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Special note on spells, if someone has a spell they would like added, please inform the FL and he will work on adding it, anyone interested on helping in the creation of new spells, again, inform the FL.
Level 1 spells
Animal Friendship: Auto Spell: SC to resist: By means of this spell, the caster is able to show any animal of up to semi-intelligence that he desires friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animal's friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.). The caster can teach the befriended animal three specific tricks or tasks. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.
Bless: SD Required: Duration: 3 rounds: Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their SD rolls by +5. A blessing, however, affects only those not already engaged in melee combat. A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. Multiple bless spells are not cumulative. This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -5. OS/CS will double duration.
Cure Light Wounds: Auto Spell: When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. OS/CS will double amount healed.
Invisibility to Animals: SD Required: Duration: 1 rd. per level: Area of Effect: 1 person Per level: When an invisibility to animals spell is cast, the caster becomes totally undetectable by normal animals. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if he did not exist. For example, this individual could stand before the most hungry of lions and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. For every level the caster has achieved, one person can be rendered invisible. Any recipient attacking while this spell is in effect ends the spell immediately (for them self only). OS/CS will double duration.
Light: Auto Spell: Produces a small light like that of a candle flame. It stays still unless the caster concentrates on moving it.
Mage Sight: Auto Spell: Lets the caster detect all magical items in their field of vision. It will cause all such items to glow faintly to the caster only.
Entangle: Duration: SD Required: 3 rounds: Area of Effect: 1 person/object/creature: Saving Throw: ½ at normal size, giants = normal: By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. A creature that rolls a successful saving throw vs. spell can escape. Exceptionally large (gargantuan) or strong creatures suffer little or no distress from this spell, full SC instead of half. OS/CS will half SC of target, IE. a normal person would be at 1/4.
Level 2 Spells
Sanctuary From Animals: SD Required: Duration: 2 hours + 1 hour per level: Area of Effect: 10 Sq.Ft. + 5ft. per level: When the Druid casts a sanctuary spell, any animal attempting to harm the caster or those in the area of effect, will have a saving throw at 1/2, those that fail will either wander off of lie down tamely and do nothing. Those not attempting to attack the subject remain unaffected. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows those in the warded area heal wounds, for example, or to bless, chant or cast a light in the area and so on. OC/CS will double duration.
Command Animal: SD Required: Duration: 1 round: Area of Effect: 1 creature: This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a command of "Suicide!" is ignored. A command to "Die!" causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all.
Locate Animals or Plants: SD Required: Range: 100 yds. + 20 yds. per level: Duration: 1 rd. per level: The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, the caster can face in only one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of the caster, while the length of the path is 100 yards plus 20 yards per level.
While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the GM.
Barkskin: Auto Spell: Duration: 4 rds. + 1 rd. per level Area of Effect: 1 creature: When a Druid casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its DP by +10, plus 5 for every three levels of the priest. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches. OC/CS will double DP.
Slow Poison: SD Required: Duration: 1 hour Per level: When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured. All effects of poison when this spell is cast are at Half time. If it does 1 DP per round, then it will be every other round. OS/CS doubles effect.
Analyze Magic: SD Required: Lets the caster know exactly what spells are on a subject. It will only identify one spell at a time, starting with the lesser of the spells, it will then let the caster know that there are more spells.
Level 3 spells
Produce Flame: Auto Spell: Duration: 1 rd. Per level: A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 5 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage of 1 DP until the fire is extinguished. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round. The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.
Snake Charm: SD Required: Duration: Special: Area of Effect: 30-ft.: When this spell is cast, a hypnotic pattern is set up that causes one or more snakes to cease all activity except a semierect, swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 1d4+2 hours; if the snakes are not torpid, but are not aroused and angry, the charm lasts 30 minutes; if the snakes are angry or attacking, the spell lasts 1d4+4 rounds. The Druid casting the spell can charm snakes whose total hit points are less than or equal to those of the Druid. The hit points can be those of a single snake or those of several of the reptiles, but the total hit points cannot exceed those of the priest casting the spell. This spell is also effective against any ophidian or ophidianoid monster, such as naga, couatl, etc., subject to magic resistance, hit points, and so forth.
Goodberry: SD Required: Duration: 1 day + 1 day Per level: Area of Effect: 2d4 fresh berries: Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period. OS/CS doubles the amount of berries affected, 2 D 4 x 2.
