Priest Magics
©1992 Franklin W. Cain
(In alphabetical order):
(First Level Spells)

Weather Prediction
(Divination)

Level: 1
Sphere: Divination, Weather
Range: 0
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: Special
Saving Throw: None

This spell gives the priest a perfectly accurate forecast of the weather for the immediate area. The forcast covers a period of time equal to two hours per level, to a maximum of 24 hours (at 12th-level and above), and covers an area of about five miles (eight kilometers) in radius around the priest. During the time covered by this spell, if something unnaturally changes the weather, this spell will warn the priest that such a change has occurred. This warning is general; it does not specify the location or nature of the change, just the fact that a change has occurred. This spell will give the priest an updated forecast for the remainder of the time to be covered, however.

The material component for this spell is the priest's holy symbol.


(Second Level Spells)
(Third Level Spells)

Assured Conception
(Invocation, Necromancy)

Level: 3
Sphere: Animal, Creation, Necromancy
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: Female creature touched
Saving Throw: None

This spell can affect a female creature only if that creature is sexually mature and fertile; otherwise, this spell automatically fails. Casting this spell upon a female creature that is sexually mature and fertile guarantees that the female creature will conceive if she mates with a male creature of a compatable species within 12 hours of the casting of this spell. The pregnancy will be "normal" in all other respects, and the offspring will be of the species expected (in both cases, as appropriate for that specific type of sexual union).

The priest can select the qualities to be inherited by the offspring from the parents (this is of obvious benefit to professional animal breeders). The priest can also select the sex of the offspring. This spell can be cast on sentient creatures (including character races), but in such cases, the priest has no control over the qualities inherited by or the sex of the offspring.

The material components for this spell are an offering made to the priest's diety and the priest's holy symbol. The offering must be of some intrinsic value to the female creature to be affected by this spell, and the offering is consumed in the casting of this spell.

Heal Impotence or Infertility
(Necromancy)
Reversible

Level: 3
Sphere: Healing, Necromantic
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: Creature touched
Saving Throw: None

This spell will cure the creature touched of impotence (if the creature is male) or infertility (if the creature is female), even if such inpotence or onfertility was the natural result of old age. Of course, nothing prevents the creature from becoming impotent or infertile again next year (as a result of aging). This spell will not cause the creature to become sexually mature; the creature must be of a physical age for sexual maturity to be natural.

The reverse of this spell, inflict impotence or infertility, causes the creature touched to become impotent (if male) or infertile (if female). This condition will last until reversed by the original caster, or until cured by a normal casting of this spell (or by similar magics). The material component for this spell is the priest's holy symbol.

Heal Serious Wounds
(Necromancy)
Reversible

Level: 3
Sphere: Healing
Range: Touch
Components: V, S, M
Duration: (Same as for the "offical" version.)
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: (Same as for the "offical" version.)

I've lowered the level of this spell because I lowered the level of heal critical wounds. Since I lowered this spell's level, the casting time was similarly reduced. All other game statistics of this spell are identical to the "official" version. Furthermore, because this spell is now third level, priest characters having only Minor access to the Healing sphere can now use this spell.


(Fourth Level Spells)

Heal Critical Wounds
(Necromancy)
Reversible

Level: 4
Sphere: Healing
Range: Touch
Components: V, S, M
Duration: (Same as for the "offical" version.)
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: (Same as for the "offical" version.)

I've lowered the level of this spell because it's too weak when compared to minor resurrection. This spell can heal a moderately large amount of damage suffered by the character the priest is touching; the other can bring a character back from the dead at range. This disparity is especially obvious when comparing the reverse of this spell, inflict critical wounds, to the reverse of the other spell (minor slaying). The reverse of this spell causes a moderately large amount of damage to the character the priest is touching; the reverse of the other spell causes the instantaneous death at range of another character.

Since I lowered this spell's level, the casting time was similarly reduced. All other game statistics of this spell are identical to the "official" version.

Implore
(Conjuration/Summoning)

Level: 4
Sphere: Astral, Summoning
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: One creature
Saving Throw: Special

This spell allows the priest to conjure a creature from another plane of existence to the caster's presence. This spell cannot be used against a Power (an entity of demigod status or better), but it could be used against one of a Power's minions or servants. If the creature has a "true name," the priest must know it, as it is used when conjuring the creature.

This spell has a special saving throw, starting at "11" (on 1d20). This saving throw is modified by the difference in the levels or Hit Dice between the caster and the creature to be conjured. If the caster has a higher level, this difference is used as a penalty against the creature. If the creature has more Hit Dice than the priest has levels, then this difference is used as a bonus to help the creature. Of course, if the creature succeeds in using its magical resistance (if any), then this special saving throw is unnecessary.

If the priest does not succeed in conjuring the creature, the priest must gain another level before trying again to use this spell against that same creature. Assuming the creature has been conjured, the creature has a chance of dying from the shock to its system. If the creature does not have a rating for its Constitution, assume that its chance to survive this shock to its system is 70%, +2% per Hit Die or level. Assuming the creature has been conjured and hasn't died, the priest must now contend with the total lack of protection as well as the total lack of domination (control) offered by this spell against the conjured creature. Be advised that a creature that has been forcibly removed from its home plane of existence will be quite hostile.

The material components for this spell are the priest's holy symbol, some holy water, and some other material(s) the creature likes or is influenced by.

Logs to Lizards
(Alteration ?)
Reversible

Level:
Sphere: Animal (Special/Restricted)
Range:
Components: V, S, M
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Protection Against Frost and Ice
(Abjuration)

Level: 4
Sphere: Weather
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

This spell has a maximum duration of one turn per level of the caster. The exact effects of this spell depend upon the recipient.

The material component for this spell is the priest's holy symbol.

Stones to Spiders
(Alteration ?)
Reversible

Level: 4
Sphere: Animal (Special/Restricted)
Range:
Components: V, S, M
Duration:
Casting Time:
Area of Effect:
Saving Throw:


(Fifth Level Spells)
(Sixth Level Spells)

Call Elemental I
(Conjuration/Summoning)
Reversible

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

This spell replaces and supersedes call fire elemental. This spell allows the caster to conjure an 8 Hit Dice elemental from one of the four elemental planes (Air, Earth, Fire, or Water). The elemental conjured by this spell willingly obeys the priest, so the priest isn't required to maintain the level of concentration ordinarily expected of a wizard casting the comparable spell. The elemental remains until the spell duration expires, until the elemental is slain, or until the elemental is sent back to its home plane by the reverse of this spell (return elemental I) or similar magics.


(Seventh Level Spells)

Call Elemental II
(Conjuration/Summoning)
Reversible

Level: 7
Sphere: Elemental (All)
Range: 40 yards
Components: V, S
Duration: One turn/level
Casting Time: One turn
Area of Effect: Special
Saving Throw: None

This spell replaces and supersedes call earth elemental. This improvement of call elemental I allows the caster to conjure a more powerful elemental being or a group of elemental beings, as shown below.

Other than as detailed above, this spell functions as call elemental I.