PRIEST SPELLS OF MINARRA

SPELL LEVEL
First Second Third Fourth Fifth Sixth Seventh


First-Level Spells

Detect Chaos (Divination) Reversible

Sphere: Chaos, Law
Range: 120 yards
Components: V,S,M
Duration: 1 turn + 5 rounds/level
Casting Time: 1 round
Area of Effect: 10-foot path
Saving Throw: None

     The detect chaos spell functions in most respects as the detect evil spell, with a few notable exceptions. Aligned undead can be sensed only if they are inherently lawful or chaotic in their evil. If the chaos or law is overpowering, its bent may be detected on a 10% chance (good, neutral, or evil). The material component is the priest's holy symbol, presented before him.

 

Intensify (Alteration)

Sphere: Sun
Range: 60 yards
Components: V,S,M
Duration: 2 turns + 1 turn/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

     By the use of this spell, a priest can double the effective light radius of a light source. For example, torchlight augmented by an intensify spell has an effective radius of 30 feet, rather than the usual 15. Note that a darkness spell cast upon a light source already under an intensify spell will fail unless the caster of the darkness himself saves vs. spell. One light source may be affected for every three experience levels of the priest. The material components of this spell are the priest's holy symbol and a pinch of powdered quartz.

 

Literacy (Invocation/Divination)

Sphere: Divination, Thought
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One person
Saving Throw: Special

     This spell enables a priest to call down the blessings of his deity to give an illiterate being the gift of mastery over the written word. The literacy spell gives the recipient the power to read and write the Common tongue well enough to handle any ordinary text. In order for the spell to take hold, the recipient must save vs. his Intelligence score, with a -1 bonus on the die roll for every three levels of the casting priest. A priest can attempt only one casting upon a given subject, but the subject can receive separate castings from up to three different priests until the magic takes hold. If, after three castings, the subject is still illiterate, he will never become literate by means of this spell. The material components of this spell are the priest's holy symbol and a book written in the Common tongue of at least 50 pages in length. The book is not consumed in the casting.

 

Protection From Chaos (Abjuration) Reversible

Sphere: Protection, Law, Chaos
Range: Touch
Components: V,S,M
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

     The spell functions in every respect to the protection from evil spell, save for the chaos/law bias. The material component for this spell is burning incense, while smoldering sulfur is used for its reverse.

 

Weatherproof (Evocation)

Sphere: Travelers
Range: Touch
Components: V,S,M
Duration: 5 hours + 1 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

     By the use of this spell, the priest creates a form-fitting, invisible barrier which gives the recipients a modicum of protection from the elements. All forms of naturally occurring precipitation are repelled, as is moisture on the ground resulting from such sources. Windblown debris of all kinds are also repelled, unless the winds are of gale or hurricane force. The magic cannot deflect any other sort of matter, nor can it moderate extremes of temperature, nor can it repel magically generated forms of precipitation; for example, the brutal hail of an ice storm spell will wreak its usual damage. Possessions carried on the person are likewise protected.

     For every level of experience, the priest gains one "slot" of magical energy which, as the priest gains experience, can be divided among multiple recipients as desired. A creature of size T or S requires but half a slot, a creature of size M requires one slot, of size L two slots. Any unused fractions of slots are lost.

     The spell may also be used to protect items of value from the elements. In this event, three cubic feet of inanimate matter may be waterproofed per experience level. Separate castings must be made for each method of use.

     The material components of this spell are the priest's holy symbol and a small patch of canvas coated in pitch, tar, or wax.


Second-Level Spells

Boil Water (Alteration) Reversible

Sphere: Elemental, Elemental Water
Range: 60 yards
Components: V,S,M
Duration: 1 round + 1 round/level
Casting Time: 4
Area of Effect: 10 cubic ft./level
Saving Throw: Special

     When cast, the priest may select a body of water or other watery fluid and bring it to a frothy boil. Any living beings caught within the area of effect will suffer 2-8 points of damage per round of exposure. After the spell expires, the water remains capable of doing 1-4 points of damage for 4 rounds thereafter until it cools.

