ALL my new spells - PRIESTS!!

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garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1513
Joined: Thu Mar 15, 2007 9:40 pm

ALL my new spells - PRIESTS!!

Post by garhkal »

Now on to all the clerical spells!!

2nd level
Lesser share health.
Sphere: Healing Components: V/M
Casting time: 1 round Duration: 1 turn or until discharged
Range: Touch AOE; 1 person
Save: N/A

With this spell a cleric can transfer 1d4hp of his health, per level to someone else. He takes that sacrificed hp as damage (which can be healed normally) and the receipient gains it as if he had been cured.
The material components are a vial of holy water, which is to be drunk by both the caster and the receipient and the holy symbol.
Rock burst
Spheres: Combat, Elemental Earth Components: V, S
Casting time: 5 segments Duration: 1 round
Range: 10 yards/level Area of Effect: 1cuFT/level
Save: special

Description: This spell, allows the caster to make a boulder or rock pile explode suddenly. Similar to the oriental 1st level spell of elemental burst (earth), it send sharp pieces of shrapnel, hitting all those in 20' of the P.O.I. causing 1D4+1 points of damage per caster level (10D4+10 max). Those within 10ft are allowed a save for half damage. Those within 10-20, are allowed a save, and if good, can roll a save again. If both are good, they take no damage. If they only make the first, they take half. In rare cases, the amount of rock exploded, can lead to an avalanche or cave-in, but this is at the DM's discretion.
3rd level
Detect Curse
Sphere: Divination Components: V/S/M
Casting time 2 rounds Duration, 1 turn
Range - caster Aoe - 60 ft long 90 degree wide cone from caster.
Save: N/A

This spell allows the user to detect any cursed magical items.
The base chance for successfully detecting a curse is 20% plus 5%/level. While it will not reveal what is the curse (e.g whether that robe/cloak is one of poisonous or weakness, etc) it will show the item is bad.
Each additional time this is cast in a 72 hr period, there is a chance (3% per time, cumulative) that the cleric or Mage actually gets a bad response, as the energies of the detections cloud his judgment.
Both clerics and Mages must perform this back at a relatively 'pure' location (e.g one they know is free from magics) so as to not cloud any readings. a shrine would be a great spot (assuming it is not tied to an evil or trickster god).
The material component for the clerical one, is a vial of holy water, which must be drunk and spitted up over the items to be scanned.
Sand shock
Spheres: Combat, Elemental Earth Components: V, S, M
Casting time: 5 segments Duration: 1 round
Range: 10 yards Area of Effect: 50'
Save: Dex check

Description: When a priest casts this spell, he creates a localized “Shifting” of the ground, out to 50 feet, in a 90 degree arc. This spell works in area of Gravel, Sand, Mud, Loose rocks and dirt. IT will not work in areas of solid rock, packed or worked dirt, stone and the like.
When the caster finishes the spell, the ‘wave’ erupts out from where he designates, away from him, causing all caught in the area, to need to make a Dexterity check, or Fall over. This check is penalized based on how fast someone’s moving.
- If standing still, its at no penalty.
- If moving at up to 1x normal speed (walking), its at -2.
- If running up to 1.5 times speed, its at -4
- If running up to 2.5 times, its at -6
And if Charging any faster, it’s at -8.
All those who fail, fall over, taking 1d3 (loose dirt/mud or sand) or d6 (gravel or loose rocks) damage, and have to spend the NEXT round getting back up to their feet. Those who Fail, have their action for THIS round negated, while they try to regain their balance.
Note: Those who are flying, levitating, or are otherwise NOT on the ground, are not Affected by this spell.
The caster is unaffected by it, and he can also Designate one ally, Per 3 levels he has above 2nd, to be immune to the spell’s affect (IE one person up to 5th level, two at 8th level, three at 11th level).
The components for the spell are the priest’s holy symbol, and a handful of sand he blow’s in the direction the spell is to affect.
Share health
Sphere: Healing Components V/M
Casting time 1 round Duration 1 turn or until discharged
Range: Touch AOE 1 person
Save: N/A

