirror spells.
  The material component is a tiny mirror of polished platinum, worth at least 500 gp.
Preservation ::: (Abjuration)
  Sphere: Wards
  Range: 480 yards
  Duration: Special
  Casting Time: 1 turn
  Area of Effect: One structure
  Saving Throw: None
  This spell creates a powerful set of protective wards that operate on a single fortified building, temple complex, tower, or similar structure. These wards protect the physical integrity of the structure and prevent magical access.
  A building protected by preservation suffers only 25% of normal structural damage from sources such as siege engines, earthquakes (both natural and magical), and powerful weather-affecting spells. Spells which directly affect the physical integrity of the structure (e.g., passwall, stone shape, transmute rock to mud) simply fail when cast on the protected building.
  Preservation creates a permanent protection from evil spell on the affected building.
  Every surface of the building benefits from the effects of the spell.
  Magical spells allowing access to the building fail. Thus, creatures attempting to teleport or fly into the building are stopped. Birds and creatures with natural flight may enter the building normally.
  If the building is a temple (or other consecrated building) dedicated to the Power that granted the spell, all priests inside it gain the benefit of a sanctuary spell for the duration of the preservation.
  The preservation spell expires if the building is destroyed or after 60 days have passed.

Phantasmal Killer
(Illusion/Phantasm)
  Range: 5 yds./level
  Duration: 1 rd./level
  Area of Effect: 1 creature
  Components: V, S
  Casting Time: 4
  Saving Throw: Special
  When this spell is cast, the wizard creates the illusion of the most fearsome thing
imaginable to the victim, simply by forming the fears of the victim's subconscious mind
into something that its conscious mind can visualize--the most horrible beast. Only the
spell recipient can see the phantasmal killer (the caster sees only a shadowy shape), but if
it succeeds in scoring a hit, the subject dies from fright. The beast attacks as a 4 Hit Dice
monster. It is invulnerable to all attacks and can pass through any barriers, Once cast, it
inexorably pursues the subject, for it exists only in the subject's mind.
The only defenses against a phantasmal killer are an attempt to disbelieve (which can
be tried but once), slaying or rendering unconscious the wizard who cast the spell, or
rendering unconscious the target of the spell for its duration. To disbelieve the killer, the
subject must specifically state the attempt and then roll an Intelligence check. This roll
has a -1 penalty for every four levels of the caster.
Special modifiers apply to this attack:

