Zwitterion's Priest Spells - February '97

These spells have been researched by Zwitterion and all are accepted and balanced by my own DM.
Remember that Zwi gives/teaches all prayers he has researched to any Mystran clergy member.

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LEVEL 1

Bonzai(Alteration) [Sphere:Plant] Reversible

Range: 0
Components: VSM
Duration: Permenant
Casting Time: 1 turn
Area of Effect: 1 seed or spore/level
Saving Throw:None

Using this spell the caster effects one seed or spore for each level of experience s/he has. After the spell is cast, if the seed/ spore is planted, a small sized version of the original plant grows in one and a half days. The plant shows all the properties of its parent, but it is somewhat smaller. The priest can adjust the amount of reducing, but it can at most be caster's levelx2 times smaller.The reverse spell, negates the effects of this spell. The material components for the spell are the caster's holy symbol and a small plant shaped brooch of at least 50 gp in value. The components are not consumed.
Note: This spell cannot be cast to magical plants.


Rainbow(Evocation) [Sphere:Weather]

Range: 0
Components: VSM
Duration: 5 rounds / level
Casting Time: 5 rounds
Area of Effect: Sky
Saving Throw: None

This spell produces an artificial rainbow. All friendly units seeing the rainbow gain +1 bonus to their morale ratings. If cast at night, the rainbow shines faintly. The spell should be cast outdoors. The material components for the spell are the caster's holy symbol and 7 pinches from different coloured incenses.


Seed(Evocation) [Sphere:Plant]

Range: 0
Components: VSM
Duration: Permenant
Casting Time: 1 turn
Area of Effect: 1 plant
Saving Throw: None

Through this spell the caster can produce a seed for any kind of plant or mushroom. The spell has 50% + 4% per level chance of success. If succesful the formed seed can be normally used for the production of the original plant.The material component for the is a piece of the original plant.
Note: This spell cannot be cast to magical plants.


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LEVEL 3

Emergency(Necromancy) [Sphere:Healing,Necromancy]

Range: Touch
Components: VSM
Duration: Special
Casting Time: 6
Area of Effect: Creature Touched
Saving Throw: None

The spell is a many-in-one healing, curing, morale-increasing spell. When cast, it provides the following benefits:
a - Poison in the body of the recipient is slowed for half an hour per level of caster.
b - Morale of the recipient is increased by one and the recipient can roll a saving throw vresus spell to negate any existing "fear" effects.
c - The recipient is cured for 1d4 hit points of damage.
d - Any disease effects are slowed and a milder form of disease is seen.
e - Unconscious characters (if their hit points are higher than 0) can be brought back to consciousness by the use of the spell.
The material components of the spell are the caster's holy symbol and a drop of the recipient's blood.


Photosynthesis(Alteration) [Sphere:Plant,Sun]

Range: 0
Components: SM
Duration: 3 turns + 1 turn / level
Casting Time: 5 rounds
Area of Effect: Self
Saving Throw: None

This spell turns the color of the caster's skin into green. The caster, while in this form, makes photosynthesis, if s/he is under sunlight. The benefits of the spell are given below:
For the first 15 rounds, the caster's body produces food for itself. The priest does not need any food for one day. If the spell continues for more than one hour, the caster is healed 1 point of damage for every turn thereafter. For instance, a ninth level priest will get 6 hit points if the spell lasts for its full duration. While the spell is in effect the caster can move with two- thirds of her/his normal speed. S/he can sleep, study spells etc. If s/he fights, -2 penalty is applied to attack rolls, -1 penalty is applied to saving throws (except those related to light). These penalties are because of the different functioning of his/her metabolism. The spell can be ended at will or with a successful "Dispel Magic". Another side effect of the spell is one penalty to COMLINESS and reaction rolls. The material components of the spell are a small part (a branch, a leaf etc.) from a green photosynthetic plant and a vial of water.


Sleep of Memories(Charm) [Sphere:Thought,Time]

Range: Touch
Components: VS
Duration: Duration of sleep
Casting Time: 5 rounds
Area of Effect: Creature Touched
Saving Throw: Neg.

This spell is cast to a naturally sleeping creature. It enables the caster to remind the creature of his past. In his dream, the creature lives something that s/he had experienced before. This revision is level times more rapid than the actual passing of the original events. Through this spell, the priest can help the creature to remember names, visions, written documents or maps and so on. The spell can be cast only once for each sleep session and will continue until the creature wakes up or the priest ends it. Non-willing targets receive a saving throw adjusted with wisdom to avoid the spell's effects.


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LEVEL 4

Area of Protection(Abjuration) [Sphere: Protection]

Range: Touch
Components: VSM
Duration: 4 rounds / level
Casting Time: 7
Area of Effect: Creature Touched
Saving Throw: None

When this spell is cast, 3 forms of it can be used:
1 - Same as the first level priest spell "Protection From Evil", but it gives +3 bonus to saving throw rolls of the recipient & -3 penalty to evil creatures' attack roles. Material component is the same.
2 - If a silver holy symbol is used as material component, the spell is similar to "Protection From Evil", but it is effective against creatures that are affected especially by silver weapons (such as most lycantropes). Creatures of this nature having less than 13HD cannot touch the recipent; 13HD or higher make attack rolls with -3 penalty. The recipient gains +3 bonus to saving throw rolls against attacks of such creatures.
3 - If both a vial of holy water and the caster's holy symbol are used as material components, the spell shows the same effects mentioned in the second form of the spell, but this time it is effective against creatures that take damage from good holy symbol and/or holy water.
The spell ends if the caster causes bodily contact with creatures that are being kept at bay.


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Zwitterion's Wizard Spells

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