;; fivtoria character sheet ;; -*- outline -*- * Chedak 25-year-old human male (April 2, 582). Large (6' 1", 217 lbs), rough shaven. . * Stats 18.76 Str 18.56->18.56+>18.76 +2 to hit, +4 to damage 11 Int 11.78 14 Wis 13.84+>14 +9 sp 17 Dex 17.58 +3 ac, +2 missile thac0 18.00 Con 18.12->18.00 +4 hp/level, heal at double speed 14(15) Char 14.01 +10% (+15%) reaction Strength and wisdom are being elevated by exercise, as a pair, with a morning ritual of combined meditation and shadow fencing. . * 3rd Priest of Ares, 4th Fighter Chedak was originally a fighter, but he's now concentrating on both classes equally. ** [yandros:99/09/05-01:42:20-EST] 7k in money experience: 5.3k ** [yandros:2000/04/24-19/15:11-EDT] 1400 money nice longsword (loan) (+1 magic, +2 nm; or vice versa) ** [yandros 14 May 2000] bastard sword from weretiger/hobgoblin find. x cash/gems ** Experience table: fighter | priest 14 | .5 2.65 | 2.65 1000 gp to advance from priest 2 to priest 3 over winter ------------------ 16.65 | 3.15 . * Combat HP /BP 43 / 9.9 | *missed run, big fight, Chedak dies* -8 firebreath -9 -4 -3 weretiger -16 tigerguy +6 +2 +10 vicky -12 green +7 clw -3 skeleton -3 fire -9 fire +15 Vicky AC 5 (dex, leather) 1 (dex, leather, shield) 1 (dex, banded mail) -3 (dex, banded mail, shield) THAC0 13* bastard (2H) (+1nm) 14 bastard (1H) (+1nm) 14 spear (+1nm) 15* morning star 15 sling [*]: has another effective +1 to hit for AC adjustment [1st edition] Type nm magic skill stat | tohit | dmg Bastard 2H +1/+0 2d4+4/2d8+4 Bastard 1H +1/+0 d12/d16 Slugging 2H +1/+1 2d4+5/2d8+5 Slugging 1H +1/+1 d13/d17 Spear 2H +1/+1 d8+6/2d6+5 Spear 1H +1/+1 d10+1/d12+1 Morning star Sling d8+1/d10+1 Dagger +2/+4 d4+4/d3+4 * Skills Skills running(1), stonemasonry(1), sculpture(1), charisma(2), lang: elvish(1), assess value(1), business sense(2), det lies(2), fencing(2), tactics(1) Profs Blades, Bastard Sword [+1 to hit], Sling, out-of-class-profs: Morning Star (4th level), spear (4th level) . * Equipment Stuff nm +1/+0 bastard sword, nm +1/+1 spear, sling w/bullets, small steel-rim shield, helm Items holy water Money 11gp . * Saving Throws Paralyzation/Poison/Death 9/14 Rod/Staff/Wand 13/16 Petrification/Polymorph 12/15 Breath Weapon 15/17 Spells 14/17 . * Spheres 5 all full ("major") 5 animal lesser ("minor") 10 combat full 10 divination full 5 guardian full 10 healing full 10 necromantic full 10 protection full 5 travelers full 5 war Full . * Abilities 10 enrage allies, +2 to hit and save after 3 round monologue (forget the 3 round time limit in Skills & Power) 15 turn undead . * History Chedak's home is Irontower, but he was left bitter and somewhat depressed about how badly his church, the war and Irontower did together. He moved to Fivtoria to get a better understanding of how his home was changing, and how he would fit into it. He looked for mercenary work, but was unable to find any, possibly in part because of his religion. When he heard Lila was looking around for a priest, he wasn't hopeful, but he came by to talk, and was pleased to be seen as an able fighter and one who *understands* war, rather than as a backward religious fanatic. He doubts anyone in Fivtoria really appreciates his fighting ability, but he's eager to prove himself to the PCs' party. (He hopes to eventually become the Irontower combat equivalent of a baseball all-star. Duelling is their most popular and highly-respected sport down there.)) Chedak advanced quickly in Fighter around the time of the war with Fivtoria (in his late teens). Then after the war was lost, during a very cynical time for his church, he finished his studies as a Priest. During his early 20s, he has spent time questioning his faith, overcoming his doubts, and honing his skills for war (thus the slightly larger-than-normal-for-an-NPC number of skills, including "out of class" weapon proficiencies, for which his thac0 will not improve with level advancement). Oh, and he also spent time using up his savings, though he still has his family's high-quality weapons (a spear that is non-magically +1 to hit and damage, and a +1 to-hit well-balanced bastard sword). . * stuff (nuar) crystal ball, scrimshaw'd horn (did we sell to Church in Irontower?) Gems and Money * Spells, 29 sp (+ ; # COST SPELL ; 2 ; 2 cure minimal wounds (d3 hp) 3 ; 3 cure minor wounds (d4+1 hp) ; -------- first level 4 ; cure light wounds (d6+1 hp) ; bless ; detect evil ; detect magic ; chant ; light ; sanctuary ; sacred gaurdian ; 4 ; magical stone 4 ; endure heat/cold ; locate animals/plants 4 ; protection from evil ; -------- second level ; 6 ; single-dispell magic ; aid ; 6 ; find traps ; lighten load ; animal friendship (minor) ; 6 ; wyvern watch ) * spell lists ** First-Level PH Spells (4 points) *** Bless (Conjuration/Summoning) Reversible Sphere: All Range: 60 yds. Components: V, S, M Duration: 6 rds. Casting Time: 1 rd. Area of Effect: 50-ft. cube 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 spells 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. . *** Combine (Evocation) Sphere: All Range: Touch Components: V, S Duration: Special Casting Time: 1 rd. Area of