7th Level Clerical Spells

Astral Spell (Alteration)

Range: Touch
Duration: Special
Area of Effect: Special
Components: V, S
Casting Time: 3 turns
Saving Throw: None

Explanation/Description: By means of the astral spell a cleric is able to project his or her astral body into the Astral Plane, leaving his or her physical body and material possessions behind on the Prime Material Plane, (the plane on which the entire universe and all of its parallels have existence). Only certain magic items which have multi-planed existence can be brought into the Astral Plane. As the Astral Plane touches upon all of the first levels of the Outer Planes, the cleric can travel astrally to any of these Outer Planes as he or she wills. The cleric then leaves the Astral Plane, forming a body on the plane of existence he or she has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material Plane by means of the astral spell, but a second body cannot be formed on the Prime Material Plane. As a general rule, a person astrally projected can be seen only by creatures on the Astral Plane. At all times the astral body is connected to the material by a silvery cord. if the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can normally cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body, and the cord simply returns to the latter where it rests on the Prime Material Plane, reviving it from its state of suspended animation. Although astrally projected persons are able to function on the Astral Plane, their actions do not affect creatures not existing on the Astral Plane. The spell lasts until the cleric desires to end it, or until it is terminated by some outside means (dispel magic or destruction of the cleric's body on the Prime Material Plane). The cleric can take up to five other creatures with him or her by means of the astral spell, providing the creatures are linked in a circle with the cleric. These fellow travelers are dependent upon the cleric and can be stranded. Travel in the Astral Plane can be slow or fast according to the cleric's desire. The ultimate destination arrived at is subject to the conceptualization of the cleric.


Control Weather (Alteration)

Range: 0
Duration: 4-48 hours
Area of Effect: 4-16 square miles
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The control weather spell allows a cleric to change the weather in the area he or she is in at the time the spell is cast. The spell will affect the weather for from 4 to 48 hours (4dl2) in an area of from 4 to 16 square miles (4d4). It requires 1 turn to cast the spell, and an additional 1 to 4 (d4) turns for the effects of the weather to be felt. The control weather spell will not radically change the temperature, i.e. from below zero to a 100 degree temperature heat wave. The weather control possible depends upon the prevailing conditions:

CLOUDS/PRECIP. TEMPERATURE WIND
CLEAR HOT CALM
Very clear Warm weather Dead calm
Light clouds or hazy Sweltering heat Light breeze
PARTLY CLOUDY WARM LIGHT
Clear Hot Calm
Cloudy Cool Strong
Mist/Light rain/small hail
Sleet/Light snow
CLOUDY COOL STRONG
Partly Warm Light
Deep clouds Cold Gale
Fog
Heavy rain/Large hail
Driving sleet/Heavy snow
COLD WEATHER GALE
Cool Strong
Arctic cold Storm
STORM
Gale
Hurricane - Typhoon

All three aspects of the weather (clouds/precipitation, temperature, and wind) can be controlled, but only as shown. For example, a day which is clear, warm, and with light wind can be controlled to become hazy, hot, and calm. Contradictions are not possible - fog and strong wind, for example. Multiple control weather spells can be used only in succession. The material components for this spell are the clerics' religious symbol, incense, and prayer beads or similar prayer object. Obviously, this spell functions only in areas where there are appropriate climatic conditions.


Earthquake (Alteration)

Range: 12"
Duration: 1 round
Area of Effect: 1/2" diameter/level
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast by a cleric, a local tremor of fairly high strength rips the ground. The shock is over in one melee round. The earthquake affects all terrain, vegetation, structures and creatures in its locale. The area of effect of the earthquake spell is circular, the diameter being 1/2" for every level of experience of the cleric casting it, i.e. a 20th level cleric casts an earthquake spell with a 10" diameter area of effect:

Effects are as follows:

TERRAIN
Cave or cavern Collapses roof
Cliffs - Crumble causing landslide
Ground - Cracks open, causing creatures to fall in and be killed as follows;
- Size S - 1 in 4 (d4)
- Size M - 1 in 6 (d6)
- Size L - 1 in 8 (d8)
Marsh - Drains water off to form muddy, rough ground
Tunnel - Cavesin
VEGETATION
Small growth - No effect
Trees - 1 in 3 are uprooted and fall
STRUCTURES
All structures - Sustain from 5 to 60 points (5dl2) of structural damage; those taking full damage are thrown down in rubble
CREATURES
See above

The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.