Speak With Animals: SD Required: Duration: 2 rds. Per level: Area of Effect: 1 animal: This spell empowers the Druid to comprehend and communicate with any warm- or cold-blooded normal or giant animal that is not mindless. The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the GM). Note that this spell differs from the speak with monsters spell, for this spell allows conversation only with normal or giant nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on. OS/CS doubles duration.
Level 4 spells
Summon Spirit Wolf: SD Required: The druid calls forth a spirit wolf to help the druid in tracking and combat. The wolf will remain for 2 hours or 10 rounds of combat, which ever ends first. The stats for the Spirit Wolf is SD 25 DP 20. Upon a successful attack, the Spirit Wolf will do 5 DP.
Plant Growth: SD Required: Duration: Permanent: The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger-than-man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. The spell's effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.
Prayer: SD Required: Duration: 1 Round Per level: By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls by those in the area of effect who are friendly to the priest gain +5 SD bonuses and +2 to all save checks, while those of the priest's enemies suffer -5 SD penalties and -1 to save checks. Once the prayer spell is uttered, the priest can do other things. OS/CS doubles duration.
Snare: SD Required: Duration: Until triggered: This spell enables the caster to make a snare that is 90% undetectable without magical aid. The snare can be made from any supple vine, a thong, or a rope. When the snare spell is cast upon it, the cord like object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could be thus ensnared).
If a strong and supple tree is nearby, the snare can be fastened to it. The magic of the spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cord like object tightens upon the member(s), then wraps around the entire creature, causing no damage, but tightly binding it. Under water, the cord coils back upon its anchor point. After 12 hours have elapsed, the materials of the snare lose all magical properties and the loop opens, freeing anything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded with at least a +2 attack bonus.
Cure Serious Wounds: Auto Spell: Duration: Permanent: Area of Effect: 1 creature: This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 2d8+1 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. OS/CS doubles the effect.
Level 5 spells
Summon Insects: SD Required: Duration: 1 rd. per level: The summon insects spell attracts a cloud or swarm of normal insects to attack the foes of the caster. Flying insects appear 70% of the time, while crawling insects appear 30% of the time. The exact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated; biting ants or pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the crawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the spell's range, and attacks any single creature the caster points to.
The attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend off the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. If the insects are ignored, the victim fights with a -5 penalty to his attack roll. If he attempts to cast a spell, an initiative roll should be made for the insects to see if their damage occurs before the spell is cast. If it does, the victim's concentration is ruined and the spell is lost.
The insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides being driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by plunging into a sufficient body of water. If evaded, the summoned insects can be sent against another opponent, but there will be at least a 1 round delay while they leave the former opponent and attack the new victim. Crawling insects can travel only about 10 feet per round (maximum speed over smooth ground) and flying insects travel 60 feet per round. This spell does not function under water. OS/CS doubles duration.
Free Action: SD Required: Duration: 1 round Per level: Area of Effect: 1 creature: This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as web or slow spells) or while under water. It even negates or prevents the effects of paralysis and hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, allow water breathing without further appropriate magic. OS/CS doubles duration.
Hallucinatory Forest: SD Required: Duration: Permanent: Area of Effect: 40-ft. sq. per level: All in the area SC or believe it is real: When this spell is cast, a hallucinatory forest comes into existence. The illusionary forest appears to be perfectly natural and is indistinguishable from a real forest. Priests attuned to the woodlands--as well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, and treants--recognize the forest for what it is. All other creatures believe it is there, and movement and order of march are affected accordingly. Touching the illusory growth neither affects the magic nor reveals its nature. The hallucinatory forest remains until it is dispelled by the druid or by a dispel magic spell. The area shape is either roughly rectangular or square, in general, and at least 40 feet deep, in whatever location the caster desires. The forest can be of less than maximum area if the caster wishes. One of its edges can appear up to 80 yards away from the caster.
Tree: SD Required: Duration: 5 rounds + 1 Per level: Area of Effect: The caster: By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with only a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The damage points including any armor protection of the caster are those of the plant. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with the caster. OS/CS doubles duration.
Level 6 spells
Summon Dire Wolf: SD Required: This is the same as the Summon Spirit Wolf spell but the stats for the Dire Wolf are SD 35 DP 30.