Effect: Circle of priests Saving Throw: None Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells. The encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed. . *** Cure Light Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 5 Area of Effect: Creature touched Saving Throw: None When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal--or can be cured--just as any normal injury. . *** Detect Evil (Divination) Reversible Sphere: All Range: 0 Components: V, S, M Duration: 1 turn + 5 rds./level Casting Time: 1 rd. Area of Effect: 10 ft. x 120 yds. Saving Throw: None This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading. The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him. . *** Detect Magic (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 1 turn Casting Time: 1 rd. Area of Effect: 10 ft. x 30 yds. Saving Throw: None When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick. The spell requires the use of the priest's holy symbol. . *** Detect Poison (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 1 turn + 1 rd./level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison. The material component is a strip of specially blessed vellum, which turns black if poison is present. . *** Detect Snares & Pits (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 4 rds./level Casting Time: 4 Area of Effect: 10 x 40 ft. Saving Throw: None Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional--the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards--quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor those that have been rendered safe or inactive. The caster must have his holy symbol to complete the spell. . *** Endure Cold/Endure Heat (Alteration) Sphere: Protection Range: Touch Components: V, S Duration: 1 hrs./level Casting Time: 1 rd. Area of Effect: Creature touched Saving Throw: None The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient. . *** Invisibility to Animals (Alteration) Sphere: Animal Range: Touch Components: S, M Duration: 1 turn + 1 rd./level Casting Time: 4 Area of Effect: 1 creature/level Saving Throw: None When an invisibility to animals spell is cast, the creature touched becomes totally undetectable by normal animals with Intelligences under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if he did not exist. For example, this individual could stand before the hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. For every level the caster has achieved, one creature can be rendered invisible. Any recipient attacking while this spell is in effect ends the spell immediately (for himself only). The material component of this spell is holly rubbed over the recipient. . *** Invisibility to Undead (Abjuration) Sphere: Necromantic Range: Touch Components: V, S, M Duration: 6 rds. Casting Time: 4 Area of Effect: 1 creature Saving Throw: Special This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward. The material component is the priest's holy symbol. . *** Light (Alteration) Reversible Sphere: All Range: 120 yds. Components: V, S Duration: 1 hr. + 1 turn/level Casting Time: 4 Area of Effect: 20-ft.-radius globe Saving Throw: Special This spell causes a luminous glow within 20 feet of the spell's center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple castings do not provide a brighter light. The spell is reversible, causing darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room--pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa. . *** Locate Animals or Plants (Divination) Sphere: Divination (Animal, Plant) Range: 100 yds. + 20 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 1 rd. Area of Effect: 20 yds./level x 20 ft. Saving Throw: None The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, the caster can face in only one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. (At the DM's option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.) While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM. The material component is the caster's holy symbol. . *** Magical Stone (Enchantment) Sphere: Combat Range: Touch Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: 3 pebbles Saving Throw: None By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used. The material components are the priest's holy symbol and three small pebbles, unworked by tools or magic of any type. . *** Protection From Evil (Abjuration) Reversible Sphere: Protection Range: Touch Components: V, S, M Duration: 3 rds./level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. To complete this spell, the priest uses holy water or burning incense. This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged. The material components for the reverse are a circle of unholy water or smoldering dung. . *** Purify Food & Drink (Alteration) Reversible Sphere: All Range: 30 yds. Components: V, S Duration: Permanent Casting Time: 1 rd. Area of Effect: 1 cu. ft./level, Saving Throw: None in 10 sq. ft. When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions. The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions. . *** Sanctuary (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 