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
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.
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.
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.
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.
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.