Control Temperature: SD Required: Duration: 8 Rounds + 1 Per level: Area of Effect: 10-ft. radius: When this spell is cast, the temperature surrounding the caster can be altered by 10 F., either upward or downward, per level of experience of the spellcaster. Thus, a 10th-level caster could raise or lower the surrounding temperature from 1 to 100 degrees. The spell can be used to ensure the comfort of the caster and those with him in extreme weather conditions. The party could stand about in shirt sleeves during the worst blizzard (although it would be raining on them) or make ice for their drinks during a scorching heat wave. The spell also provides protection from intense normal and magical attacks. If the extreme of temperature is beyond what could be affected by the spell (a searing blast of a fireball or the icy chill of a white dragon), the spell reduces the damage caused by 5 points for every level of the caster, up to half of the damage can be reduced. Normal saving throws are still allowed, and the reduction is taken after the saving throw is made or failed. Once struck by such an attack, the spell immediately collapses.
Neutralize Poison: SD Required: Area of Effect: 1 creature or 1 cu. ft. of substance Per every 2 levels: By means of a neutralize poison spell, the priest 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 priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.
Sticks to Snakes: SD Required: Duration: 2 rds. Per level:Area of Effect: 1d4 sticks + 1 stick Per level: By means of this spell, the caster can change 1d4 sticks, plus one stick per experience level, into snakes; thus, a 9th-level priest can change 10-13 sticks into an equal number of snakes. These snakes attack as commanded by the priest. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes. Such a stick cannot be larger than a staff. Sticks held by creatures are allowed a saving throw equal to that of the possessor (i.e., a spear held by an orc must roll the orc's saving throw vs. polymorph). Magical items, such as staves and enchanted spears, are not affected by the spell. Only sticks within the area of effect are changed.
The type of snake created varies, but a typical specimen has 8 DP and either constricts for 1d4+1 points of damage per round or bites for 2 points plus poison (if any). The chance of a snake thus changed being venomous is 5% per caster level, if the spellcaster desires. Thus, an 11th-level priest has a maximum 55% chance that any snake created by the spell is poisonous. The spell lasts for two rounds for each experience level of the spellcaster. OS/CS doubles amount of snakes.
Elven Sight: Auto Spell: Duration: 1 hour +1 Per level: Grants the caster infravision same as that of an elf, this spell will not increase the infravision of one that already has infravision.
Level 7 spells
Sharpen: Auto Spell: Duration: 2 Rounds + 1 Per level above 7th: This spell allows the caster to render a single edged or pointed weapon magically sharp by touching it. This can be a hand-to-hand or missile weapon. The weapon causes one extra point of damage on a successful hit. OS/CS Doubles bonus to +2.
Fog: SD Required: Duration: 1 hour: A magical fog fills the area for 100 yards around the spot casted. It will obscure all sight (normal and infravision). No action can me made in the fog of path finding. The caster and those he selects can see as through a limited fog and are at 3/4 SD and SD where all else are at 1/4. This spell is primarily used for escape and protection.
Slumber: SD Required: Duration: 4 rounds +1 Per every 3 levels. SC: Normal if has seen the caster or has been alerted. 1/2 in all other situations. GM may make exceptions as needed. When a druid casts a sleep spell, he causes a comatose slumber to come upon one or more creatures. The spell works best when the target hasn't noticed the target yet. Slapping or wounding awakens affected creatures but normal noise does not, a dispel magic would awake the target too. OS/CS halfs the save check for the one the spell is being casted upon.
Repel Insects: SD Required: Duration: 1 turn Per level: Area of Effect: 10-ft.: When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster's experience level are also repelled (for example, 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th through 12th level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain 1d6 points of damage from passing through the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures--it affects only true insects. OS/CS raises the area to 20-ft. and doubles the duration.
Level 8 spells
Cure Critical Wounds: Auto Spell: The cure critical wounds spell is a very potent version of the cure light wounds spell. The priest lays his hand upon a creature and heals 3d8+3 points of damage from wounds or other damage. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living. OS/CS Doubles amount healed.
Conjure Earth Elemental: SD Required: Duration: 2 rounds Per level: A caster who performs a conjure earth elemental spell summons an earth elemental to do his bidding. The elemental is 60% likely to have 20 DP, 35% likely to have 30 DP, and 5% likely have 40DP (D100 with 1-60=20DP,60-95=30DP, and 96-100 for 40 DP). Further, the caster needs but to command it, and it does as desired. With an SD of 35. The elemental regards the caster as a friend to be obeyed. The elemental remains until destroyed, dispelled, sent away by dismissal or the spell duration expires.