Probability Control ::: (Alteration)
  Sphere: Numbers
  Range: 30 yards
  Components: V, S, M
  Duration: Special
  Casting Time: 4
  Area of Effect: One creature
  Saving Throw: Neg.
  This spell allows the priest to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll--an attack, a saving throw, an attempt to use thieving skills, an ability check, or even an attempt to successfully teleport on target. The action must be something performed by a single creature.
  The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels of the caster. This modification can be either positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest can modify a subject's saving throw or attack roll by +5 or -5, or a thief's "climb walls" roll by +25% or -25%. The priest may cast this spell on himself.
  For a noncombat action such as an attempt to climb a wall, the priest simply casts the spell on the subject immediately before the action is attempted, informing the DM whether the modification is positive or negative. To use this spell in combat, the priest must specify the action to be affected (e.g., the target's next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster's level passes.
  If the latter occurs, the spell ends without effect.
  Once the spell is cast, the priest does not need to maintain any level of concentration; the spell will function even if the casting priest is killed before the spell takes effect.
  The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative (or even whether he was the subject of the spell at all).
  Thus, a lying priest could claim to raise a thief's chance of climbing the wall, while actually lowering it. The thief would be none the wiser. However, an unwilling subject of this spell receives a normal saving throw to negate its effect.
  The material components are a small cube of a thickened sugar-and-milk mixture and a cubic die of matching size. Both are consumed in the casting.
Rapport ::: (Divination, Alteration)
  Sphere: Thought
  Range: 30 yards
  Components: V, S
  Duration: 1 turn+1 round/level
  Casting Time: 1 round
  Area of Effect: One creature
  Saving Throw: None
  This spell is a deeper and more intense version of telepathy. It allows the priest to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than with telepathy, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations.
  The participants can quickly share such personal concepts as plans, hopes, and fears, but they cannot share skills or spells. Thus, it is impossible to communicate the procedure for casting a particular spell or for picking a lock.
  Communication through rapport is approximately 15 times faster than verbal communication. As with telepathy, the priest can establish separate "channels" to multiple individuals; each such linkage costs one casting of the spell. There is no
  "crosstalk" between the channels, however.
  Rapport cannot be used on unwilling subjects.
Revelation ::: (Divination)
  Sphere: Divination
  Range: Special
  Duration: 1 day
  Casting Time: 1 turn
  Area of Effect: Special
  Saving Throw: None
  The revelation spell grants the priest extraordinary divination powers. He gains the following abilities that are effective to a range of 240 yards.
  aThe priest gains true seeing as per the 5th-level priest spell.
  aThe priest can see and identify all priest spell effects in the area (assume a line of sight in a 60 arc).
  aThe priest is instantly aware of any creature's attempt to lie to him.
  aThe priest can communicate with animals, creatures, and monsters of all types. He can communicate with any number of creatures, but may converse with only one at a time.
  aThe priest can communicate telepathically with humanoids.
  aThe priest may use a suitable item as a crystal ball once per hour, as per the magical item described in the DMG (including range). He gains a +20% bonus to all rolls to determine success.
Reverse Time ::: (Alteration)
  Sphere: Time
  Range: 30 yards
  Components: V, S, M
  Duration: 1-4 rounds
  Casting Time: 6
  Area of Effect: One creature
  Saving Throw: Neg.
  This spell is similar to the 9th-level wizard spell time stop. When reverse time is cast, time stops within a 30-foot diameter of the subject. All creatures and items in the area of effect stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area of effect is likewise frozen in time. The caster is affected if he is within the area of effect, unless he is the subject of the spell.
  An unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately negated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in reverse. Beginning with the most recent round, the subject moves backward, arrows fired by the subject return to his bow, and so on. All effects of these actions are negated. At the end of the spell's duration, normal time resumes and all creatures immediately continue their activities, picking up right where they had stopped.
  Consider the following example. A party is battling a spellcasting red dragon. In the first round, the dragon breathes fire, roasting the party's wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group's thief. More damage is caused to the beast, but it is still alive in the third round, when it uses magic missile to kill the ranger. At this point, the priest casts reverse time on the beast. Fortunately, it fails its saving throw and is forced to reverse the last four rounds.
  While everyone else freezes, the dragon goes into reverse. The magic missiles zoom back to the dragon (and it regains the ability to cast that spell), it "unbites" the thief (removing that damage from the character), and then inhales its fiery breath (leaving the roasted wizard alive and uncooked). The dragon is then reversed through one more round--the round before it encounterd the party. The spell then ends and actions resume.
  The dragon must now roll for surprise since it is encountering the party for the first time. The party is immune to surprise, since it was fighting the beast previously. All damage suffered by the dragon remains, since these actions were caused by the group and not the beast.
  The material component is an etched silver arrow bent into a circle. The arrow must be no more than 3 inches long and worth no less than 500 gp. The arrow is destroyed in the casting.
Reversion ::: (Alteration, Invocation)
  Sphere: Time
  Range: 0
