Feägurthian Priestly Granted Spells

The following invocations are granted only to worshippers of the specific deities. Generally, shek p'var go to great lengths to create spells and magicks that clearly differ from these. This helps define the differences between spells and miracles.

Disclaimer: Not all of these spells have been thoroughly play-tested. Some spells are obviously campaign specific and will have little relevance in other campaigns. Any serious comments concerning these spells will be entertained. If you would like to post a unique spell of your own design, please feel free to send it to me to be posted. I would request that spells be submitted under a specific priesthood, with your email address (for proper credit), and the priest's name who originally requested the prayer. Original spells are welcome and may be edited for campaign purposes, but don't bother sending Monty Haul spells (unless purely for my personal amusement).

AgrikHalea IlvirLarani Morgath
NavehPeoni SarajinSave K'nor Siem


Agrik

Searing Hand (Lvl 1)



Searing Hand (Invocation)

Level: 1 Sphere: Combat, Elemental Fire
Range: 0 Components: S, M
Duration: Instantaneous Casting Time: 3
Area of Effect: Special Saving Throw: Half

This spell is very similar to the first level mage spell, burning hands. Upon invocation, a sheet of flame courses along the priest's palm up to 5 feet distance (and 5 feet width). The flames only emit from one palm per casting and can be chosen by the caster.

Any creature unlucky enough to be within the area of flames suffers 1d4 hit points of damage, plus 2 points of damage per level of experience to a maximum damage of 1d4+15 points of fire damage. Successful saving throws versus fire reduces damage by half. Creatures immune to fire take no damage and creatures vulnerable to fire automatically fail the save. Flammable items will burn and can easily be extinguished the following round.

The material component of this spell is the normal holy symbol (a brass octagon).

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Halea

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Ilvir

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Larani

Larani's Spiritual Missile (Lvl 2)



Larani's Spiritual Missile (Invocation)
Prayer initially granted to Sister Lean of Teale

Level: 2 Sphere: Combat
Range: 10 yards/level (up to weapon max) Components: V, S, M
Duration: 3 rounds +1 round/level Casting Time: 5
Area of Effect: Special Saving Throw: None

By calling upon his/her diety, the caster of a spiritual missile spell brings into existance a field of force vaguely shaped like an arrow (or spear, ax, dagger, hammer, etc.). As long as the caster concentrates upon the weapon, it strikes at any opponent within range as desired. The chance of a successful hit with this weapon is the same as the caster's normal THAC0, +1 for every six levels of the caster. No modifiers are applied from the caster's strength, but the bonus of the weapon is added. All other modifiers are added (for example, rear attack, attack from higher ground, target's AC, and Dex modifiers).

As soon as the caster ceases concentration, the spiritual missile spell ends. A dispel magic spell that includes either the caster or the weapon in its area of effect has a chance to dispel the spiritual missile.

The material component of this spell is the normal weapon of the type desired to be thrown. This weapon disappears when the spell is cast.

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Morgath

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Naveh

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Peoni

Cure Light Aura Wounds (Lvl 1)
Cure Serious Aura Wounds (Lvl 4)
Cure Critical Aura Wounds (Lvl 5)



Cure Light Aura Wounds (Necromancy)
Reversible

Level: 1 Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 5
Area of Effect: 1 Creature Saving Throw: None

This spell is identical to a cure light wounds except that it cures aura wounds caused by the Savoryans' aura attacks. Only Peoni and Savoryan priests are granted access to these spells. Only the Savoryans are granted access to the reverse version.

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Cure Serious Aura Wounds (Necromancy)
Reversible

Level: 4 Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 7
Area of Effect: 1 Creature Saving Throw: None

This spell is identical to a cure serious wounds except that it cures aura wounds caused by the Savoryans' aura attacks. Only Peoni and Savoryan priests are granted access to these spells. Only the Savoryans are granted access to the reverse version.

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Cure Critical Aura Wounds (Necromancy)
Reversible

Level: 5 Sphere: Healing
Range: Touch Components: V, S
Duration: Permanent Casting Time: 8
Area of Effect: 1 Creature Saving Throw: None

This spell is identical to a cure serious wounds except that it cures aura wounds caused by the Savoryans' aura attacks. Only Peoni and Savoryan priests are granted access to these spells. Only the Savoryans are granted access to the reverse version.

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Sarajin

Sarajin's Breath (Lvl 1)
Flash Stone (Lvl 2)
Sarajin's Instant Army (Lvl 5)



Sarajin's Breath (Invocation)
Prayer initially granted to Thorolf Redbeard

Level: 1 Sphere: Combat, Elemental Water
Range: 10 yards +10 yards/level Components: V, S, M
Duration: Instantaneous Casting Time: 3
Area of Effect: 1 Creature Saving Throw: None

The use of Sarajin's Blast creates one missile of super cold frost and ice, that is released from the priest's mouth. The priest must roll to hit to strike the target, which must be within sight. For purposes of this spell, the target only gains benefit from any dexterity bonuses and magical protections (from armor, cloaks, rings, etc), not including the actual protective value of the armor itself. For example, full platemail and shield would equal AC10, but if the same person had a dexterity of 18 he would have AC 6. Damage inflicted is 1d4 per 2 levels of the priest to a maximum of 5d4. Any remaining frost or ice dissipates at the end of one round.