     The reverse, freeze water, will instantly solidify an equal body of fluid, and any beings caught inside the ice will die from suffocation in 1-4 rounds unless a saving throw vs. Constitution at a +5 penalty on the die and a system shock roll is made. If the rolls are successful, the victim will be placed in a state of metabolic suspension until the ice melts. Once free of the ice, a victim will revive in 1-4 hours, but the aftereffects include the loss of all memorized spells, and that no physical activity will be possible for 24 hours. A resist cold spell cast upon the victim will cut the revival and recovery time in half. The material component of this spell is the priest's holy symbol.

 

Detoxify (Necromancy)

Sphere: Healing
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 4
Area of Effect: One person
Saving Throw: Special

     This spell enables the priest to nullify the effects of alcohol upon contact, instantly returning the subject to a state of lucidity and self-possession (though hangovers are often suffered anyway, as a reminder if nothing else). If the priest is of 6th level or higher, the spell can also break any cycle of alcoholism the subject may have. At the 9th level of experience, the priest can perform all of the above, as well as heal the physical damage caused by chronic over-consumption (cirrhosis of the liver, etc.) Note that the subject need not be currently intoxicated for the latter two spell effects to be of benefit.

     The detoxify spell is not a ward against future abuse on the part of the recipient. The spell is intended only to cleanse the body, not to quell the emotional or spiritual turmoil that drove the subject to drink in the first place. A recipient is free to fall off the wagon any time he desires—but any subsequent castings intended to break an addiction and/or heal physical ailments requires a saving throw from the subject.

     If the casting is for the first relapse, the save is made vs. Wisdom at but half of the subject’s actual score, fractions rounded down. Upon the second relapse, the score is halved again, and so on. Once a save of this nature is failed, any further castings are doomed to failure; the gods lose their interest for a being so bent on self-destruction. The material components of this spell are the priest’s holy symbol and a vial of holy water laced with a drop of hard liquor.

     Note: if the DM allows, the spell may be used to treat other forms of substance abuse and/or addiction. If this option is allowed, separate spell regimens are required for each substance, even if alcohol is one of them.

 

Lineage (Divination)

Sphere: Divination
Range: Touch
Components: V,S,M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

     This spell enables the priest to determine the lineage of any human, demi-human, or humanoid. When the spell is cast and the priest touches the subject, a saving throw is made vs. the priest’s Wisdom. If successful, the true names of that person’s mother and father are immediately known to the priest, and aliases (if any) may also be discerned on a 5% chance per level of the casting priest. For every three levels of experience above the 3rd, the priest may learn the names (and perhaps aliases) of the subject’s grandparents, great-grandparents, etc. A separate Wisdom check must be made for every previous generation; a single failure precludes any further investigation.

     The descendants of a subject may also be revealed by a lineage spell. The subject need not be alive for this type of investigation, though an intact corpse, complete skeleton, or an undisturbed gravesite is required. In this case, the direction of inquiry is reversed: a 3rd level priest may identify children, a 6th level priest grandchildren, etc. The criteria for spell success and failure are the same as for the revealing of ancestry.

     The probing of a person’s family history—forward or back—through a lineage spell may be attempted only three times in that person’s lifetime. The spell reveals blood relations only; adoptions or other forms of guardianship are irrelevant to the lineage spell.


Third-Level Spells

Blade Infection (Necromantic)

Sphere: Necromantic
Range: Touch
Components: V,S,M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

     Typically used only by clerics of evil alignment, this spell will coat any slashing or piercing weapon with a viscous layer of slime containing a host of virulent disease bacteria. Should a victim be cut or pierced by such a weapon, he must make a save vs. poison or else be infected. The DM is free to fill in the specifics of the disease, but its effect in general terms is as follows:

     The onset occurs within 5-20 rounds, robbing the victim of 4 points of Dexterity and 3 points of Strength and Constitution, and penalizes all saving throws by -2. The victim is weakened beyond the ability to cast spells or fight in 1-3 hours and unable to walk or stand in 1-2 hours after that. If left untreated, the disease will run its course in 2-8 days, while a cure disease spell is effective at any time. A priest may affect one slashing/ piercing weapon for every 4 levels of experience. The material components of this spell are the priest's holy symbol and the incisors of a giant rat.

