Explanation/Description: When a cleric employs a spell of this sort, he or she is attempting to return a creature from another plane of existence to its own plane. The exact name of the type of creature to be affected by the abjure spell must be known. If the creature also has a specific (proper) name, then that too must be known and used. The naming cleric then compares his or her level against the level or hit dice of the creature under abjuration, in the same way that the success of a dispel magic spell is determined (base 50% chance of success, plus or minus the level/HD difference between the caster and the creature to be affected). The percent chance for success is then compared to a percentile dice roll. If the roll is equal to or less than the chance to abjure, the creature is instantly sent back to its own plane. In all other cases the spell fails. (The creature might not wish to remain on the caster's plane, and in such a case it could be appreciative of the cleric's attempt to return it to its home.)
The reverse of this spell, implore, entreats some like-aligned creature from another plane to come to the cleric casting the spell. Success must be determined just as if abjure had been cast. In like vein, the spell caster must know the exact name of the type of creature as well as its given name, if any. If the implore spell succeeds, the cleric has absolutely no guarantee that the creature summoned from another plane will be favorably disposed to him or her. Neither version of the spell will function upon deities, but might affect servants or minions thereof.
The material components for an abjure spell are a holy/unholy symbol, holy or unholy water, and often some material inimical to the creature. In reversed form, the material components are the same except for the last, which must be something that the implored creature craves or respects.
Explanation/Description: The casting of this spell empowers the cleric to radiate a personal aura of fear out to a 3' radius. Any character or creature that intrudes upon this aura must save versus spell or run away in fear for 6 rounds (cf. 3rd-level magic-user spell fear). The spell will only remain in effect until one creature fails to save, whereupon the dweomer of the spell is dissipated. The spell has no effect upon creatures that themselves radiate fear, or upon undead creatures of any sort, and it is not dissipated upon contact by such creatures. It likewise remains in effect if an intruder makes a successful saving throw, but will expire after a duration of 1 turn per level of the cleric if not brought down earlier. Note that members of the cleric's party are not immune to the effects of the spell. The cleric may cancel the aura at any time before the duration ends if desired.
The reverse of the spell, cloak of bravery, can be cast upon the cleric or upon another creature which is a willing recipient. A character or creature protected by a cloak of bravery gains a +3 bonus to the saving throw against any form of magical fear encountered. The magic of the cloak of bravery works only once and only upon a single figure, and is dispelled whether or not the recipient succeeds on his or her saving throw. The magic does not negate or otherwise affect the innate ability of a creature (such as a devil) to radiate fear, so that the creature can still affect others in the vicinity.
The material components for a cloak of fear are a miniature quiver and a chicken feather; for a cloak of bravery, the necessary items are a drop of alcohol and the brain of a newt.
Explanation/Description: This spell is a more potent version of the cure light wounds spell (q.v.). Upon laying his or her hand upon a creature, the cleric causes from 3 to 17 (2d8+ I) hit points of wound or other injury damage to the creature's body to be healed. This healing will affect only those creatures listed in the cure light wounds spell explanation. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict 3 to 17 hit points.
Explanation/Description: When the cleric employs this spell, the recipient is immediately able to determine if truth is being spoken. The spell lasts one round for each level of experience of the cleric casting the detect lie. Gold dust is necessary for this spell. Its reverse, undetectable lie, makes bold-face untruths seem reasonable, or simply counters the detect lie spell powers. The reverse spell requires brass dust as its material component.
Explanation/Description: Similar to an augury spell, a divination spell is used to determine information regarding an area. The area can be a small woods, large building, or section of a dungeon level. In any case, its location must be known. The spell gives information regarding the relative strength of creatures in the area; whether a rich, moderate or poor treasure is there; and the relative chances for incurring the wrath of evil or good supernatural, super powerful beings if the area is invaded and attacked. The base chance for correct divination is 60%, plus 1% for each level of experience of the cleric casting the spell, i.e. 65% at 5th level, 66% at 6th, etc. The Dungeon Master will make adjustments to this base chance considering the facts regarding actual area being divined. If the result is not correct, inaccurate information will be obtained. The material components of the divination are a sacrificial craeture, incense, and the holy symbol of the cleric. If an unusually potent divination is attempted, sacrifice of particularily valuable gems or jewelry and/or magic items may be required.
Explanation/Description: The spell of exorcism will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by magic jar (q.v.) spell, demonic possession, curse, and even charm, for the exorcise spell is similar to a dispel magic spell. Furthermore, it will affect a magical item if such is the object of the exorcism. Thus a soul object of any sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Demon.) The exorcise spell, once begun, cannot be interrupted, or else it is spoiled and useless. The base chance for success is a random 1% to 100%. Each turn of exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Base chance of success is modified by -1% for each level of difference between the clerics' level of experience and the level of the possessor or possessing magic, where the smaller number is the clerics' level. In the obverse, a +1% cumulative is added. The referee can determine base chance according to the existing circumstances if he or she so desires. Material components for this spell are the holy object of the cleric and holy water (or unholy, in the case of evil clerics, with respect to object and water). A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic.
