New Prayers
 
 
2nd level Prayers
 
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Attract Person

Sphere  : Charm
Range  : Line of Sight
Components  : V, S
Duration  : Special
Casting Time  : 3
Area of Effect  : 1 person
Saving Throw  : None

By pointing at a person and uttering the persons name (either true or taken) the caster compels the person to go straight to him without giving him any change of a saving throw. The subject moves at a slightly enhanced speed and is free of the enchantment when he gets within 3 feet of the caster. If attacked while heading for the caster, the spell will break, this will happen immediately when somebody prepares to attack the subject (starting to cast a spell, unsheathing or lifting a sword against him, etc.), but they must indeed have the intention to harm him, his friends cannot just unsheat their sword or pretend to attack him, in order to break the spell.
A person targeted by this spell is drawn to the caster, but is fully aware of his situation (but perhaps not about what or who makes him go this or that way) and can take defensive and offensive actions (casting Spells, firing arrows, defending against enemies Eg.) while moving, if he normally is able to do so.
It is also possible for the caster to attract persons of whom the caster doesn't know the names, by pointing at the person and uttering the word 'Come'. In this case a saving throw vs. Spell at +2 is granted to the subject.
 
 
Detect Curse

Sphere  : Divination
Range  : Touch
Components  : V, S, M
Duration  : Instantaneous
Casting Time  : 1 round
Area of Effect  : The caster
Saving Throw  : None

This spell enables the Priest to detect whether or not a creature or object is under the affection of a curse. The Priest gains the knowledge of who or what caused it and the relative strength of the curse. The material components of this spell are a fine gold needle and the priest's holy symbol. The needle is used to penetrate the skin/surface of the creature or object touched.
 
 
Detect Influence

Sphere  : Divination
Range  : Touch
Components  : V, S, M
Duration  : Instantaneous
Casting Time  : 1 round
Area of Effect  : The caster
Saving Throw  : None

By the use of this spell, the Priest is able to detect any physical or mental influence by one or more sources (Spells, piscine, deity, etc.) present upon the touched creature. This spell will only reveal the nature of the influence, not who or what it is that responsible of the influence. The material component of this spell is the holy-symbol of the Priest

Protection From Possession

Sphere  : Abjuration
Range  : Touch
Components  : V, S, M
Duration  : 2 rounds/level
Casting Time  : 2
Area of Effect  : Creature touched
Saving Throw  : None

When cast, this spell creates a magical barrier around the recipient at a distance of 1 foot. This barrier moves with the recipient. The barrier has the following effect: All attempts by invading spirits to possess the recipients body fails. The material component of this spell is holy water.
 

3rd level Prayers
 
Banish Possessor

Sphere  : Abjuration
Range  : Touch
Components  : V, S, M
Duration  : Permanent
Casting Time  : 8 hours
Area of Effect  : Creature or object touched
Saving Throw  : Neg.

This spell enables the Priest to banish one spirit from any one creature or object. The Priest must pronouns the true name of the spirit to be banished and command it to return to its place or origin. The spell cannot destroy the spirit only send it back to wherever it came from. If the spirit successfully makes a saving throw vs. spell it is banished, but may return and possess the creature or object it possessed before or any other within close vicinity. Otherwise it is completely banished and cannot attempt to possess anything or anyone present during this ritual. The material components are a small golden bell and the priests holy-symbol. The bell is to be hung around the neck of the creature or in contact with the object. This prevents the spirit from attempting possession.
 
 
Detect Possession
 
Sphere  : Divination
Range  : Touch
Components  : V, S, M
Duration  : Instantaneous
Casting Time  : 1 turn
Area of Effect  : The caster
Saving Throw  : None

By means of this spell the Priest is able to detect any abnormal presence of spirits within a creature or object touched. The spell reveals the number and general nature (evil, neutral, benign) of each inhabiting spirit. The material component, are a book of spirits and the priests holy symbol.
 