  Duration: Instantaneous
  Casting Time: 1
  Area of Effect: 10-foot-radius sphere
  Saving Throw: None
  By casting this spell, the priest reverses certain recent events in the area of effect. The spell affects only creatures friendly to the priest. The magic takes effect immediately after the spell is completed rather than at the end of the round.
  All damage suffered by the priest's allies during the previous turn is undone. This includes energy drains, poison, and all special attack forms unless these resulted in instantaneous death. Death from cumulative physical damage is undone, however. Any creature brought back to life by the reversion spell is not required to make a resurrection survival roll.
  Any spells cast by the priest's allies during the previous turn are restored and may be used again. This does not apply to magical or spell-like effects from magical items or scrolls. Material components consumed in spellcasting during this time are also restored.
  The reversion spell affects only creatures and characters. Equipment and magical items are not affected.
  Casting this spell ages the priest one year.
Seclusion ::: (Alteration)
  Sphere: Numbers
  Range: Touch
  Components: V, S, M
  Duration: 3d12 rounds+4 rounds/level
  Casting Time: 6
  Area of Effect: One creature
  Saving Throw: Neg.
  This spell encloses one individual in an extradimensional space. Creatures to be affected must be of size M or smaller. The space can contain only one creature, regardless of size. The priest may use the spell on himself or any creature he touches.
  Unwilling targets are allowed a saving throw vs. spell to avoid the entrapment.
  While inside the space, the enclosed character is invisible and totally undetectable by any form of scrying. Powerful magic such as contact other plane will indicate that the character is "elsewhere," but will give no more information.
  The creature within the extradimensional space can see and hear everything that occurs around him. However, he cannot cast spells, and no action of his can affect anyone or anything in the "real world."
  While occupied, the extradimensional space is totally immobile. If the caster chooses to occupy the space, he can pass in and out of the space at will. Other creatures can leave or reenter the space only if the caster allows it. To an outside observer, an enclosed character who exits the space simply appears from nowhere.
  If the space is occupied when the spell terminates, the occupant is immediately ejected back into the real world and suffers 1d6 hit points of damage in the process.
  Any time the extradimensional space is empty, or when the occupant is someone other than the priest, the space follows the priest around. Thus, the priest may seclude a comrade in the extradimensional space, walk past some guards into a building, then release the comrade.
  If any other form of extradimensional space (such as a bag of holding ) is taken into the space created by seclusion, both spaces are ruptured and all contents are expelled onto the Astral plane. Extradimensional manipulation can temporarily prevent this.
  The material components are a tiny crystal box of the finest workmanship (worth at least 1,500 gp) and a gem of at least 250 gp value. The gem is consumed in the casting; the box is not.
Skip Day ::: (Invocation/Evocation)
  Sphere: Time
  Range: 0
  Components: V, S
  Duration: Instantaneous
  Casting Time: 1 round
  Area of Effect: 10-foot radius
  Saving Throw: Neg.
  When this spell is cast, all persons and intelligent creatures within 10 feet of the caster are instantly transported 24 hours into the future. Creatures outside the area of effect will believe that the affected characters have disappeared. Unwilling creatures can attempt a saving throw vs. spell to resist the effect of skip day.
  No time passes for creatures affected by skip day; they are in the exact condition that they were in before the spell was cast. They are fatigued, have recovered no hit points, and carry the same spells. Wizards must wait for actual time to pass before they can memorize spells.
  The affected creatures remain in the same location as they were before skip day was cast. Their immediate environment is likely to have changed; for instance, fires have burned out, enemies who were attacking have departed, and weather has changed for better or worse.
  Although skip day is a possible substitute for teleporting out of a dangerous situation, it is not without risk; characters could reappear in a situation more threatening than the one they left behind (for instance, a forest fire may have started or a pack of hungry wolves may have arrived).
Simulacrum ::: (Illusion/Phantasm)
Range: Touch
Duration: Permanent
Area of Effect: 1 creature
Components: V, S, M
Casting Time: Special
Saving Throw: None
By means of this spell, the wizard is able to create a duplicate of any creature. The
duplicate appears to be exactly the same as the original, but there are differences: The
simulacrum has only 51% to 60% (50% + 1d10%) of the hit points of the real creature,
there are personality differences, there are areas of knowledge that the duplicate does not
have, and a detect magic spell will instantly reveal it as a simulacrum, as will a true
seeing spell. At all times the simulacrum remains under the absolute comm and of the
wizard who created it. No special telepathic link exists, so comm and must be exercised in
some other manner. The spell creates the form of the creature, but it is only a zombielike
creation. A reincarnation spell must be used to give the duplicate a vital force, and a
limited wish spell must be used to empower the duplicate with 40% to 65% (35% + 5 to
30%) of the knowledge and personality of the original. The level of the simulacrum, if
any, is from 20% to 50% of that of the original creature.
The duplicate creature is formed from ice or snow. The spell is cast over the rough
form and some piece of the creature to be duplicated must be placed inside the snow or
ice. Additionally, the spell requires powdered ruby.
The simulacrum has no ability to become more powerful; it cannot increase its level or
abilities. If destroyed, it reverts to snow and melts into nothingness. Damage to the
simulacrum can be repaired by a complex process requiring at least one day, 100 gp per
hit point, and a fully equipped laboratory.