2 rds. + 1 rd./level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When the priest casts a sanctuary spelly, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on. The components of the spell include the priest's holy symbol and a small silver mirror. . ** First-Level ToM Spells (4 points) *** Courage (Enchantment/Charm) Sphere: War Range: 240 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One unit up to 200 individuals Saving Throw: None This spell imbues the target unit with a temporary burst of courage. To cast this spell, the priest must have an uninterrupted line of sight to the target unit. A courage spell enables a unit to automatically pass its first morale check following the casting of this spell. When circumstances arise that would necessitate a morale check, no die roll is made and the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must make all future morale checks normally. If a unit under the influence of a courage spell is not forced to make any morale checks, the spell expires at the first sunset. When several different events simultaneously trigger morale checks, the BATTLESYSTEM™ rules apply penalties to a single morale check. If this occurs to a unit under the influence of a courage spell, the player commanding the unit selects one such event and its modifier is ignored. No more than one courage spell can affect a unit at one time. Once the spell has expired, a priest can cast the spell again on the same unit. The material component is a cube of cast iron. . *** Know Direction (Divination) Sphere: Travelers Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: None Know direction allows the caster to instantly know the direction of north. The spell is effective in any environment, whether underwater, underground, or in darkness (including magical darkness). The material component is a small scrap of a parchment map that is at least 100 years old. . *** Morale (Enchantment/Charm) Sphere: War Range: Special Components: V, S, M Duration: Special Casting Time: Special Area of Effect: One unit up to 200 individuals Saving Throw: None This spell can be used in two distinct ways. The first is appropriate for battlefield use. The priest can cast this spell on any unit within 240 yards in an uninterrupted line of sight. The casting time for this use is one turn and the material component is a gem of at least 100 gp value which is consumed during the casting. At the conclusion of this use of the spell, the target unit's morale is modified by 1, either positively or negatively, as the caster desires. This modification remains in effect for 1d4+2 turns. The second and more powerful use of the spell requires lengthy preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest's deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns. The material component is the priest's holy symbol. At the conclusion of this use of the spell, the unit's morale is raised by 3 (maximum of 19). This morale increase lasts until the next sunset. Only priests of 10th level or higher can cast this version of the spell. . *** Ring of Hands (Abjuration) Reversible Sphere: Protection Range: 0 Components: V, S Duration: 2d10 rounds Casting Time: 5 Area of Effect: Special Saving Throw: None This is a cooperative magic spell. It requires a minimum of two priests and can accommodate a maximum of ten. Each priest must cast ring of hands on the same round. At the end of the casting, the priests involved join hands, thus completing the spell. If any priest breaks the circle, the spell immediately ceases. The priests may not move from their locations but are free to speak. They may not cast spells requiring a somatic or material component while the ring is formed. The ring of hands forms a protective barrier around the priests and everything within their circle. For each priest, assume a five-foot circumference of the circle; thus, three priests would create a circle of 15-foot circumference. For easy calculation, assume that for each priest, the circle can accommodate four persons. The barrier functions as a protection from evil spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws made by the priests or anyone in the circle against attacks from such creatures receive a +1 bonus for every priest in the circle. Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier. Because the priests casting the spell cannot move and must hold hands, they do not receive any Dexterity bonuses to Armor Class. Furthermore, opponents gain a +2 bonus on attack rolls against the priests, since there is little they can do to avoid a blow. Creatures within the ring are free to act as they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 penalty to attack rolls since the priests intervene. The reverse of this spell, ring of woe, functions as detailed above except the effect applies to good creatures as would a protection from good spell. . *** Sacred Guardian (Enchantment/Charm) Sphere: Guardian Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None By use of this spell, a priest becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the priest and the recipient. The recipient may be on a different plane of existence than the priest. When this spell is cast by a priest of at least 3rd level, he receives a mental image of the endangered person's situation. At no time, however, does the priest know the person's location through the use of this spell. The material component is a rose petal that has been kissed by the spell recipient. . ** Second-Level PH Spells (6 points) *** Aid (Necromancy, Conjuration) Sphere: Necromantic Range: Touch Components: V, S, M Duration: 1 rd. + 1 rd./level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic. For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points. Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total. The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol. . *** Animal Friendship (Enchantment/Charm) Sphere: Animal Range: 10 yds. Components: V, S, M Duration: Permanent Casting Time: 1 hr. Area of Effect: 1 animal Saving Throw: Neg. By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., Intelligence 1-4) that he desires friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animal's friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.). The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly. The caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he possesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the caster's experience level. Only unaligned animals can be attracted, befriended, and trained. The material components of this spell are the caster's holy symbol and a piece of food liked by the animal. . *** Augury (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: Special Casting Time: 2 rds. Area of Effect: Special Saving Throw: None The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: "weal," "woe," or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell; for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury. For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: "Great risk brings great reward." If the troll is too strong for the party, the augury might be: "Woe and destruction await!" Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls. The material component for an augury spell is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting). . *** Barkskin (Alteration) Sphere: Protection, Plant Range: Touch Components: V, S, M Duration: 4 rds. + 1 rd./level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches. In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component for the spell. . *** Chant (Conjuration/Summoning) Sphere: Combat Range: 0 Components: V, S Duration: Time of chanting Casting Time: 2 rds. Area of Effect: 30-ft. radius Saving Throw: None By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of the same religious persuasion (not merely alignment) is chanting, the effect is increased to +2 and -2. . *** Detect Charm (Divination) Reversible Sphere: Divination Range: 30 yds. Components: V, S Duration: 1 turn Casting Time: 1 rd. Area of Effect: 1 creature/rd. Saving Throw: Neg. When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine. The reverse of the spell, undetectable charm, completely masks all charms on a single creature for 24 hours. . *** Dust Devil (Conjuration/Summoning) Sphere: Elemental (Air) Range: 30 yds. Components: V, S Duration: 2 rds./level Casting Time: 2 rds. Area of Effect: 5 x 4 ft. cone Saving Throw: None This spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage--which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air--even another dust devil--can disperse a dust devil with a single hit. . *** Find Traps (Divination) Sphere: Divination Range: 0 Components: V, S Duration: 3 turns Casting Time: 5 Area of Effect: 10 ft. x 30 yds. Saving Throw: None When a priest casts a find traps spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices. The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive. . *** Know Alignment (Divination) Reversible Sphere: Divination Range: 10 yds. Components: V, S Duration: 1 turn Casting time: 1 rd. Area of Effect: 1 creature or object Saving Throw: Neg. A know alignment spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours. . *** Resist Fire/Resist Cold (Alteration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 rd./level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed, the creature sustains one-half damage, and if the saving throw is successful, the creature sustains only one-quarter damage. Resistance to fire lasts for one round for each experience level of the priest placing the spell. The caster needs a drop of mercury as the material component of this spell. . *** Silence, 15' Radius (Alteration) Sphere: Guardian Range: 120 yds. Components: V, S Duration: 2 rds./level Casting Time: 5 Area of Effect: 15-ft.