Level 9 Spells
Shape Shift Werewolf: SD Required: The druid shifts into a bi-pedal werewolf. They gain the advantage of natural claws. NO weapon bonuses apply, however any bonuses from rings or the like will apply. When in this form they gain 10 DP to their max. DP. They also gain the second attack every other round at the end of the round. At level 11 this increases to a second attack every round. These are in addition to any normal attacks that the druid already has. (If a level 9 druid/warrior were to use this spell it would be a second attack every round instead of 2 extra attacks every other round.) Duration is 6 rounds +1 per level for every level above 9.
Obliterate Tracks: SD Required: Area of Effect: 100-ft.-radius spread: This spell obliterates all tracks and signs of passage in the area of effect. Scents vanish, broken twigs are repaired, and the area looks as if no one has passed through it in at least a month. The effect is instantaneous, and subsequent signs of passage remain. The spell cannot eliminate the tracks of Huge or larger creatures. Further, it cannot repair anything more than tiny branches on plants; it is not a plant healing spell and does not cure wounds (hit points) suffered by plants.
Level 10 spells
Raise Dead: SD Required: Area of Effect: 1 person Saving Throw: Special: When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM's option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).
Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life, not less than 3. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check (SC, No bonuses apply) to survive the ordeal, or lose 1 DP Per each point that they missed the roll by, PERMANTLY(No one shall drop below 15 DP. Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic. A character's level at the time of first having this spell cast upon them is an absolute limit to the number of times he can be revived by this means.
Plant Door: SD Required: Duration: Special: Area of Effect: Special: The plant door spell opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth--even growth of a magical nature. The plant door is open to the caster who cast the spell, casters of a higher level, or dryads; others must be shown the location of the door. The door even enables the caster to enter a solid tree trunk and remain hidden there until the spell ends. The spell also enables the passage or hiding of any man-sized or smaller creature; hiding is subject to space considerations. If the tree is cut down or burned, those within must leave before the tree falls or is consumed, or else they are killed also. The duration of the spell is one turn per level of experience of the caster. If the caster opts to stay within an oak, the spell lasts nine times longer than normal; if within an ash tree, it lasts three times longer. The path created by the spell is up to 4 feet wide, 8 feet high, and 12 feet long per level of experience of the caster. This spell does not function on plant-based monsters (shambling mounds, molds, slimes, treants, etc.).
Find the Path: SD Required: Duration: 1 round Per level: Area of Effect: 1 creature/object: The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to "a forest where a green dragon lives" or to the location of "a hoard of platinum pieces." The location must be in the same plane as the caster. The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. For example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph. The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts.
Level 11 spells
Shape Shift Werebear: SD Required: Duration: 6 rounds +1 per level for every level above 11. The druid shifts into a bi-pedal werebear. They gain the advantage of natural claws. NO weapon bonuses apply, however any bonuses from rings or the like will apply. When in this form they gain 20 DP to their max. DP. They also gain the warriors damage bonus equal to their level + 1. The downside is that this can only be used as a single attack.
Wall of Thorns: SD Required: Duration: 1 Round Per level: Area of Effect: One 10-ft. cube Per level: The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person's finger. Any creature breaking through (or crashing into) the wall of thorns suffers 8 points of damage. Any creature within the area of effect of the spell when it is cast, crashes into the wall of thorns and must break through to move. The damage is based on each 10-foot thickness of the barrier.
If the wall of thorns is chopped at, it takes at least four turns to cut a path through a 10-foot thickness. Normal fire cannot harm the barrier, but magical fires burn away the barrier in two turns, creating a wall of fire effect while doing so (see wall of fire spell). In this case, the cool side of the wall is that closest to the caster of the thorn wall.
The nearest edge of the wall of thorns appears up to 80 yards distant from the caster, as he desires. The spell's duration is one turn for each level of experience of the caster, and it covers one 10-foot cube per level of the caster in whatever shape the caster desires. Thus a 14th-level caster could create a wall of thorns up to 70 feet long by 20 feet high (or deep) by 10 feet deep (or high), a 10-foot-high by 10-foot-wide by 140-foot-long wall to block a dungeon passage, or any other sort of shape that suited his needs. The caster can also create a wall of 5-foot thickness, which inflicts half damage but can be doubled in one of the other dimensions. Note that those with the ability to pass through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier on command.