 
Paranoia
(Reversible)

Sphere  : Charm
Range  : 45 feet
Components  : V, S
Duration  : 10 rounds + 1/level
Casting Time  : 4
Area of Effect  : 1-6 creatures
Saving Throw  : Neg.

This spell will cause up to 6 (1d6) creatures of up to 5 Hit Dice to become extremely paranoid for 10 rounds plus one round extra for each level the caster has achieved. A successful Saving Throw vs. Spells aborts the effect of the Paranoia spell, a +1 to the Saving Throw is granted for every 5 intelligence-point of the creature.
The creatures affected by this spell will believe that everyone, even his friends, want to cause him harm. This will make him so busy watching his back, even in the middle of a fight, that he gets a penalty of -2 to his attack rolls, and everybody who's not attacking from behind, gets a +1 to hit. Furthermore, there is a 20% chance that he cannot keep his concentration at a level so he can cast Spells, and there is also a 35% chance, that the subject will believe his allies are conspiring against him. He will even start accusing them for this, because he will be absolutely sure that they are doing so. The Reverse of this spell, Confidence, affects 3-12 (3d4) creatures of up to 6 Hit Dice and cause them to feel completely safe. Because of this, they get -2 to their Surprise Roll.
A Confidence spell can also dispel a Fear spell.
 

4th level Prayers

Advanced Protection From Possession

Sphere  : Abjuration
Range  : 10 ft. radius
Components  : V, S, M
Duration  : 2 rounds/level
Casting Time : 4Area of
Effect  : 10-foot radius
Saving Throw : Neg.

The protection of this spell is like protection from possession spell, except that it encompasses a larger area. The effect is centered on and moves with the recipient of the spell. Any creature or object that does not fit completely within the area of effect are not protected and may be subject to possession. In order to complete this spell the priest must trace a circle 20 feet in diameter using holy water.
 
 
Trap Possessor

Sphere  : Enchantment, Evocation
Range  : 10 yards
Components  : V, S, M
Duration  : Special
Casting Time : 1 round
Area of Effect : 1 possessing spirit
Saving Throw : Neg.

By the means of this spell, the priest is able to trap the invading spirit within a container of some sorts. This can be a bottle, box, and anything else, which can be sealed completely. The spirit can try to avoid this entrapment by making a successful saving throw versus paralyzation. If unsuccessful, the spirit is trapped and unable to use any of its powers. As long as the container remains sealed the spirit cannot escape, but if the container if opened or broken, the spirit is freed. The material component of this spell is the container in which the spirit is to be trapped. This container must have a value of at least 1,000 gp.
 
 
Cause Phobia

Sphere  : Necromantic
Range  : Touch
Components  : V, S
Duration  : 1 week/level
Casting time : 8
Area of effect : One creature
Saving throw : None

This spell enables the casting priest, to suddenly cause a Phobia ( fear of something ) in one creature of less hit dice than the caster. Here are some examples of what the priest can make his target afraid of :

Snakes  ( Ofiophobia )
Spiders  ( Araknophobia )
Closed rooms ( Claustrophobia )
Open spaces ( Agoraphobia )
Crowds  ( Deophobia )
Water  ( Hydrophobia )
Fire  ( Pyrophobia )

The thing the subject is going to be afraid of, must be specified by the priest at the time of touching, but its up to the DM if its allowed. If the priest is just saying : "You are going to be afraid of me", it is most likely that it doesn't take effect. In order to make the spell work, the priest must actually touch the subject, who thereafter will have a phobia for a timespan according to the priests level. Every time an affected creature comes into contact with his phobia ( boarding a ship, discovers a spider in his backpack e.t.a. ) he must make a saving throw against Paralyzation, or suffer one of the following effects.

1d4
1 : Stands motionless, is paralyzed by fear for one round, roll again.
2 : Throws everything at hand, and runs screaming away.
3 :  Shakes and shivers until phobia is out of eyesight, suffering a -5  penalty to all actions.
4 : Reacts normally, but does what he can to remove the cause of the  phobia.