With this spell, the cleric sacrifices some of his own health, up to 4hp/level to heal someone else. It is common amongst the priests who follow Ilmater the goddess of pain and suffering.
The material components are a vial of holy water drunk by both the caster and recipient, and the holy symbol of the caster.
4th level
Blade storm (Specific to the deity Laranni)
Spheres: Combat (Laranni) Components: V, S, M
Casting time: 6 segments Duration: 1 round +2/3 levels
Range: Personal/touch Area of Effect: 1 character per 5 levels of vaster
Save: N/A

Developed by the cleric of Laranni, this spell is similar to axe storm of Clangeddin, in that it increases the number of attacks WITH any BLADED weapon, but mostly it is used with swords. Unlike ASC, it can be combined with other hasting magic’s.
The material component is the priest's holy symbol.
Death ward
Spheres: Necromantic/Protection Components: V, S, M
Casting time: 9 Duration: 2 turns +1 turn/level or until discharged
Range: Touch Area of Effect: 1 person / 4 levels
Save: N/A

This potent clerical spell allows those 'protected' to get a normal save against one single death magic like effect, whether that comes from a spell (Death spell, power word kill) or from a device/effect from a creature.
Similar to those who wear scarabs of protection, this spell will grant a base save (Spell, R/S/W or which ever is appropriate against the effect) plus any and all other protective saves said person has on his or her personage.

If used on someone going against creatures/spells of death, that DO have saving throws, it grants a +2 for them, and lasts for 1 save per 3 levels.

This spell CAN be used in reversed as a curse on someone, making them more susceptible to death magic, forcing a -4 on their saves against death spells, and the like, but the target to be so cursed needs to be hit in combat (NON ARMOR bypassing) and gains a normal save against spell to avoid being cursed.
For the main casting, clerics require both their holy symbol, a vial of holy water created by at least a 13th level caster. For the reversed version, they add a sliver of bone from an undead slayed by the cleric in single combat.
Greater share health.
Sphere: Healing Components: V/M
Casting time: 1 round Duration: 1 turn or until discharged
Range: Touch Area of Effect: 2 people
Save: N/A

With this version, the cleric has 2 sub-uses. The first is he can share his own healing between 2 people, sacrificing 2hp per 3 healed, up to a max of 6hp/level of caster. used in this manner it goes by the lesser share health.
The second option, is he can share someone else's health with another (like taking from the tough as nails fighter who has not taken any damage and sharing health with the thief who got bashed by that trap. This healing measure goes on a 1 for 1 basis, up to 3hp/level, of caster. Both 'sender' and 'recipient' must be willing.
The material components are a vial of holy water drunk by both the caster and recipient, and the holy symbol of the caster.
Halo of Pain
Sphere - Necromantic Components: V/S/M
Casting time - 6 Duration: 3 rounds plus one round per level over minimum required to cast
Range: Touch Area of Effect: One person per four levels of caster above minimum required to cast spell
Save: Negates

This spell, created by the half elf Vinschen flan'es acts similar to the Psionic power of Pain amplification in that anyone who succumbs to the effect of the spell takes double damage from any hit scored on them. BUT unlike the power, it also causes damage from noise and light, in the form of 1d4 points (1d6 for real loud) for higher than normal noise/light in the area, per incidence of it occuring.
This damage is all mental and will NOT kill the person unless he fails a System shock roll once he hits -1hp. Lost hp due to this spell recovers at the rate of 1/hr once it is over, 3/hr if resting, 5 if sleeping.
ONLY one damage check is made a round from any sound, but if more than 1 source of sound affects the target, go with the highest damaging one.
When cast the person must make a to hit roll against the target, though said attack bypasses armor. If the attack succeeds, the target then needs to fail a saving throw against spell.
It stays in effect on the caster until he has made 1 attempt to hit per person he can affect with the spell, and once cast is not considered 'interuptable', though any remaining 'affectees' are lost if he casts another spell while he has people left to try and touch. BUT this cannot held for more than 2 rounds per level of caster regardless.
Clerics must also pour a vial of holy (or unholy) water over their hands as well as eat a sprig of clover (good) or poison ivy (for evil. This does NOT cause them to get ill from it) as the material component of the spell.
Jhando's Hung Favor
Sphere: Protection Components: V/S/M
Casting time: 2 rounds. Duration: 2 hrs +2 turns per level
Range: Touch AOE: 1 person +1 person per 4 levels.
Save: N/A