Exaction (Evocation - Alteration)

Range: l"
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: When this spell is employed, the cleric confronts some powerful creature from another plane (including devas and powerful "name" demons, for instance, but not demigods or deities of any sort) and requires of it some duty or quest. The creature may not be one ethically or morally opposed to the cleric (i.e. not evil if the cleric is good, not chaotic if the cleric is lawful). Note that an absolute (true) neutral creature is in effect greatly opposed to both good and evil, and both law and chaos. The spell caster must know something about the creature to exact service from it, or else he or she must offer some fair trade in return for the service. That is, if the cleric is aware that the creature has received some favor from someone of the cleric's alignment, then the exaction can name this as cause; if no balancing reason for service is known, then some valuable gift or service must be pledged in return for the exaction. The service exacted must be reasonable with respect to the past or promised favor or reward. The spell then acts as a quest upon the creature which is to perform the required service. Immediately upon completion of the service, the subject creature is transported to the vicinity of the cleric, and the cleric must then and there return the promised reward, whether it is irrevocable cancellation of a past debt or the giving of some service or other material reward. Upon so doing, the creature is instantly freed to return to its own plane. Failure to fulfill the promise to the letter results in the cleric being subject to exaction by the subject creature or by its master, liege, etc., at the very least. At worst, the creature may attack the reneging cleric without fear of any of his or her spells affecting it, for the failure to live up to the bargain gives the creature total immunity from the spell powers of the cleric so doing. The material components of this spell are the cleric's holy/unholy symbol, some matter or substance from the plane of the creature from whom an exaction is to be expected, and knowledge of the creature's nature and/or actions which is written out on a parchment leaf that is burned to seal the bargain.


Gate (Conjuration/Summoning)

Range: 3"
Duration: Special
Area of Effect: Special
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: The casting of a gate spell has two effects: first, it causes an ultra-dimensional connection between the plane of existence the cleric is on and that plane on which dwells a specific being of great power, the result enabling the being to merely step through the gate, or portal, from its plane to that of the cleric; second, the utterance of the spell attracts the attention of the dweller on the other plane. When casting the spell, the cleric must name the demon, devil, demi-god, god, or similar being he or she desires to make use of the gate and come to the clerics' aid. There is a 100% certainty that something will step through the gate. The actions of the being which comes through will depend on many factors, including the alignment of the cleric, the nature of those in company with him or her, and who or what opposes or threatens the cleric. Your Dungeon Master will have a sure method of dealing with the variables of the situation. The being gated in will either return immediately (very unlikely) or remain to take action.


Holy (Unholy) Word (Conjuration/Summoning)

Range: 0
Duration: Special
Area of Effect: 3" radius
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: The utterance of a holy (unholy) word has tremendous power. It drives off evil (good) creatures from other planes, forcing them to return to their own plane(s) of existence. It further affects other creatures of differing alignment as follows:

Creatures'
Effects
Hit Dice or
Attack
Level General
Move
Dice
Spells
less than 4 kills
-
-
-
4 to 7 + paralyses 1-4
turns
-
-
-
8 to 11 + stuns 2-8
-50%
-4
-
rounds
12 or more
deafens 1-4
rounds
-25%
-2
50% chance
of failure

Affected creatures must be within the 6" diameter area of effect centering on the cleric casting the spell.