Explanation/Description: By means of this spell, the cleric can turn one or more normal-sized insects into larger forms which resemble the "giant" forms of such creatures as described in the Monster Manual books or the FIEND FOLIO Tome. The number of insects that can be affected is dependent upon the cleric's level: one at 7th-9th level, two at 10th or 1lth level, three at 12th or 13th level, and four at 14th or higher level. The total hit dice of all giant insects created is 3 HD at 7th-9th level, 4 HD at 10th or 1lth, 5 HD at 12th or 13th, and 6 HD at 14th or higher level. The magic only works upon one type of insect at one time; i.e., a cleric cannot use the same casting of the spell to affect both an ant and a fly. The casting time for a giant insect spell is one round per hit die of the resulting giant creature(s); if the casting is interrupted for any reason, the subject insect(s) will die and the spell will be ruined. A monster created by this spell will have as many attacks per round as its namesake, but will not do full damage unless the created form has as many hit dice as the usual giant version of the same insect. Although it may have more hit dice than a standard giant form, the created insect can never exceed the damage figures given in the books. Example: A cleric of 14th level can use the giant insect spell to enlarge a normal wasp to one having 6 HD (instead of the usual 4 HD for a giant wasp; see Monster Manual), but the creature would still do damage of 2-8/1-4. Conversely, a 7th-level cleric can use this spell to create a giant wasp of 3 HD, and such a creature would have reduced damage figures of 2-6/1-3 - three-fourths of the damage potential of a "real" giant wasp, since it only has three fourths of the usual number of hit dice for such a creature.
The spell will only work on actual insects. Arachnids, crustaceans, and other types of small creatures are not affected. The giant insects created will not have any special attacks or defenses possessed by the standard giant forms; however, armor class, movement rate, and other physical characteristics are as described in the creature's book listing. Any giant insects created by this spell will not attempt to harm the cleric, but the cleric's control of such creatures is limited. He or she could give them simple commands such as "attack", "defend", "guard" and so forth, but could not instruct them to attack a certain creature or guard against a particular occurrence. Unless commanded to do otherwise, the giant insects will attempt to attack whomever or whatever is near them.
The reverse of the spell, shrink insect, will reduce the size of standard giant insects as well as those created by the unreversed form of the spell. The shrinking will be at a rate of 1 HD for every 4 levels of the casting cleric, with a maximum of 6 HD of reduction (to a minimum of 1/8 HD, or 1 hp). Special attacks possessed by a standard giant insect will be retained, but at a weaker level which allows a bonus to the saving throw versus the attack. For instance, a 9th-level cleric could cast shrink insect upon a standard giant wasp to reduce it from 4 HD to 1 HD. The resulting insect would still be able to use its poison sting, but the saving throw against such an attack would be at a +3 bonus (or perhaps higher), and the hit-point damage from its normal attacks would be reduced to 1-2 for a bite and 1 point for a sting - one-fourth of the usual amounts, since the creature is only one-fourth of its original size. The material component for either version of the spell is the cleric's holy/unholy symbol.
Explanation/Description: By the use of this spell, the cleric can bestow the ability to cast a particular spell upon a character normally unable to cast spells. The magic is only effective on thieves, fighters, cavaliers, assassins, monks, rangers (of under 8th level), and paladins (of under 9th level) - it will not work on a member of any other character class or sub-class, nor will it function upon a monster or any individual with less than one full hit die. The spell or spells to be imbued in the subject must be ones that the cleric presently carries (i.e., has prayed for), and they can only be spells of an informational or defensive nature, or a cure light wounds spell. An attempt to transfer any other sort of spell will cause the magic to fail, and then no spells will be imbued in the recipient even if other allowable spells were also chosen. As many as three separate spells can be imbued, including one 2nd-level spell and one or two 1st-level spells. In order to receive any spell, the subject character must have a wisdom score of 9 or higher. A single 1st-level spell can be imbued in any eligible recipient, but the recipient must be at least 3rd level to receive two 1st-level spells, and must be at least 5th level to receive a 2nd-level spell. If a transferred spell's characteristics (range, duration, area of effect, etc.) are variable according to the level of the caster, then the recipient will cast them at his or her own level. All other spell details (e.g., casting time, components, etc.) apply normally.
When a cleric casts imbue with spell ability upon another character, the cleric loses that particular spell from his or her repertoire and cannot memorize more spells until the recipient uses all of the spells that were transferred. The material components for this spell are the cleric's holy/unholy symbol, plus some minor item "borrowed" from the intended recipient which is symbolic of his or her profession (a lock-pick for a thief, a dagger for an assassin, etc.). The "borrowed" item is consumed in the casting of the spell.