Solipsism ::: (Alteration)
  Sphere: Thought
  Range: 10 yards/level
  Components: V, S, M
  Duration: Special
  Casting Time: 1 round
  Area of Effect: 100 sq. ft.+100 sq. ft./level
  Saving Throw: Special
  This unusual spell is similar to phantasmal force and other illusion magic, except that the priest who casts the spell is the only creature who automatically believes the results of the spell. The spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other sensory stimuli are created.
  Solipsism is the opposite of normal illusions in that anyone other than the caster must make an active effort to believe (rather than dis believe) the illusion. Characters trying to believe the reality of a solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense adjustment for Wisdom. A successful save means that the character believes the illusion and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion's reality, and the illusion has no effect on him. A character can make a single attempt to believe each round.
  Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is real for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and those who believed. All others would see the priest apparently walking out onto nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it.
  The illusion remains in effect for as long as the priest continues to concentrate on it, until the priest is struck in combat, or until he is rendered unconscious. The level of concentration required is not extreme; the priest can move normally and may engage in combat, but is unable to cast any spell while maintaining a solipsistic illusion.
  Solipsism can create only illusions that are external to the priest. Thus, the priest cannot create an illusion that he is the size of a giant, is unwounded, or has sprouted wings.
  The material components are a lotus blossom that the priest must swallow and a bit of fleece.
Spacewarp ::: (Alteration)
  Sphere: Numbers
  Range: 50 yards
  Components: V, S, M
  Duration: 1 round/level
  Casting Time: 7
  Area of Effect: 50-foot-diameter sphere
  Saving Throw: None
  According to one view of the universe, what we perceive as gravity is actually a localized warping of the fabric of space-time. The spacewarp spell creates a temporary but very intense warping in a limited area.
  When the priest casts this spell, he selects a specific point to be the center of effect.
  This point may be anywhere within 50 yards of the caster, including in midair.
  When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50 feet of this center that is not attached to something immovable will fall toward the selected point.
  This localized gravity affects only loose objects and creatures capable of movement
  (i.e., not trees, whose roots are buried in the ground). It does not affect the ground itself-soil, plants, desert sand, lake water, etc. are immune to the effect.
  An object falling toward the center of gravity gains speed exactly as it would if it were falling toward the ground. When the object reaches the center, it instantly ceases its movement. If objects are already at the center, newly arriving objects will slam into them, causing normal falling damage (1d6 per 10 feet) to the newly arriving objects. Objects previously at the center must save vs. paralyzation or suffer half that amount of damage.
  Consider the following example. An orc is 10 feet away from the center of effect when the spell is cast. He falls 10 feet to the center and stops. His companion, a bandit, is
  30 feet from the center. It takes him longer to fall to the center, so the orc is already there when he arrives, and the two characters collide forcefully. The bandit suffers 3d6 hit points of damage--the falling damage associated with a 30-foot fall. The orc must save vs. paralyzation or suffer half that amount.
  Other things are caught in the effect as well. The bandit's horse was 50 feet away from the center of effect, so it arrives at the center after the orc and the bandit. It falls 50 feet, suffering 5d6 points of damage, and potentially inflicting half that amount on both the orc and the bandit.
  The center of effect can be anywhere within 50 yards of the priest. Possibly one of the most destructive uses of this spell is to cast it directly on an enemy creature. Everyone and everything within 50 feet of that creature falls toward him and strikes him, inflicting damage.
  When the spell terminates, gravity returns to normal. If the spell has lifted any characters or objects off the ground, they immediately fall back to the ground, suffering the appropriate amount of falling damage.
  The material components are a lodestone and a sphere of obsidian, both of which are consumed in the casting.
Spirit of Power ::: (Summoning, Invocation)
  Sphere: Summoning
  Range: 0
  Components: V, S, M
  Duration: 1 hour
  Casting Time: 3 turns
  Area of Effect: The casters
  Saving Throw: None
  This cooperative spell is rarely used or spoken of, since its requirements are strict and the outcome is uncertain. The spell must be cast by six priests of the same faith. All six must touch hands at the time of casting. At the completion of the spell, the priests fall into a trance. The life essences of the priests leave their bodies and merge at a point within 10 feet of the casters. The spirits of the priests meld together to form the avatar of the priests' deity.
  In this manner, the six characters become a single being with all the powers and abilities allowed to that avatar. The only stipulation is that the priests' deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails and the priests are drained as described below.
  If the spell succeeds, the priests have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the priests retain the ability to make most of their own decisions. (The six must work in harmony or allow one of their number to decide all actions.) However, the deity can assume direct control of the avatar at any time it desires--the avatar is, after all, an earthly manifestation of the deity.
  Although the spell has a duration of one hour, the deity is not obliged to release the priests at that time. If the priests are not released at the end of the spell's duration, they instantly die. A deity can choose to sacrifice its priests in order to maintain its avatar on the Prime Material plane. Such a cruel and unjust action is almost never undertaken by good deities or those that have any respect for life, free will, or mercy. For dark and sinister gods, the question is much more uncertain. If a deity chooses to maintain the avatar longer than one hour, control of the avatar instantly and permanently passes to the
  DM :::. (Clearly, a DM should seldom if ever exercise this power.)
  While the priests are formed into the avatar, their bodies remain in a death like trance.
  The priests have no idea what might be happening to their real bodies (unless the avatar can observe them). Any damage to a priest's body requires an instant system shock roll. If successful, the damage is recorded normally, but the damage does not take effect until the spell ends (at which point the priest will almost certainly die). If the system shock roll is failed, the character instantly dies and the spell ends. Characters who die in this manner cannot be raised, resurrected, or reincarnated. They have been taken to the ultimate reward (or punishment) for the service they have rendered. If the bodies are moved from their positions, the spell ends.
  Even if the deity releases the priests, they are left severely drained. All spells memorized are lost until the priest can rest and perform his prayers once again. The physical drain leaves each priest with only 1 hit point upon awakening, regardless of the number of hit points the character had when the spell was cast. Since damage suffered during the spell takes effect instantly, any priest who is hurt dies immediately (although quick action by others might save him).
  Each priest who survives the spell will be bound by a quest (a duty that must be completed in exchange for calling upon their god).
  The material component is an offering appropriate to the deity. The DM determines the exact nature of this offering.
Sphere of Security ::: (Abjuration)
  Sphere: Protection
  Range: 0
  Duration: 6 turns
  Casting Time: Special
  Area of Effect: 10-foot-radius sphere
  Saving Throw: None
  Sphere of security protects the priest who casts the spell and his companions within the area of effect. Enemy creatures within the area are unaffected.