Regenerate (Necromantic) Reversible

Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 3 rounds
Saving Throw: None

Explanation/Description: When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, or organs will grow back. The process of regeneration requires but 1 round if the member(s) severed is (are) present and touching the creature, 2-8 turns otherwise. The reverse,


Restoration (Necromantic) Reversible

Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, S
Casting Time: 3 rounds
Saving Throw: None

Explanation/Description: When this spell is cast, the life energy level of the recipient creature is raised upwards by one. This subsumes previous life energy level drain of the creature by some force or monster. Thus, if a 10th level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly the number of experience points necessary to restore him or her to 10th level once again, and restoring additional hit dice (or hit points) and level functions accordingly. Restoration is only effective if the spell is cast within 1 day/level of experience of the cleric casting it of the recipient's loss of life energy. The reverse, energy drain, draws away a life energy level (cf. such "undeod" as spectre, wight, vampire). The energy drain requires the victim to be touched. A restoration spell will restore the intelligence of a creature affected by a feeblemind spell (q.v.).


Resurrection (Necromantic) Reversible

Range: Touch
Duration: Permanent
Area of Effect: Person touched
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The cleric employing this spell is able to restore life and complete strength to the person he/she bestows the resurrection upon. The person can have been dead up to 10 years cumulative per level of the cleric casting the spell, i.e. a 19th level cleric can resurrect the bones of a person dead up to 190 years. See raise dead for limitations on what persons can be raised. The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. Destruction requires a touch, either in combat or otherwise. The material components of the spell are the cleric's religious symbol and holy/unholy water. Employment of this spell makes it impossible for the cleric to cast further spells or engage in combat until he or she has had one day of bed rest for each level of experience of the person brought back to life or destroyed.


Succor (Alteration - Enchantment) Reversible

Range: Touch
Duration: Special
Area of Effect: One individual
Components: V, S, M
Casting Time: 1 day
Saving Throw: None

Explanation/Description: By casting this spell, the cleric creates a powerful dweomer in some specially prepared object -- a string of prayer beads, a small clay tablet, an ivory baton, etc. This object will radiate magic, for it contains the power to instantaneously transport its possessor to the sanctuary of the cleric who created its dweomer. Once the item is magicked, the cleric must give it willingly to an individual, at the same time informing him or her of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he or she rends or breaks the item. When this is done, the individual and all that he or she is wearing and carrying will be instantly transported to the sanctuary of the cleric just as if the individual were capable of speaking a word of recall spell. No other creatures can be affected.

The reversed application of the spell enables the cleric to be transported to the immediate vicinity of the possessor of the dweomered item when it is broken and the command word said. The cleric can choose not to be affected by this "summons" by making that decision at the instant when the transportation is to take place, but if he or she so chooses, then the opportunity is gone forever and the spell is wasted. The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gold pieces.


Symbol (Conjuration/Summoning)

Range: Touch
Duration: 1 turn/level
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: The cleric casting this spell inscribes a symbol in the air or upon any surface, according to his or her wish. The symbol glows for 1 turn for each level of experience of the cleric casting it. The particular symbol used can be selected by the cleric at the time of casting, selection being limited to:

HOPELESSNESS - Creatures seeing it must turn back in dejection and/or surrender to capture or attack unless they save versus magic. Its effects last for 3 to 12 turns.

PAIN - Creatures affected suffer -4 on "to hit" dice and -2 on dexterity ability score due to wracking pains. The effects last for 2-20 turns.

PERSUASION - Creatures seeing the symbol become of the same alignment as and friendly to the cleric who scribed the symbol for from 1 to 20 turns unless a saving throw versus magic is made.

The material components of this spell are mercury and phosphorus. (cf. eighth level magic-user symbol spell.)


Wind Walk (Alteration)

Range: Touch
Duration: 6 turns/level
Area of Effect: Special
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell enables the cleric, and possibly one or two other persons, to alter the substance of his or her body to cloud-like vapors. A magical wind then wafts the cleric along at a speed of up to 60" per turn, or as slow as 6" per turn, as the spell caster wills. The wind walk spell lasts as long as the cleric desires, up to a maximum duration of 6 turns (one hour) per level of experience of the caster. For every 8 levels of experience the cleric has attained, up to 24, he or she is able to touch another and carry that person, or those two persons, along with the wind walk. Persons wind walking are not invisible but appear misty and are transparent. If fully clothed in white they are 80% likely to be mistaken for clouds, fog, vapors, etc. The material components of this spell are fire and holy/unholy water.

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