 

Steam Cloud (Alteration)

Sphere: Elemental, Elemental Water
Range: 50 yards
Components: V,S,M
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: 15 ft. radius + 5 ft./level
Saving Throw: ½

     With the aid of this spell, the priest creates a cloud of scalding steam. All beings caught within the cloud suffer 1-10 points of damage per round of exposure, halved if a save vs. spells is successful. Note that there must be a body of water within the spell range in order to generate the cloud; the cloud itself can appear elsewhere within the spell range if desired. Once cast, the area of effect is stationary. A gust of wind will dissipate the cloud in two rounds, a fireball, flame strike, or wall of fire in one round. The material component of this spell is the priest's holy symbol.


Fourth-Level Spells

Bloodstone (Evocation)

Sphere: Elemental, Elemental Earth
Range: 90 yards
Components: V,S,M
Duration: 1 turn + 5 rounds/level
Casting Time: 5
Area of Effect: 100 square ft. + 20 square ft./level
Saving Throw: None

     This dangerous spell creates a watery coating of dark red "blood"—in reality a highly corrosive acid—upon the surface of any bare rock. This acid can either coat a ceiling or a floor; the caster must choose which. Note that the stone itself is immune to the acid, and that the acid remains confined to the area of effect. The priest can shape the area of effect as he wishes, so long as the narrowest dimension is 10 feet or wider, and the whole in square feet does not exceed the priest's ability.

     This acid can eat through any organic material, such as boot leather, clothing, or leather armor in 2-8 segments. Metal armors fare better; a suit resists the corrosion so long as it saves vs. acid, each and every round of exposure, at a -4 penalty on the die. Once the victim is without protection, the acid will inflict damage as follows: if the spell is cast upon the floor, a victim will suffer 1-6 points of damage per the number of legs/feet the creature has; if the creature is size H or G, the damage is 2-12 points. If the acid is dripping from above, the victim suffers and additional 1-6 points of damage; H- or G-sized creatures, 1-8 points.

     Dispel magic can stop the flow of new acid, but the resulting pool will linger for 2-5 rounds after the magic is dispelled, when the acid dissipates in an evil-smelling but otherwise harmless cloud. The material components for this spell are the priest's holy symbol and a flask of lye dissolved in water.

 

Luck (Invocation) Reversible

Sphere: Combat
Range: 0
Components: V,S,M
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: 30 ft. radius about casting priest
Saving Throw: None

     By calling down the grace of his deity, the cleric can grant himself and his allies a +2 to all attack rolls and a +3 bonus to all saving throws, so long that the priest's chosen are within 30 foot of the priest at the moment the casting is complete. Once so gifted, the dweomer will follow those affected for the duration of the spell. The reverse of this spell, bad luck, may be cast up to 60 yards away and will affect all enemy beings caught within the area of effect the moment the spell is completed; in this case, all affected will suffer a –2 to all attack rolls and a -3 penalty to all saving throws. The material component of both forms of this spell is the priest's holy symbol.

 

Protection From Chaos, 10' Radius (Abjuration) Reversible

Sphere: Protection, Chaos, Law
Range: Touch
Components: V,S,M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10 ft. radius sphere
Saving Throw: None

     Save for the law/chaos bias of this spell, it functions identically to the protection from evil, 10' radius spell. To complete the spell, the priest must trace a 20 foot diameter circle of iron shavings on the ground, while its reverse calls for powdered quartz.