Level 12 spells
Reincarnate: SD Required: Duration: Permanent: Area of Effect: 1 person: With this spell, the priest can bring back a dead person in another body, if death occurred no more than one week before the casting of the spell. Reincarnation does not require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of the person appears in the area in 2D4 rounds. The person reincarnated recalls the majority of his former life and form, but the character class, of the new incarnation might be very different indeed (1-25 on D100 roll, new class for character, random.). The new incarnation is determined on the following table or by DM choice.
D100
Roll Incarnation
01-19 Human
20-23 Centaur
24-25 Dwarf
26-31 Elf
32-36 Faun/satyr
37-42 Hobbit
43-50 Troll
51-56 Orc
57-64 Drow
65-68 Pixie
75-79 Shifter (GM's Choice Animal)
80-00 GM's choice
If the reincarnated character returns as a creature or close kin (IE. A human to a human/elf/drow, or a Dwarft to dwarf/hobbit) the reincarnated character has half his previous levels and has normal damage points for that level, the higher of the race class (If human to elf, then DP would be for human). If the character returns as a new race completely, (Dwarf to elf/human/centaur/etc.) they must begin again at 1st level.
Fire Seeds: SD Required (Special): Duration: Special: Area of Effect: Special: Saving Throw: 1/2: The fire seeds spell creates special missiles or timed incendiaries that burn with great heat. The spell can be cast to create either fire seed missiles or fire seed incendiaries, as chosen when the spell is cast.
Fire seed missiles: This casting turns up to four (1D4) acorns into special grenade like missiles that can be hurled up to 40 yards. An attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 30 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives only one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw).
Fire seed incendiaries: This casting turns up to 4 berries into special incendiaries. The holly berries are most often placed, being too light to make effective missiles. They can be tossed only up to 6 feet away. They burst into flame if the caster is within 40 yards and speaks a word of command. The berries instantly ignite, causing 10 points of initial damage to any creature and igniting any combustible within a 5-foot-diameter burst area. The continue to burn for the following 2 rounds for 10 DP per round. Creatures within the area that successfully save vs. spell suffer half damage from the initial burst but take full from the following two rounds.
All fire seeds lose their power after a duration equal to two rounds per experience level of the caster. Only one seed may be throw per round, SD required to hit target.
Level 13 spells
Changestaff: SD Required/Special Staff Required: Duration: Special: Area of Effect: The caster's staff: By means of this spell, the caster is able to change a specially prepared staff into a treant like creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treantlike creature with 80 damage points, and a SD of 60. It attacks twice per round, inflicting +2 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many rounds as the caster has experience levels +2, until the caster commands the staff to return to its true form, or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdustlike powder and the staff is destroyed. Otherwise, the staff can be used again after 24 hours and the staff-treant is at full strength.
The staff for the changestaff spell must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew tree struck by lightning no more than 24 hours before the limb is cut. The limb must then be cured by sun drying and special smoke for 28 days. Then it must be shaped, carved, and polished for another 28 days. The caster cannot adventure or engage in other strenuous activity during either of these periods. The finished staff, engraved with woodland scenes, is then rubbed with the juice of holly berries, and the end of it is thrust into the earth of the caster's grove while he casts a speak with plant spell, calling upon the staff to assist in time of need. The item is then charged with a magic that will last for many changes from staff to treant and back again. Beginning branch may be bought, as FL if available, it will not always be and will cost a considerable price.
Level 14 spells
Insect Plague: SD Required: Duration: 10 rounds: Area of Effect: 180 ft. x 60 ft. cloud: When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm in a thick cloud. In an environment free of normal insects, the spell fails. The insects obscure vision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect plague, regardless of Armor Class, sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer Hit Dice will automatically move at their fastest possible speed in a random direction until they are more than 240 yards away from the insects. Creatures with fewer than 5 Hit Dice must check morale; failure means they run as described above.
Heavy smoke drives off insects within its bounds. Fire also drives insects away. For example, a wall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball spell simply clears insects from its blast area for one round. A single torch is ineffective against this vast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each level of the caster, and thereafter the insects disperse. The insects swarm in an area that centers around a summoning point determined by the spellcaster. The point can be up to 120 yards away from the priest. The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by a dispel magic spell.
Level 15 spells
Heal: Auto Spell: Duration: Permanent: Area of Effect: 1 creature: The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.