Protections from magic missile-like spells render this spell ineffective. If a character with liquids (i.e. potions, oils, acids etc.) is targeted, all such items need to make a separate saving throw versus cold or be frozen for 1-8 rounds (if the container made a save versus crushing blow).

The material component for this spell is a tiny miniature holy symbol that changes into the snowball after being thrown.

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Flash Stone (Enchantment, Invocation)

Level: 2 Sphere: Combat
Range: 1 yard Components: V, S, M
Duration: 1 week or Until Discharged Casting Time: 1 hour/HD Charged
Area of Effect: Special Saving Throw: Half

Flash stone charges a fist sized stone with explosive magicks. The priest must throw the stone at his intended target (using his priest THAC0), trigger via a command word, or trigger via touch. The stone explodes with concussive force that deals 1d6 hit points of damage per level. At second-level and beyond the caster may enchant multiple stones dividing his allotment of Hit Dice damage between the stones. Each Hit Die charged takes 1 hour casting time. For example, a 3rd-level priest could charge 1 stone for 3 hours with a 3 HD charge, 1 1 HD and 1 2 HD taking 1 hour for the first and 2 hours for the second, or 3 1 HD stones taking 1 hour each.

Upon detonation, all within a 10 foot radius must save versus spells for half damage. The maximum damage caused by this spell is 10d6 damage in any case.

The material component of this spell is a fist-sized plate-like stone that is polished on both sides. The stone may be of any stone material of the desired shape is destroyed in the casting.

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Sarajin's Instant Army (Summoning)
Prayer initially granted to Thorolf Redbeard

Level: 5 Sphere: War
Range: 0 Components: V, S, (M)
Duration: 1 turn +1 round/level Casting Time: 5
Area of Effect: 50 yard radius Saving Throw: None

This prayer brings into effect a number of semi-corporeal duplicates of the casting priest that move about to attack the caster's foes independently. These duplicates seem to step out of the priest's own body and move through friendly beings to engage in melee with enemies of the priesthood to the maximum area of effect. The caster can direct the army (as a whole) to attack the goblins, defend the party, protect the mage, etc., but not command individual warriors. Also the warriors will do nothing other than attack or defend (that is, they will not fetch a potion, open a door, read a scroll, etc.).

The number of duplicates is one less than the level of the caster (for example, a 9th-level priest would be able to summon eight duplicates). These duplicates have 20 hitpoints and Armor Class 8 (or as the caster), as well as all the physical attributes, combat skills, alignment, and the THAC0 of the caster. The warriors wear and wield nonmagical versions of the items used by the priest at the time of the casting (no other items may be employed). For example, if the priest is wearing full plate, +3 and wielding a Mace of Disruption, then the images all wear nonmagical full plate and wield maces. If the priest is not proficient with the weapon he is using when the spell is cast, all duplicates will suffer the same non-proficiency penalty as well. In any event all weapons and armor of the army vanish when they are slain (or the power expires).

The warriors are semi-corporal and their attacks may reach into the Ethereal plane as they may be attacked from such planes in turn. They are immune to the effects of illusions, psionics, and charm spells. The use of this spell against creatures of less than 2 Hit Dice is viewed as weak and cowardly by Sarajin.

The priest temporarily sacrifices one HD until the spell subsides, whereupon this damage is restored. In the event that the warriors are slain, the hitpoints are truely sacrificed and must heal normally or by healing spells from another priest (no healing spells cast by the caster can remove this damage). If the caster is slain, all remaining duplicates immediately attack the priest's slayer, until the images are in turn slain (or until the end of the spell duration ). If the slayer moves beyond the area of effect, all images pursue to the spell's area of effect limit then vanish.

The material components for the spell version are silver "toy soldiers" worth no less than 1 crown each, made by the priest in his own image. Each soldier is reusable so long as its warrior is not slain. The priest of Sarajin can have no more than twice his level in "toy soldiers" made or in his possession at any one time. No material components are required for the use of the granted power.

In addition to being a spell grantable to priests of Sarajin, this spell is also a power granted to priests of the Fourth Circle (on extremely rare occasions Third Circle priests). This granted power is usable 1 time per three levels of the caster per week upon attaining 9th-level. No more than one use of this power may be utilized at one time no matter how many uses are allowed per week.

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Save K'nor

Cure Light Aura Wounds (Lvl 1)
Cure Serious Aura Wounds (Lvl 4)
Cure Critical Aura Wounds (Lvl 5)



Siem

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