 

Scholarship (Divination/Invocation)

Sphere: Divination, Thought
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One person or creature
Saving Throw: Special

     This spell calls upon a wisp of his Power's vast knowledge in order to grant the subject of the spell either one of two impressive boons:

     (1): the power to read and write an ancient, long dead, or otherwise obscure language, be it human or demi-human in origin, or

     (2): the power to fluently speak the living tongue of a faraway or exotic people, or of a specific monster or group of monsters (such as the tongues of dragonkind or giantkind).

     The spell cannot grant both powers simultaneously; only one can be granted per casting.

     The incantation for the first option must be written in the language to be imparted upon a sheet of flawless parchment. The black ink must be laced with gold or platinum dust, and the quill must be taken from a fantastic animal, such as a pegasus or roc. The transcription must be as perfect as that of a magical scroll (the odds of penning a faulty scroll are described in the DMG). If the scroll is in fact flawed, the spell will fail, and both priest and subject must save vs. spell or else suffer the effects of a feeblemind spell for 1-4 days. The second option of this spell requires that the priest have a body part of the being in question (a fingernail clipping or lock of hair of a giant, a scale of a dragon, etc.), or else be able to fluently speak the language himself.

     Either option requires the subject must make a saving throw vs. Intelligence; the consequences of failure are detailed in the literacy spell description.


Fifth-Level Spells

Dispel Chaos (Abjuration) Reversible

Sphere: Protection, Summoning, Chaos, Law
Range: Touch
Components: V,S,M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature Touched
Saving Throw: Neg.

     Save for the law/chaos bias of this spell, it functions exactly as the dispel evil spell. The material components for this spell are the cleric's holy symbol and a small quartz crystal, while its reverse requires a small steel bar in place of the quartz.

 

Dreamwalk (Enchantment/Charm)

Sphere: Thought, Charm
Range: 120 yards
Components: V,S,M
Duration: Special
Casting Time: 1 turn
Area of Effect: One person or creature
Saving Throw: Special

     This spell allows the priest to invade the dreams of any human, demi-human, or humanoid monster of Low or better Intelligence and create an entire virtual reality, which the priest can monitor and adapt at will.

     The unconscious self is free to roam within this scenario, and do all that any person in a waking state can do—eat, dance, fight, feel emotions, and so on...but the environment is shaped solely by the will of the casting priest. The subject perceives the dreamwalk as reality until he is awakened, and remembers the "incident" as he would any other experience.

     A potential subject must make two separate saving throws to resist this spell: one vs. Intelligence, one vs. Wisdom, both of which must be successful. The maximum duration of this spell is 6 hours, but the priest can end it at any time. The subject shows no outward signs of duress, unless he is "slain"—in which case the subject will bolt awake, as if roused from a terrible nightmare.

     The motives for casting this spell are as varied as imagination and alignment considerations make possible. Note that many Powers, particularly good ones, will resist granting such ma spell unless solid justification is given. The material component is the priest's holy symbol and a pinch of clean, dry sand, washed in holy (unholy) water.

 

Summon Exactor (Conjuration/Summoning)

Sphere: Summoning, Law
Range: Special
Components: V,S,M
Duration: Special
Casting Time: 2 turns
Area of Effect: One exactor
Saving Throw: None

     This spell, available only to priests of lawful alignment, allows the summoning of a single exactor. The priest must cast the spell in a sanctified place, holy to a deity of the same align as the exactor to be summoned. The base chance of summoning is 85% for Virané, 80% for Gendéa, and 70% for Foroné (the base chance can be modified by the DM, based upon campaign circumstances). If an exactor responds, the summoning priest has no control whatsoever over this powerful being, magic circles or protection devices notwithstanding. The exactor will act as it sees fit—acceding to the priest's request, withdrawing without action, or even venting its wrath on the priest if it feels it has been summoned without cause. The material components of this spell are the priest's holy symbol and a specially prepared scroll requesting the exactor's aid.