When cast, this spell allows the placement of up to 2 spells +1/4 level on those 'favored', that act in a delayed fashion. Depending on the 'delayed' spell, depends on how they activate. BUT each spell to be 'hung' is cast in it's fullness. Also while a spell is 'hung; on someone, they are no longer available in the clerics daily roster. If a healing spell is hung, it stays that way, till more damage is taken than the spells maximum healing capacity (e.g. for a cure critical wound, more than 27 points has to be taken in damage). If a protection spell is hung, the recipient wills it into activation, as he or she is going into danger. If the duration of the hanging favor expires before the hung spells are called into being, they just fade away. And lastly, only 1 hung favor can be in effect on a person in a 24 hr period. The material component of this spell, is the clerics holy symbol, the components for any hung spell, and a charm bracelet of not less than 200 gp value that is given to the recipient of the hung favor.
Lesser Restoration
Level 4. Necromancy school
Sphere: Necromantic. Range: Touch
Area of effect: 1 target Components: V/S/M
Casting time: 1 round Duration: Instantaneous
Save: See description.

Undead are greatly feared, cause many have the ability to drain life levels, via their ties to the Negative Energy plane. This spell, if cast within one day of the loss of a life level FROM UNDEAD, Per level of the priest casting it, grants the person receiving it, One chance and one chance only, of recovering it. Once the spell is cast, the Recipient makes a save vs Death magic. IF the save is passed, the life level lost, returns AFTER they get one full day of bed rest. IF failed, the life level is lost for good, till they regain it via adventuring.
The material components are the caster’s holy symbol, and a vial of holy water drunk by the one who’s having their life level restored. ONLY ONE of these can be cast on a person, in this manner. Even if they lost multiple life levels. All others must be restored by the regular restoration or greater restoration spells, by adventuring or via wish etc.

NOTE: Unlike Greater or regular restoration, this has no reverse function!.
True shot/Fouled shot (Reversible)
Level 4, reversible
Spheres: Combat (clangeddin and Moradin) Components: V, S, M
Casting time: 1 round Duration: Special
Range: Touch Area of Effect: 1 Crossbow user per 3 levels of caster
Save: N/A or negate

This spell, of the Dwarves, allows their crossbowmen to become unearthly shots with crossbows. It bestows a +1 to the THAC0 of the character receiving the benefit of the spell, with an additional +1 gained for every 4 levels of the caster. This bonus is above any and all other bonus to his the character may already have. The reverse of the spell causes the enemy touched to loose 1, +1 from his/her THAC0 for every 4 levels of the caster if a save is failed versus spell.
This bonus lasts for 2 shots +1/level of caster, whether they hit or miss.
Both versions of this spell require the caster to have a silver miniature crossbow made, costing no less than 400gp. This is not used in the casting.
5th and up in the folllowing post
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1513
Joined: Thu Mar 15, 2007 9:40 pm

Re: ALL my new spells - PRIESTS!!

Post by garhkal »

5th level
Cone of sonic waves
Sphere: Combat Components: V/S
Casting time; 7 Duration, instant
Range 20 feet from caster Area of Effect: cone of 5ft long 1ft wide per 2 levels of caster
Save, n/a

This spell calls fourth a cone of high frequency sonic waves that will cause the following damages to all those in the AOE
Life-forms, normal - 2d4 damage to the ears, and prompts a save versus spells to avoid being deafened and stunned. If the save is made, the person is only stunned for 1 round/deafened for 2. if it is failed, he is stunned for 3 and deafened for 6.
Sound susceptible life forms such as the bat the damage increases to 4d4, and saves are at -3.
Constructs/life forms made from rock - damage goes to 6d4 and rather than a save for stunning/deafening they make a save against getting shattered. If the save is failed they are weakened (loosing 3 from their AC and taking 2 extra points of damage from bludgeoning blows).
Constructs. life forms made from gems - damage is increased to 8d4, and the weakening save has a -3 penalty.
If used on demi liches skulls, and it passes the MR it causes 10d4 damage to the skull.
If used on structures, it causes 1d4 structural points of damage plus 2 per level. Consider most unworked corridors underground have between 3 and 7 structure points in a given 10ft area.
Many under dark races when fighting enemies of their cities as it restricts their entrance ways and can trap a number of opponents favor this spell.
Restoration (reversible)
Sphere: Necromantic. School: Necromancy
Range: Touch Area of effect: 1 target
Components V/S/M
Casting time: 1 hour (or one round) Duration: Instantaneous
Save; None/Neg.