The only way to get rid of this spell, is to avoid anything which has something to do with the phobia, until the spell expires.
 
 
Divine Transformation

Sphere  : Combat
Range  : 0
Components  : V, S, M
Duration  : 1 round/level
Casting time : 1 round
Area of Effect : The Caster
Saving Throw : None

By means of this spell, the Priest calls for the might of his deity's divine avatar, and will suddenly start to grow until he is about 8 feet tall and has achieved a weight of about 150 kilos. This Divine Transformation will greatly affect some of the casters abilities, his new perfect body will have a strength of 18 and because its better physhically fit, the caster also gains 15 extra hit points, damage done to the priest will be taken from these extra hit points first. This perfect body will also possess a Charisma of 18 when dealing with members of the opposite sex ( after all, it is an image of a god's avatar ), and an enemy with 1+1 Hd or less who watches the priest's transformation, must make a saving throw vs. spells or flee in panic for 2d4 rounds. The drawback for this transformation is seen as soon as moving gets into the picture. Because this body is so different from the one the priest is used to, it is treated as possessing a Dexterity which is 4 points below the casters ( max drop to 3 ). The casting of this spell takes 1 full round and takes effect in the beginning of the next round. During the round of casting, the priest can do nothing else than chanting and kissing his holy symbol which must be specially blessed by his god in order to function as the component for this spell.
 

5th level Prayers

Converse With Possessor

Sphere  : Necromancy
Range  : 20 yards
Components  : V, S
Duration  : 1 turn/level
Casting Time  : 1 round
Area of Effect  : The caster
Saving Throw  : None

This spell allows the Priest to speak with one of the invading spirits. The spirit may not tell the truth it is only forced to answer a certain number of questions, not forced to reply correctly. The Priest may ask 2d6 questions (rolled secretly by the DM) before the spirit refuses to answer further questions.
 
 
Holy Stream
(Reversible)

Sphere  : Combat
Range  : The Caster
Components  : V, S, M
Duration  : 1 round/level
Casting Time  : 6
Area of Effect  : 25 feet radius
Saving Throw  : None

When a Priest casts this spell, he suddenly starts shining like a heavenly star, suddenly sending streams of holy light in all directions. All evil creatures within 25 feet radius of the caster, are automatically hit by the rays, which cause 1d4 points of damage for each level the Priest has achieved (max 10d4) in pain to creatures of the dark. The Priest continues emitting these holy streams for 1 round/level (max 10 rounds) causing all evil creatures staying inside his Area of Effect to suffer an additional amount of damage each round. The Area of Effect moves with the caster, who must maintain concentration, but if he dies or is knocked unconscious, the spell immediately stops.
Though only priests of good alignment can cast this spell, using their holy symbol as component, the reverse spell, Unholy Stream can be cast by priests of evil alignments. Priests of neutral alignments can cast neither version.
 
 
Transfer Possessor

Sphere  : Alteration
Range  : Touch
Components  : V, S
Duration  : Permanent
Casting Time  : 1 turn
Area of Effect  : Special
Saving Throw  : Neg.

This spell enables the Priest to transfer a possessing spirit from one creature or object to another creature or object. The possessing spirit receives a saving throw vs. paralysation in order to avoid the transfer.
 

6th level Prayers

Reveal True Name

Sphere  : Divination
Range  : Touch
Components  : V, S
Duration  : Instantaneous
Casting Time  : 8
Area of Effect  : Creature or object touched
Saving Throw  : Neg.

By this spell, the Priest can learn the correct pronunciation of the true name of any one possessor. This true name is used as a component when attempting to banish the spirit from its host. It can also be used when conversing with the spirit to persuade it to leave by its own means.

All material found on the page above is copyright 1990-1999 Johnny Bremer. No part of these items may be published by others regardless of media without the written approval of the author. Permission is granted for personal use only.
 
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