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.
Assured Conception
Level: 3
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
Level: 3
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
Level: 3
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.
Heal Critical Wounds
Level: 4
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
Level: 4
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
Level:
Protection Against
Frost and Ice
Level: 4
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
Level: 4
Call Elemental I
Level: 6
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.
Call Elemental II
Level: 7
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.
(Second
Level Spells)
(Third
Level Spells)
(Invocation, Necromancy)
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
(Necromancy)
Reversible
Sphere: Healing, Necromantic
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: Creature touched
Saving Throw: None
(Necromancy)
Reversible
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.)
(Fourth
Level Spells)
(Necromancy)
Reversible
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.)
(Conjuration/Summoning)
Sphere: Astral, Summoning
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: One creature
Saving Throw: Special
(Alteration ?)
Reversible
Sphere: Animal
(Special/Restricted)
Range:
Components: V, S, M
Duration:
Casting Time:
Area of Effect:
Saving Throw:
(Abjuration)
Sphere: Weather
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
(Alteration ?)
Reversible
Sphere: Animal
(Special/Restricted)
Range:
Components: V, S, M
Duration:
Casting Time:
Area of Effect:
Saving Throw:
(Fifth
Level Spells)
(Sixth
Level Spells)
(Conjuration/Summoning)
Reversible
Sphere: Elemental (All)
Range: 80 yards
Components: V, S
Duration: One turn/level
Casting Time: 6 rounds
Area of Effect: Special
Saving Throw: None
(Seventh
Level Spells)
(Conjuration/Summoning)
Reversible
Sphere: Elemental (All)
Range: 40 yards
Components: V, S
Duration: One turn/level
Casting Time: One turn
Area of Effect: Special
Saving Throw: None
d100 Roll
Creature(s) Summoned
01 - 60
One 12 HD elemental
61 - 85
One 16 HD elemental
86 - 94
(Air): 2-4 invisible stalkers
(Earth): 2-4 xorn
(Fire): 2-4 salamanders
(Water): 7-12 tritons
(of 5th to 8th-level)
riding hippocampi
95 - 98
One standard genie of the
appropriate element
99 - 00
One 24 HD elemental