Like the lesser Restoration, this spell was created, cause of how fearsome undead Energy draining is. A high priest who casts this version of the spell, instead of potentially restoring only one life level lost (as with the Lesser Restoration spell), can instead restore any number of life levels lost (ONE per casting). They still have the One day per caster level duration, to get it cast, to get those levels restored. BUT there is no need for the recipient to make a save, to have the lost level returned to them. If someone’s suffered multiple life level stealings, he would need multiple restorations cast on them, but ALL must be done within the duration, of 1 day per level. Any which fail outside that limit, cannot be restored, via this spell, and must be returned via adventuring.
The reverse of this spell, allows a priest, TO suck one life level out of a target, IF they are A) Hit in combat (it by passes armor, so they are considered AC 10, minus Dex and magic), AND B) the target must Fail a save vs Death magic.
Either version requires the caster’s holy symbol, and a vial of holy water that is splashed over the recipient.
NOTE: Use of the reverse of this spell, is FORBIDDEN TO good priests, especially those who worship healing gods or healing goddesses.
Ship Cloak (Spell jammer games only)
Level 5
Spheres: Protection Components: V, S, M
Casting time: 5 segments Duration: 5 rounds per 4 levels
Range: Touch Area of Effect: 1 Ship
Save: N/A

This spell, is similar to the Mage spell of the same name, but is more powerful. The priest can cloak a Spell jamming ship of 70 tons +10 tons per 3 levels over that needed to cast the spell. The material component is the same as that for the mage, and also uses the priest's holy symbol.
6th level
Clangeddin’s Fury
Schools: Combat, Law, (Clangeddin only) Components: V, S, M
Casting time: 1 round or 1 turn Duration: 1 turn or 1 hour
Range: Caster Area of Effect: 30 feet cube. 1 person per 2 levels
Save: N/A

Clangeddin's fury is a nasty combat spell, that allows dwarven priests of the god Clangeddin, to place fellow Fighters (not the warrior sub-classes though), or War priests (or fighter priests), into a version of Battle rage, or berserker rage status.
THIS SPELL will only work, on Dwarves, Humans or Half-elves, as those are the only races that have berserker type characters. It has absolutely no effect on pure elves, gnomes or halflings, and though it will work on humans and half elves, it has a 25% chance of NOT working on them.
When cast, the priest has two options. He either does it ahead of combat, taking a full turn to whip up his allies (those in the 30ft cube), into a raged status, and once completed, those affected by the spell, are under it's effects for a full hour. OR he can cast it in combat, taking one round, but the duration is only 1 full turn.
Regardless of which method is used, those who are not already 'berserker' types (Human or Half-elven berserkers, dwarven battleragers or vindicators), are shifted into a type of berserker rage, that grants then +1 to hit, +3 to damage, 1 additional attack a round (ONLY with an AXE), and -1 bonus to their AC. IF they are human or half elf, they also gain +5hp. If dwarf its +10hp. If its cast on someone who IS a berserker kit, Battle rager kit or Vindicator kit, it DOUBLES the benefits for their too hit, damage and AC bonuses, but does not add any more attacks or HP. Additionally while in the rage, the character enjoy's a lot of benefits vs a # of spells.. (See berserker or battle rager kit for the spells it works against).
While in the 'rage', Unlike someone in a True rage, the Dwarf, human or half elf, maintains PERFECT control of how he wishes to attack, in that it does NOT make them potentially see allies as enemies, even if the ally accidentally strikes them.
Frequent use of this spell, stands a chance of turning otherwise intelligent and careful dwarven, human or half-elven fighters, into mindless brutes. AFTER THE FISRT TIME its ever cast on someone, they start suffering a cumulative chance, of having their Kit (if they have one) shifted to that of a Berserker or Battlerager/Vindicator. This chance is a base 5% for non-dwarves, or 3% for dwarves. Adding +3% for non-dwarves or +2% for dwarves, per additional time cast, in ONE CALENDAR YEAR. If the character goes a full year without having this spell cast on them, the % resets back to zero. Additionally it ONLY Works on those willing!
The only material component is 5 hit points of the caster's blood poured into a skin of gutwrencher (or dwarven battle brew), which is quaffed by all those benefiting from the spell. The verbal component is a Dwarven war chant.
NOTE: ONLY fighters, or fighter-priests can benefit from this spell. It does not include fighter-mages, fighter-thieves, or any other class, nor the ranger/paladin sub-classes of warrior.
Expose magic
Sphere: Universal, Divination Components: V/S/M
Casting time 1 turn Duration. 2 rounds + 1 round per 3 levels
Range. Caster Area of Effect. 20 ft radius circle +5ft per 2 levels
Save: N/A