  The sphere grants affected creatures a +2 bonus to armor class, a +2 bonus to all saving throws vs. magic, and 50% magic resistance. Casting this portion of the spell requires 1 round.
  In addition, the priest can specify as many as four additional specific protection effects from the List of Protection Scrolls in Appendix 3 of the DMG. Each additional protection leng thens casting time by 1 round. The priest may create one effect per 5 levels of his experience, to a maximum of four effects.
Thought Broadcast ::: (Alteration)
  Sphere: Thought
  Range: 30 yards
  Components: V, S, M
  Duration: 1 turn+3 rounds/level
  Casting Time: 5
  Area of Effect: One creature
  Saving Throw: Neg.
  This spell turns the subject into a "thought broadcaster." For the duration of the spell, everyone within 30 yards of the subject senses the subject's thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts, on the other hand, knows their source.
  This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, everyone within range knows what spell is being cast before it takes effect, but no one learns any knowledge about how the spell is cast.
  If the broadcaster is invisible or hiding in shadows, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster's location, the broadcaster's thoughts will inevitably reveal his general position ("Oh no, he's looking right at me," etc.). A character hiding in shadows will be automatically detected, while attacks against an invisible broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally negates the chance of surprise by the broadcaster.
  The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a "normal" mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving throw vs. spell to avoid the effects. A willing subject can waive this saving throw.
  The material component is small balloon that the priest inflates upon casting. This balloon is consumed in the casting.
Thoughtwave ::: (Divination)
  Sphere: Divination
  Range: 0
  Components: V, S
  Duration: Instantaneous
  Casting Time: 1
  Area of Effect: Special
  Saving Throw: Special
  This cooperative spell can be cast by either a single priest or a group of priests.
  Thoughtwave allows the priest to send a short but powerful message to one or more specific individuals, informing them of his situation and general location. The spell instantly generates a powerful mental impulse indicative of the caster's general mental state--anger, fear, pain, despair, etc.
  The caster can designate as many as ten persons to receive this message, provided they can all be specifically named or grouped in a general category. Thus, the caster could designate a group of characters by name or could target "fellow priests,"
  "superiors," "adventuring companions," "knights of Lord Harcourt," or "villagers of
  Dopp." If more than ten individuals are in the group, those closest to the source will receive the impulse.
  There is no range limitation to the spell, although it cannot be projected outside the plane occupied by the caster.
  Creatures receiving the impulse automatically know who sent it (even if they have never met the priest before) and gain a clear indication of the mood and situation of the caster. Recipients also intuitively know the general source of the spell, although they are unable to pinpoint rooms, dungeon levels, or landmarks. For example, a fighter could suddenly be struck by an image of Father Rastibon, who is injured and in great pain somewhere along the forest road. A priest might suddenly sense that his patriarch is being tortured in the dungeons of Castle Varrack.
  The spell can also be cast by more than one priest, allowing them to either contact greater numbers of individuals or increase the intensity of the message. If greater numbers are desired, ten characters are contacted per priest involved in the casting.
  Increasing the intensity of the message makes it more compelling. Doubling the intensity (requiring at least three priests) causes the message to act as a suggestion. In this case, the effect is limited to a single target. Tripling the intensity (requiring at least five priests) gives the spell the force of a quest. This effect is also limited to a single target. In both cases, the target is allowed a saving throw to avoid the effect of the suggestion or quest.
Time Pool ::: (Divination)
  Sphere: Time
  Range: Touch
  Components: V, S, M
  Duration: 1 round/level
  Casting Time: 1 round
  Area of Effect: Special
  Saving Throw: None
  This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.
  Time pool will not reveal images from other planes of existence.
  The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
  aAdd 5% for each point of the caster's Wisdom above 15.
  aAdd 20% if the caster has successfully used time pool to observe the same event before.
  Only one of the following may apply:
  aAdd 20% if the event is one in which the caster participated.
  aAdd 10% if the caster is well informed about the event.
  aAdd 5% if the caster is slightly informed about the event.
  The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the time pool.
  The material components are a suitable reflective surface and a pinch of powdered quartz.
Timelessness ::: (Alteration)
  Sphere: Numbers
  Range: Touch
  Components: V, S, M
  Duration: 1 day/level
  Casting Time: 7
  Area of Effect: One creature
  Saving Throw: Neg.
  This spell totally stops the flow of time for a single individual. All signs of life stop and the subject is incapable of any movement or thought. While the spell is in effect, the subject is totally immovable and cannot be affected by any physical or magical forces.
  Weapons simply bounce off the subject as they would bounce off the hardest stone.
  Spells, including dispel magic, are totally incapable of affecting the subject in any way.
  The subject does not age.
  Aside ::: from the fact that the subject remains visible, frozen in place like a statue, he is effectively no longer part of the universe. (DMs may rule that the most powerful of magics, such as wishes, and creatures of demigod or higher status can affect the subject.)
  When the priest casts the spell, he or she states the duration for which the spell will remain in effect (the maximum is one full day per level of the caster). Once the spell is cast, this duration cannot be changed; the priest cannot terminate the spell before the stated time has elapsed.
  If the subject is unwilling to be affected by the spell, the priest must touch the victim for the spell to take effect; the subject receives a normal saving throw to resist the effects.
  A willing subject need not make a saving throw.
  The priest may cast this spell on himself if desired. This spell can provide a powerful defensive maneuver; while the spell is in effect, the subject is totally invulnerable.
  Timelessness is also an effective form of long-term imprisonment, as long as the priest is around to cast the spell again at the appropriate time.
  This is an exceptionally powerful spell. Casting it puts a significant strain on the priest. Each time he casts timelessness, the priest must make a system shock roll. If the priest fails this throw, he or she permanently loses 1 point of Constitution.
  The material components are a gem worth at least 1,000 gp and a small cylinder of obsidian. Both are crushed during the casting.
Uplift ::: (Alteration)
  Sphere: All
  Range: 0
  Components: V, M
  Duration: 1 turn
  Casting Time: 12 hours
  Area of Effect: One priest
  Saving Throw: None
  Uplift bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster's normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster
  (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.
  The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character's memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character's temporary level.
  The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level.
  As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast raise dead. After a night's rest, each priest adds uplift to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast raise dead. At the end of one turn, the priest's abilities revert to 8th-level.
  Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the uplifted character suffers 2d6 points of damage from mental exhaustion.
  This damage cannot be healed by any means until the character has had at least eight hours of rest.
  The material components are the priests' holy symbols and an offering worth at least
  500 gp from each priest.

