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Safe Haven

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(Invocation)

Level : 4
Sphere : Protection, Wards
Range : 0
Components : V,S
Duration : 2 rounds + 1 round/level
Casting Time : 7
Area of Effect : Creature touched
Saving Throw : None
Creator : Alandah

Safe haven is a more powerful version of the first level priest spell, sanctuary. Any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell with a -2 penalty. If the saving throw is succesful, the opponent can attack the warded creature, but at a -2 penalty to hit and damage. If the saving throw is failed the opponent 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 area of attacks (fireball, ice storm etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or perform other acts of a non-offensive nature. This allows the priest to heal wounds, for example.
The components of the spell include the priest's holy symbol and a small silver mirror.

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Mass Cure

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(Necromancy) Reversible

Level : 7
Sphere : Healing
Range : 30 yards
Components : V,S
Duration : Permanent
Casting Time : 10
Area of Effect : One or more creatures within range.
Saving Throw : Special
Creator : Denethir

When this spell is cast by a priest, some or all of the creatures in the area of effect are healed. The spell can heal up to a maximum of 1d8+1 hit points of damage per caster level. Only creatures within the area of effect designated by the caster can be healed. Up to 4d8+4 hit points of damage can be healed on a single creature within the range of the spell. The reverse of the spell, Mass Damage, can damage creatures within range in the same manner as creatures are healed in the normal version. The targets of the spell receive a saving throw at +2 in this case to avoid the spell's effect. The spell cannot affect noncorporeal, nonliving or extraplanar creatures in any case.

Illusion/Phantasm)

Level : 3
Range : 3 yards
Components : V,S
Duration : 2 rounds + 1 round/level
Casting Time : 2
Area of Effect : The caster
Saving Throw : None

When this spell is cast, the caster creates an aura of dread around him. This aura works somewhat like a Fear spell. The first opponent who looks the caster in the eyes must make a save versus spell at -2 (-6 if the caster has a special material component, see below) or be filled with fear. This dread causes the target to think he is doomed and that the caster is the instrument of his doom, but does not cause him to flee. Thinking that his end his upon him, and that fleeing is pointless, the target of the spell prepares to sell his hide as dearly as possible. So while the target is not allowed to flee, he does fight to defend himself. He will do this as efficient as possible, but is -2 to hit and on saves versus the caster spells.
The material component is a small doll, specially made to look like the target. If the caster manages to acquire some part of the targets body, or something personal to the target together with the doll, the spell's power is improved.
Salur designed this spell to prevent important targets from escaping during an assassination attempt.

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Tornado

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(Alteration)

Level : 7
Sphere : Elemental (Air)
Range : 120 yards
Components : V,S
Duration : 5 rounds
Casting Time : 1 turn
Area of Effect : 5-foot diameter/level
Saving Throw : Special
Creator : Denethir

When this spell is cast by a priest, a local Tornado of fairly high strength is created. The Tornado lasts but five rounds. The Tornado affects all terrain, vegetation, structures and creatures in it�s area of effect. The area of effect of the Tornado spell is circular, with a diameter of five feet for every experience level of the priest casting it. Thus a 20th-level priest casts a Tornado spell with a 100-foot-diameter area of effect. The Tornado extends one mile up into the air. For obvious reasons, this spell can only be cast outdoors.
Terrain - Loose soil will be swept into the air, blinding everyone in the area of effect for the duration of the spell.
Vegetation - Small Growth; 80% will be uprooted and swept away - Trees; Leaves are torn, 50% are uprooted and fall.
Structures - All Structures; Sustain 4d8 points of structural damage, those suffering full damage are thrown down in rubble.
Creatures - All creatures in the area of effect sustain 1d6 points of damage, due to rubble thrown into them, and lack of breath. All creatures standing on the ground in the area of effect who fail a saving throw versus spell, will be swept up and away by the strong winds, and receive and additional 7d6 points of damage. Saving throws are modified as follows : Exceptional mass or density, relatively small surface, +2 on save. Small mass or density or relatively large surface, -2 on save. Size S or smaller creatures -2, size L and larger +2 on saves.
All flying creatures within the area must make a saving throw versus spells, or be thrown to the ground, or into large objects and suffer 10d6 damage.
Solidly built structures in the area of effect with foundations reaching down into bedrock sustain one-half damage; one-quarter damage if the score above 50% on a saving throw. An Air Elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10 x 10%) of the effect. Other magical protections and wards allowed by the DM mays also reduce or negate the effect.

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