This spell, developed by Quinlay Fabre-castion the half elf cleric Mages, incorporates several lower level spells into one and improves on them.
When cast, it literally creates a dome of shimmering light (low level, enough to read a book's title by), but all magics inside, whether magical items or spells currently on a person are shown.

Each additional round of duration, it will allow the revealing of one items power(s), by scanning that item specifically. This will identify cursed items as a black glow, rather than a normal white glow, but will NOT identify what the curse is or poisons. For each round so scanned, ONE function of it is shown to all as if an Identify was cast. Command words are also shown, but that takes an additional round of 'bathing'. For items with more 'functions, than the number of rounds available, it goes from least potent to most potent. NOTE: This spell does NOT reveal anything about magical tomes, librams or the like. A wish or sage research is still needed for those items.

As a secondary effect of this power, when initially cast, all Spells in effect (other than this one) on someone, even charms are shown as a brilliant red glow around the person the spell is on.

After casting, the spell caster is weak, requiring immediate bed rest (6 hrs), loses 5 from his constitution AND strength.
The material components for this spell are; the clerics holy symbol, 500gp of crushed pearl which must be 'inhaled' like if snuff/pepper, and a 1000gp crystal vase with the finest wine inside (not less than 200gp value for a pint of wine) which is tossed into the ground at the completion of the casting with the words "Nostrovo Greko Salutae Ignobile"...
Garhkal's impenetrable circle
Sphere” Guardianship Components: V/S/M
Casting time: See below Duration: permanent but see below
Range: 10 feet AOE: Special, see below
Save: See below.

This spell, when read aloud, and accompanied by the drawing of a circle of power, around the outside of a building, prevents any and all extra planner / teleportation spells from penetrating the building, up to a certain limit. Unlike the Mages variant of this spell, a clerical one blocks X number of HD per day, but his sacrifice to ’increase’ its value of blocking is greater.
It initially blocks 1HD worth of teleportation AND/OR dimensional magic each day. To this is added, 1HD per additional hour spent in casting the spell and 3HD per 2hp scarified. Also unlike a Mages, the cleric can sacrifice as many as he has, since he is blocking both at once.

The AOE is limited to a 10ft radius circle (around the building) per 2 levels of the caster, so a 14th level caster can make a circle of power with a 70ft radius). The casting time is 1 Hour per 30ft worth of the radius or part thereof.

If a creature tries to penetrate the ’screen’ he must consult the following chart:
Level/HD is 6 or less than that of the caster - save at -4 or suffer paralysis for 2d4 hrs.
Level/HD is 5-3 less than that of the caster - save at -3, or suffer blindness for 2d4 hrs.
Level 3-1 less than the caster - save at -1 or suffer the effect of a slow spell for 2d4 rounds.

When a critter fails to penetrate, they can attempt a second time/third time (or as many as they wish), but each time take 1hp damage per 2hd of the cleric who laid the circle. This is the BASE effect; the above chart is the secondary. Note, MR does NOT protect you against the blocking/hp damage, but will prevent the additional effects listed.