Suggestion
3 (Enchantment/Charm)
4 Range: 30 yds.
5 Duration: 1 hr. + 1 hr./level
6 Area of Effect: 1 creature
7
8 Components: V, M
9 Casting Time: 3
Saving Throw: Neg.
When this spell is cast by the wizard, he influences the actions of the chosen recipient
by the utterance of a few words--phrases or a sentence or two--suggesting a course of
action desirable to the spellcaster. The creature to be influenced must, of course, be able
to understand the wizard's suggestion--it must be spoken in a language that the spell
recipient understands.
The suggestion must be worded in such a manner as to make the action sound
reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or
do some other obviously harmful act automatically negates the effect of the spell.
However, a suggestion that a pool of acid was actually pure water and that a quick dip
would be refreshing is another matter. Urging a red dragon to stop attacking the wizard's
party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a
reasonable use of the spell's power.
The course of action of a suggestion can continue in effect for a considerable duration,
such as in the case of the red dragon mentioned above. Conditions that will trigger a
special action can also be specified; if the condition is not met before the spell expires,
the action will not be performed. If the target successfully rolls its saving throw, the spell
has no effect. Note that a very reasonable suggestion causes the saving throw to be made
with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to
suggestion.
The material components of this spell are a snake's tongue and either a bit of
honeycomb or a drop of sweet oil.