Explanation/Description: The cleric casting a lower water spell causes water or similar fluid in the area of effect to sink away. Lowering is 5% of original effect for every level of experience of the cleric, i.e. 40% at 8th level, 45% at 9th, 50% at 10th, etc. The effect of the spell lasts for 1 turn for each level of experience of the cleric casting it. Likewise, the area of effect increases by level of experience, an 8th level cleric affecting an area of 8" X 8", a 9th level an area of 9" X 9", and so forth. Material components of this spell are the clerics' religious symbol and a pinch of dust. The reverse of the spell causes the water or similar fluid to return to its normal highest level, plus one foot for every level of experience of the cleric casting it.
Explanation/Description: By means of a neutralize poison spell, the cleric detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the cleric to score a hit in melee combat. Effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch, i.e. creatures (or objects) which generate new poison will not be permanently detoxified. The reversed spell, poison, likewise requires an attack (a "to hit" touch which succeeds), and the victim is allowed a saving throw versus poison. If the latter is unsuccessful, the victim is killed by the poison.
Explanation/Description: The globe of protection of this spell is identical in all respects to a protection from evil (q.v.) spell, except that it encompasses a much larger area and the duration of the protection from evil, 10' radius spell is greater. To complete this spell, the cleric must trace a circle 20' in diameter using holy water or blood, incense or smouldering dung as according to the protection from evil spell.
Explanation/Description: When cast, a speak with plants spell enables the cleric to converse, in very rudimentary terms, with all sorts of living vegetables. Thus, the cleric can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and similar things. The spell does not enable the cleric to animate non-ambulatory vegetation. The power of the spell lasts for 1 melee round for each level of experience of the cleric who cast it. All vegetation within the area of effect are under command of the spell. The material components for this spell are a drop of water, a pinch of dung, and a flame.
Explanation/Description: By means of this spell, the cleric or any creature touched is made immune to the effects of a specified spell of 4th level or lower that the cleric has directly experienced. For instance, if the cleric has been hit by a fireball spell at some time, then this spell can be used to protect someone from the effect of a fireball. This spell cannot affect an intended recipient who is already magically protected by a spell or other temporary effect. The magic of this spell will only protect against actual cast spells, not against effects of magic items or a creature's innate spell-like abilities, but immunity lasts for the full duration of the spell. Only one spell immunity can be in effect upon a single creature at one time; any applications subsequent to the first have no effect until the first duration ends. The spell immunity does not extend to items carried by the recipient, which must still make saving throws (if applicable) to avoid damage. Only a particular spell can be protected against, not a certain class of spells or a group of spells which are similar in effect; thus, someone given immunity from lightning bolt spells would still be vulnerable to a shocking grasp. The material component for spell immunity is the same (if any) as for the spell to be protected against.
Explanation/Description: Wherever any sort of plant growth of moderate size or density is found, this spell is of service. It enables the caster to cause ground-covering vegetation and/or roots and rootlets to become very hard and sharply pointed. In effect the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets will act in the same way. Without the use of a spell such as true seeing, similar magical aids, or some other special means of detection (such as detect traps), an area affected by spike growth is absolutely undetectable as such until a victim enters the area and takes damage. Even then, the creature will not be able to determine the extent of the perilous area unless some means of magical detection is used. For each 1" of movement through the area, a victim will incur 2 "attacks" from the spike growth. Hit probability is as if the caster of the spell were making an attack, and any successful hit causes 1-4 points of damage. Spells which control or harm vegetation, or a dispel magic spell, will negate the area of the dweomer. The components for this spell are the cleric's holy symbol plus either seven sharp thorns or seven small twigs, each sharpened to a point.
Explanation/Description: By means of this spell the cleric is able to change 1 stick to a snake for each level of experience he or she has attained, i.e. a 9th level cleric can change 9 sticks into 9 snakes. These snakes will attack as commanded by the cleric. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes. Note that magical items such as staves and spears which are enchanted are not affected by the spell. Only sticks within the area of effect will be changed. The probability of a snake thus changed being venomous is 5% per level of experience of the spell caster, so that there is a 55% probability of any given snake created by the spell being poisonous when sticks are turned to snakes by an llth level cleric, 60% at 12th level, etc. The effect lasts for 2 melee rounds for each level of experience of the spell caster. The material components of the spell are a small piece of bark and several snake scales. The reverse changes snakes to sticks for the duration appropriate, or it negates the sticks to snakes spell according to the level of the cleric countering the spell, i.e. a 10th level cleric casting the reverse spell can turn only 10 snakes back to sticks.
Explanation/Description: The spell enables the cleric to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
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