Similar to the Mages, the cleric must first get several components together to form Ink, which will fill in the crevasse and glyphs of his circle. For each 20ft of circumference, he needs; 2 vials of holy water, 1lb of gold dust (average of 1200gp will make a lb of dust), the crushed and ground horn of a unicorn, which is VOLUNTEERED, and 6 vials of gold dragon blood.

Construction of the circle: Similar to the Mages, the cleric needs 3 chisels. The first, is a platinum one, forged under a moonless night (above ground). While the chisel’s cost is not a factor, it must be solid platinum and made by the cleric’s own hand. The second is made of gold, and crafted under the night of the half moon. Lastly we come to the third chisel, crafted from the finest silver (2000 GP minimum). Unlike the Mages, he draws 3 rings, the outer most with the silver chisel. The middle one is done by the golden chisel while the inner one is done by the platinum one. Then he scribes the runes of power within each ’disk’ starting at true north, and working his way clockwise.
Once this is done, he must wash the engraving with 1 gallon of purified water per 20ft of circumference and cast (or have cast) 1 bless spell per 10ft of circ. Once this is done, he is ready to fill in the engravings with the ink already made. This requires the quill from a live swammy, which must be given freely. An avrial can be substituted if needed...
Note: every 3 hours, of work, after the initial 5 hours, the priest needs to make an endurance test, rolling his Con. If he fails, he must rest for 2 hours, before he can continue, but if this causes him to go over 24 hours worth of time, he must cast this spell again.

Once this is done, he has one final tasking to perform. Pray! He selects a number of turns he wishes to pray, giving a base 5% chance, +2% per additional turn in prayer, to get his god’s attention. However, after the first hour, each additional turn spent in prayer, causes the priest to need to make a con check or fall out, from exhaustion. If this happens, he has 1 remaining chance to get his god’s favor, or the circle is ruined. Note, each additional 1000gp spent on components, or each additional hr spent in prep (carving etc) adds 2% to this god call chance.
7th level
Greater Restoration (Can be reversed)
Sphere: Necromantic School: Necromancy
Range:: Touch Area of effect: 1 target
Components: V/S/M
Casting time, 2 turns OR two rounds Duration: Instantaneous
Save: None/Neg

Undead are greatly feared, cause of their ties to the negative energy plane, that allows some to drain life levels from living hosts. A high priest who casts Greater Restoration, can restore One lost life level, per FOUR levels of the caster, to one individual. THIS must be done, like with the other 2 versions, within ONE day of the caster per level he has. IF outside that limit, levels lost from undead, cannot be restored by magic, short of a wish.
The reverse of this spell, allows a priest, who successfully attacks a target (it by passes armor, so they are AC 10, minus dex and magic), and they fail a save vs death magic, to suck one life level PER four levels of the caster.
Either version requires the holy symbol, and a vial of holy water, splashed on the recipient.
THIS IS much more potent than the 5th level Restoration spell, as it allows multiple life level restorations per casting. BUT LIKE that version, it is Forbidden to be cast in the reversed form by priests of Good alignment, especially those worshiping a god of healing.
Restitution
Spheres: Necromantic Components: V, S,
Casting time: 3 rounds Duration: Permanent
Range: Touch Area of Effect: 1 Person
Save: N/A

Description: This variant of the restoration spell, is only usable on characters that have been aged by a ghost's attack, or have gotten aged by a Staff of Withering. It doesn't work to cancel out the aging side effects of casting certain spells. For each application of this spell, the recipient regains back D10 years of his vitality +1 year for every 3 levels of the caster. It cannot reduce a character's age to less then what he/she was before the ghost's attack.
Valhalla's call
Sphere: Combat/Summoning Components: V/ S/ M
Casting time: 2 rounds Duration: See below
Range: 30 feet Area of effect: Special, see below
Save: N/A

This potent war spell allows for the cleric to cut himself/pull hair and throw the hair/blood drops into the air which then summons fourth a number of spectral warriors (NOT THE MONSTER) that serve their master. A cleric of the min level required to cast this spell, gains 1d4 + 3 warriors for a duration of 3 turns (or until dead/dismissed). Each additional 2 levels beyond the min grants another warrior and 6 rounds of duration.
Spectral Valhalla warriors
Fights and saves as a warrior of 4th level (5th for casters 4-7 levels above the min, 6th for those 8th-12th, or 7th for those beyond)
HP 8.5 per dice and can fight till -10.
Though is unarmored (usually is seen as wearing hide armor), they are considered AC 1
and all carry broad swords that strike as if of +2 enchantment. THESE swords disappear on the death of the carrier or when the spell runs out.
Special notes: immune to fear effects, charm/enchantment spells and suffer only half damage from elemental based spells. They do suffer from Prot evil/good (since they are summoned), and holy word though.