Domination
(telepathic science)
MAC:
PSP Cost:
Range:
Area of Effect:
Prerequisite:
8
6+/3+
30 yards
Individual
Mindlink
This power only can be used on an open mind. With it, the user projects mental
commands into the mind of one other being. The dominated target knows what's
happening, but he can't resist the user's will, so he is forced to do nearly anything the
user wishes. The target's abilities remain unaffected by this power, and he can be made to
use any power he possesses-assuming the user knows about it. Domination doesn't
reveal facts or secrets about the target.
When domination is attempted, the target makes a saving throw vs. spell. If
successful, the target isn't dominated. If the save fails, the target falls under the user's
control for as long as the user pays the PSP cost. The PSP cost is dependent on the
target's level, as shown below. Later, if the target is forced to do something against his
alignment, he can attempt another saving throw to regain his free will.
Target's Level
1-5 levels or HD
6-10 levels or HD
11-15 levels or HD
16-20 levels or HD



3.11 SPELLS
  conformance
  consequence
  dimensional_blade
  disbelief
  divine_intervention
  enchant_an_item
  etherwalk
  extradimensional_manipulation
  genius
  greater_sign_of__sealing
  highway
  impending_permission
  implosion-inversion
  imago_interrogation
  memory_wrack
  mindnet
  mind_tracker
  permanency
  phantasmal killer
  physical_mirror
  predtidigiation
  preservation
  probability_control
  rapport
  revelation
  reverse_time
  reversion
  seclusion
  skip_day
  Simulacrum
  solipsm
  spacewarp
  sphere_of_security
  spirit_of_power *
  superior_magnetism
  temporal_stasis
  thought_broadcast
  thoughtwave
  timelessness
  time_stop
  trollish_fortitude
  uplift
  word_of_recall






questions, comments, suggestions/feedback, take-down requests, contribute, etc
contact me @ integralyogin@gmail.com or
join the integral discord server (chatrooms)
if the page you visited was empty, it may be noted and I will try to fill it out. cheers


OBJECT INSTANCES [0] - TOPICS - AUTHORS - BOOKS - CHAPTERS - CLASSES - SEE ALSO - SIMILAR TITLES

TOPICS
SEE ALSO


AUTH

BOOKS

IN CHAPTERS TITLE
3.11_-_Spells

IN CHAPTERS CLASSNAME

IN CHAPTERS TEXT
3.11_-_Spells

PRIMARY CLASS

chapter
SIMILAR TITLES

DEFINITIONS



QUOTES [0 / 0 - 0 / 0]


KEYS (10k)


NEW FULL DB (2.4M)


*** NEWFULLDB 2.4M ***


IN CHAPTERS [0/0]









WORDNET


































IN WEBGEN [10000/1]

SoundFont


change font "color":
change "background-color":
change "font-family":
change "padding":
change "table font size":
last updated: 2022-02-02 18:21:25
234484 site hits