-radius Saving Throw: None Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc. . *** Slow Poison (Necromancy) Sphere: Healing Range: Touch Components: V, S, M Duration: 1 hr./level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured. The material components of the slow poison spell are the priest's holy symbol and a bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested). . *** Speak With Animals (Alteration) Sphere: Animal, Divination Range: 0 Components: V, S Duration: 2 rds./level Casting Time: 5 Area of Effect: 1 animal within 30 ft. Saving Throw: None This spell empowers the priest to comprehend and communicate with any warm- or cold-blooded normal or giant animal that is not mindless. The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). Note that this spell differs from the speak with monsters spell, for this spell allows conversation only with normal or giant nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on. . *** Spiritual Hammer (Invocation) Sphere: Combat Range: 10 yds./level Components: V, S, M Duration: 3 rds. + 1 rd./level Casting Time: 5 Area of Effect: Special Saving Throw: None By calling upon his deity, the caster of a spiritual hammer spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer's chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target's AC for shield and Dexterity. As soon as the caster ceases concentration, the spiritual hammer spell ends. A dispel magic spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell. The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast. . *** Withdraw (Alteration) Sphere: Protection Range: 0 Components: V, S Duration: Special Casting Time: 5 Area of Effect: The caster Saving Throw: None By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell. . *** Wyvern Watch (Evocation) Sphere: Guardian Range: 30 yds. Components: V, S, M Duration: up to 8 hrs. Casting Time: 5 Area of Effect: 10-ft. radius Saving Throw: Neg. This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the "wyvern." Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster, until freed by the spellcaster, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern- form, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvern- form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness. The material component is the priest's holy symbol. . ** Second-Level ToM Spells (6 points) *** Aura of Comfort (Evocation) Sphere: Travelers Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura. If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150 will actually experience a temperature of 80 F. All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the aura of comfort is in effect. The spell offers no protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire- or cold-based attacks. . *** Emotion Perception (Divination) Sphere: War Range: 300 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One unit/five levels Saving Throw: None This spell allows the caster to sense the emotional state and the level of determination of one or more military units. The priest must have an uninterrupted line of sight to the entire target unit. When this spell is cast, the priest instantly learns the current morale rating and morale status of the target unit. The DM describes morale using the appropriate term; for example, steady, elite, etc. The material component is the priest's holy symbol. . *** Lighten Load (Alteration) Sphere: Travelers Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 2 Area of Effect: 10-foot cube Saving Throw: None This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a lighten load spell. This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items. An object affected by lighten load can be used normally; the spell has no effect on an object's mass, texture, size, strength, or other physical features. The material components are a feather and a slip of paper moistened by a soap bubble. . *** Rally (Enchantment/Charm) Sphere: War Range: 240 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One unit of up to 300 individuals Saving Throw: None This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM™ rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its rally check die roll. The priest must have an uninterrupted line of sight to the unit. The material component is a miniature duplicate of a pennant or standard that represents the cause for which the unit is fighting (such as a national flag or the blazon of the unit's liege lord). The pennant is consumed in the casting. . *** Sanctify (Conjuration/Summoning) Reversible Sphere: All Range: 10 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: 10 yard 0 10 yard square/priest Saving Throw: None This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests. After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area. Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground. Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher. Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th- level priests would give the spell a duration of 14 rounds (8+2+2+2). Sanctify is often used in conjunction with focus to protect the grounds of a temple or encourage men defending a castle. The material components are the priest's holy symbol and a handful of dirt from the grounds of an existing temple of the same faith. The reverse of this spell, defile, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level. The material components for the reverse are the priest's holy symbol and a handful of earth from a grave.