The material component for this spell is the cleric's holy symbol, a silver dagger of not less than 500gp value and 2hp of his own blood (or 10 hairs) PER warrior that is summoned fourth.
And lastly one specific for Druids only!!
Static Storm. Elemental air sphere.
Alteration school
Level 4th
Spell components V/S/M
Casting time 2 rounds base, can be cast for a longer period if the druid wishes.
Duration, 1 round at 7th level, 2 rounds at levels 8th to 12th, 3 rounds at levels 13 to 17, and 4 rounds there after.
Area of effect, 20 foot diameter sphere, adding 1ft radius per two levels of caster.
Range 30ft +5ft per level.
Save 1/2

When the druid casts this spell, he channels all the ambient static electricity in the local environment, into a 'cloud like sphere', of lightning. During the casting of this sphere, the cloud starts taking shape, but has yet to have enough energy to impact anyone. However once complete it does damage to all those in the area, based on what armor they wear.
Those not wearing armor, or only wearing leather armor, takes d4 damage per level of the druid.
Those wearing ring, scale, stuffed leather, cord or brigadine armors take d4+1 per level.
Those wearing chain, splint or banded mail take d6 per level,
and those wearing any form of plate, take d8 per level.

IF the druid is of the base level needed to get more than 1 round of duration, he can move the sphere, 30 feet a round.

NOTE: IF the druid wishes to add more rounds to the summoning of the sphere of static, each additional round he spends in channeling the energy, adds +2 to all damage done (not per die, but total. IE someone hit by a druid of 9th level wearing leather armor takes 9d4 +2 damage, if he spent a third round channeling it, but if he spent 5 more rounds channeling it would deal 9d4+10 points!).

However, if a druid, is HIT In combat or fails a safe, and thus has his casting disrupted, HE TAKES damage of 4d8 to himself, and those within 10feet of him take 2d8hp, from the static being discharged THROUGH the druid.

The components for this are a hand ful of wool, a piece of magnetic metal, and a platinum ring of 1,000gp value. The ring is NOT consumed in the casting.
Last edited by garhkal on Tue May 04, 2021 2:16 pm, edited 1 time in total.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1513
Joined: Thu Mar 15, 2007 9:40 pm

Re: ALL my new spells - PRIESTS!!

Post by garhkal »

And now for some specific to my home made realm's deities..
Orcus
Orcus's fury.
School: Alteration
Sphere: Combat/Orcus
Spell level: 4th
Range: 0
Area of Effect: 1 Orc per 3 levels in a 30ft sphere
Duration: 2 rounds, + 1 round per 3 levels
Casting time 5
Components: V/S/M
Save: NA