 

Summon Vohrqua (Conjuration/Summoning)

Sphere: Summoning
Range: Special
Components: V,S,M
Duration: Special
Casting Time: 1 turn
Area of Effect: One spirit
Saving Throw: None

     This spell, castable only by priests of good alignment, allows the summoning of a Vohrqua of either the Teresyn or Bandirov variety. To summon a Teresyn, the priest must cast the spell in the immediate vicinity of where the Vohrqua was slain. A Bandirov may be summoned on any ground, save those places consecrated to a non-good Power.

     The base chance of summoning a Teresyn is 90%, and a Bandirov, 80%. Summoning can be guaranteed, however, if the priest has a physical relic used by the Vohrqua in its earthly life. The summoning priest has no control whatsoever over the Vohrqua, regardless of magic circles or protection devices. The Vohrqua will behave as it pleases—it may accede to the priest's requests or simply withdraw. Vohrqua will never attack or castigate a priest for what they feel is an unworthy summons; instead, it will quietly but firmly inform the priest of his unworthiness. The material components of this spell are the priest's holy symbol and a physical remnant of the Vohrqua's mortal life, if available.


Sixth-Level Spells

Conjure Air Elemental (Conjuration/Summoning) Reversible

Sphere: Elemental (Air)
Range: 80 yards
Components: V,S
Duration: 1 turn/level
Casting Time: 6 rounds
Area of Effect: Special
Saving Throw: None

     This spell functions identically to the conjure fire elemental spell. There is a 75% chance for a 12 Hit Dice elemental to appear, a 20% chance of a 16 Hit Dice elemental, a 3% chance for a djinni to appear, and a 2% chance of a 21 to 24 Hit Dice elemental.

 

Locate Minion (Divination/Invocation)

Sphere: Divination
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: None

     This spell enables the priest to presume upon his deity for the location of that Power's nearest mortal or quasi-divine minion. To prepare for the actual casting of this spell, the priest must have an obligatory commune spell cast upon himself. The results will determine whether the priest is in the proper state of grace and, if not, what must be done to atone. Once free of spiritual taint, the priest must then undergo three days of ritual purification. Only then can the priest cast the locate minion spell.

     The priest's deity always answers this spell—but may answer it in as plain or as cryptic a fashion as the Power pleases. It is understood that the priest has placed himself on a voluntary quest to seek out the minion, and is subject to all the penalties associated with that spell.


Seventh-Level Spells

Aerate Water (Alteration) Reversible

Sphere: Elemental (Elemental Water)
Range: 90 yards
Components: V,S,M
Duration: Special
Casting Time: 2 rounds
Area of Effect: 100-foot radius sphere
Saving Throw: None

     This drastic spell has the power to infuse oxygen into a body of stagnant water, while the reverse, stagnate water, can totally rob a body of water of its oxygen. When the spell is cast, the area of effect is filled with a froth of bubbles which takes 1 round to subside. The area will remain aerated for one day per the priest's level of experience, if the water remains relatively still. If there is a current of any kind, the duration is reduced accordingly (consult the DM as to the maximum duration possible, noting the limits above). While the spell lasts, water-breathing creatures can comfortably live within the area of effect.

     The reverse, stagnate water, instantly slays any water-breathing creature of size S or smaller, and inflicts 5-20 points of damage (no saving throw) upon any other water-breathing creature in the area of effect, with an additional 1-10 points per round thereafter. The spell does not prevent the escape of marine creatures or beings. This spell instantly halves the remainder of the duration of such spells as water breathing and airy water, and the time limit balance of any water-breathing device is likewise affected. The area remains sterile until currents can refresh the waters.

 

Conjure Water Elemental (Conjuration/Summoning)

Sphere: Elemental (Water), Summoning
Range: 40 yards
Components: V,S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

     This spell functions in the same manner as the conjure earth elemental spell. There must be a source of water within the spell range from which to draw the elemental. As noted in the Monstrous Compendium, the volume required is at least 1000 cubic feet of water or watery fluid.

 

Word of Law (Conjuration/Summoning) Reversible

Sphere: Combat, Law
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None

     This spell corresponds in every respect to the holy word spell, save for the chaos/law bias.