Shamans of Orcus gain this potent combat spell, similarly to how dwarves of Clangeddin gain access to the spell Axe storm of Clangeddin. It increases the priest, and warrior’s ability to fight with a spear and spear only.
But rather than gaining a flat out bonus attack, they just increase their attack category, (1/1 becomes 3/2, 3/2 becomes 2/1), but the also gain a +2 to hit and +4 to damage, above any other bonuses they have.
This spell taxes the orc who benefit from it though, by making them need to make an immediate Constitution check, once the spell ends, or fall over from sheer exhaustion. If the spell lasted for 6 or more rounds this check is at a -2 penalty.
IF a shaman of orcus, also is chanting, or has a prayer spell, or recitation spell up, these bonuses combine.
The material components are a small sliver of elf flesh (or human), and the shaman's holy symbol.
Specific to a Gnoll god of mine, Doch'mar
Doch-mar's seeking arrows.
Sphere: Combat,
Spell level: 3rd
Spell components: V/S/M
Range: Touch
Casting time: 1 round
Duration: Special
Area of Effect: 1 target/3 levels Save: NA
Description:
This spell, used by shamans Of the Gnoll god, Doch-Mar, is similar to the “True shot” spell, created by dwarven priest of Clangeddin or Solonor Thelandria. When cast on the Shaman, or a Gnoll warrior, it speeds up the Rate of fire for their Gnoll war-bows, to 2/1 and increases the to hit by +2. It however, does nothing for their damage. If cast on the Shaman itself, it lasts for 2 rounds, +1 per level. If cast on a warrior of the Shaman’s tribe, it lasts for 1 round, +1 round per 2 levels of the caster.
IT can only work on fellow gnolls (and flinds), it won't work if cast on any other race.
The components are a silver bow string valued at at least 40gp, that is wrapped around the bow (or bows) to be enspelled.. So if multiple bows are to be used, Multiple strings are needed.
Agrik, a human god of Death and evil combat.
Agrik's Reeving.
School: Invocation
Level: 3rd
Components: V/S
Range: Touch
Area of effect: 1 weapon
Casting time: 5
Duration: 2 rounds/3 levels
Save: 1/2 extra damage

Description:
Since priests of Agrik don’t gain access to the Elemental - Earth sphere, they instead, devised this spell, to improve their axes (or maces), much like the “Andamite mace spell” does. If cast on the caster’s own weapon, it can work on a magical mace (footman’s only) or axe (either hand or battle). If cast on a fellow follower of Agrik, it won’t work on weapons already magical.
When cast, the wielder’s axe (or mace) appears to get sheathed in an Unholy light, that grants then a +2 to hit bonus, above any other bonuses they may already have. BUT instead of a damage bonus, it causes 1d4 bonus points of ‘negative energy’, That can’t be cured by any cure wounds spell. Vs Paladins this increase to 1d6+1 extra points, or 1d8+2 vs priests of Laranni.
These extra wounds can only be cured naturally, or via magical devices (potions of healing/Keogh’s ointment).
If the priest, or follower of Agrik strikes with a natural 19 or 20 on the die, the damage dealt out, is given TO the wielder, in the form of healing, akin to vampiric regeneration.
One for ALL Those evil priests, regardless
Turning resistance!
Sphere: Necromantic
Level: 2nd
Components: V/S
Range: Caster
Casting time: 6
Duration: Special
Area of Effect: See below
Save: N/A

Description:
When this spell is cast, the evil priest who casts it, protects All undead with a 15 yard (45ft) radius of himself, AT THE instance of casting. The Undead can move outside the 'bubble' and still be protected, but those moving inside after the spell's cast, don't gain any protections.
This protection prevents enemy priests or Paladins from turning them, by 'reducing' their effective level, for when they roll on the turn undead chart.
From 3rd to 7th level, Enemy priests (or paladins) suffer a penalty of -2 levels to their Level, for when turning (so an enemy at 5th level, turns as if only 3rd level).
At levels 8 to 11, it imposes a -3 levels to their turning
At levels 12 to 16, it shifts up to -4 levels.
And lastly for those 17th or above, it imposes a -5 to their levels.
This resistance lasts for a Variable number of rounds. D10 +2 rounds per level, which the caster does NOT KNOW when it is expiring.

Alternately, an Evil priest can cast this on an Area. If cast in this manner, it takes a full TURN to cast, as it becomes a ritual, and has a cost of 500gp in incense and special dusts. However, once done, the resistance affects all undead within 50 YARDS (150 feet) of the protected spot for 1 hour +1 turn per two levels.
It's not who you kill, but how they die!
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Halaster Blackcloak
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Re: ALL my new spells - PRIESTS!!

Post by Halaster Blackcloak »

Gonna read these tonight as well! As I was scrolling down, rock burst caught my eye and I thought - I'd love for this to be a druid spell!
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garhkal
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Re: ALL my new spells - PRIESTS!!

Post by garhkal »

Druids get elemental earth spells.. SO it should be open to them.
It's not who you kill, but how they die!
garhkal
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Re: ALL my new spells - PRIESTS!!

Post by garhkal »

So any comments yet?
It's not who you kill, but how they die!
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