1
SMV
Analyze Balance
Damage
 
Casting Time
1 round 
Save
None 
Range
80 yards 
Duration
5 rounds+1 round/level 
AoE
One creature, object, or 10' square 
Materials
 

This spell allows a priest to sense how far a character, creature, object, or area is from a condition of balance -- in other words, the degree to which its alignment is removed from true Neutral. The spell gives no indication of the "direction" in which the alignment is removed from true Neutral except under certain conditions which follow. The spell does, however, indicate along which axis or axes of alignment the variation lies.

For example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The spell indicates that the creature is removed from Neutral by one grade, and the variation is along the Law/Chaos axis; thus, the creature must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic Evil, the spell would indicate that it is removed from balance by two grades, one along each axis; thus, the creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good.

A priest has a 5% chance per level of correctly determining the direction of variation along one randomly chosen axis. This means that a 10th-level priest evaluating the balance of a Chaotic Neutral creature would have a 50% chance of learning that the creature is Chaotic (and hence Chaotic Neutral, since it is only one step away from balance).

Similar to spells such as detect evil, this spell will not yield a result on a hidden trap.

If cast on a creature with an intelligence level of "animal" or "non-," it will always read true Neutral (i.e., zero steps removed from balance).

The material components are four iron coins which the priest tosses in his hand while concentrating on the spell. The coins are not consumed in the casting.

School
Divination 
Book
Tome of Magic page 51
1
SMV
Anti-Vermin Barrier
Damage
 
Casting Time
1 rd. 
Save
None 
Range
30 yards 
Duration
1 hour/level 
AoE
10-foot cube/level 
Materials
 

With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a summon insects spell.

Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return.

The spell affects a cubic area whose sides are 10 feet times the caster's level (for instance, a 2nd-level priest could affect a 20'x 20'x 20' cube.

The material components are the caster's holy symbol and a rodent's whisker.

School
Abjuration 
Book
Tome of Magic page 51
1
SMV
Astral Celerity
Damage
 
Casting Time
Save
None 
Range
Duration
1 hour/level 
AoE
The caster 
Materials
 

This spell enhances the casters movement capabilities in extraplanar settings by attuning him to his new surroundings. While very few 1st-level priests find themselves in this situation, higher level characters often make use of this spell. Astral celerity doubles the characters movement rate on the Astral Plane; normally, characters move at a rate of 30 times their Intelligence score in feet per round, but this spell increases this to 60 feet times their Intelligence score. As an incidental benefit, the caster also attunes himself to the plane much faster and suffers no penalties for missile fire while astral.

While astral celerity is most often used in the astral plane, it also offers a small benefit to ethereal characters, too: their movement rates are increased by 50%, so a character with a movement rate of 12 would enjoy a movement rate of 18 while this spell was in effect. Of course, time and distance have little meaning in the overall scheme of the Astral or Ethereal Planes, but relative speed could be very important in avoiding an unpleasant encounter or escaping from pursuit of some kind.

School
Alteration 
Book
Spells and Magic page 160
1
SMV
Bless
Damage
 
Casting Time
1 rd. 
Save
None 
Range
60 yds. 
Duration
6 rds. 
AoE
50-ft. cube 
Materials
Holy Water 

Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.

Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.

This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.

School
Conjuration/Summoning 
Book
Players Hand Book page 252
1
SMV
Blessed Watchfulness
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
4 hrs. + 1 hr./level 
AoE
Creature touched 
Materials
 

By casting this spell, the priest confers exceptional powers of observation and alertness to one creature for the duration of the spell. While blessed watchfulness is in effect, the designated sentinel remains alert, awake and vigilant for the duration of the spell. In fact, it takes a roll of 1 to surprise someone under this effect. He resists sleep spells and similar magic as if he were 4 levels or Hit Dice higher than his actual level and gains a +2 bonus to saving throws against other spells or effects that could lower his guard or force him to abandon his watch, including charm, beguiling, fear, emotion, and similar mind-affecting spells. If the effect normally allows no saving throw, the watcher gains no special benefit.

School
Alteration 
Book
Spells and Magic page 160
1
SMV
Combine
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
Special 
AoE
Circle of priests 
Materials
 

Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells.

The encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.

School
Abjuration 
Book
Players Hand Book page 252
1
SMV
Command
Damage
 
Casting Time
Save
None 
Range
30 yds. 
Duration
1 rd. 
AoE
1 creature 
Materials
 

This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a command of "Suicide!" is ignored. A command to "Die!" causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit Dice/levels get only one saving throw!)

School
Enchantment/Charm 
Book
Players Hand Book page 252
1
SMV
Courage
Damage
 
Casting Time
1 turn 
Save
None 
Range
240 yards 
Duration
Special 
AoE
One unit up to 200 individuals 
Materials
 

This spell imbues the target unit with a temporary burst of courage. To cast this spell, the priest must have an uninterrupted line of sight to the target unit.

A courage spell enables a unit to automatically pass its first morale check following the casting of this spell. When circumstances arise that would necessitate a morale check, no die roll is made and the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must make all future morale checks normally.

If a unit under the influence of a courage spell is not forced to make any morale checks, the spell expires at the first sunset.

When several different events simultaneously trigger morale checks, the BATTLESYSTEM rules apply penalties to a single morale check. If this occurs to a unit under the influence of a courage spell, the player commanding the unit selects one such event and its modifier is ignored.

No more than one courage spell can affect a unit at one time. Once the spell has expired, a priest can cast the spell again on the same unit.

The material component is a cube of cast iron.

School
Enchantment/Charm 
Book
Tome of Magic page 52
1
SMV
Cure Light Wounds
Damage
1d8 points of wound 
Casting Time
Save
None 
Range
Touch 
Duration
Permanent 
AoE
Creature touched 
Materials
 

When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal--or can be cured--just as any normal injury.

School
Necromancy 
Book
Players Hand Book page 253
 
1
SMV
Detect Evil
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Duration
1 turn + 5 rds./level 
AoE
10 ft. x 120 yds. 
Materials
Holy Symbol 

This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.

The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.

The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him.

School
Divination 
Book
Players Hand Book page 253
1
SMV
Detect Magic
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Duration
1 turn 
AoE
10 ft. x 30 yds. 
Materials
Holy Symbol 

When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.

The spell requires the use of the priest's holy symbol.

School
Divination 
Book
Players Hand Book page 253
1
SMV
Detect Poison
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn + 1 rd./level 
AoE
Special 
Materials
 

This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.

The material component is a strip of specially blessed vellum, which turns black if poison is present.

School
Divination 
Book
Players Hand Book page 254
1
SMV
Dispel Fatigue
Damage
 
Casting Time
Save
None 
Range
30 yds 
Duration
Instantaneous 
AoE
1 creature 
Materials
 

This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the Player's Option: Combat & Tactics rules or the magic fatigue rules in Chapter 6. Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself. The material component is a sprinkle of fresh, blessed springwater.

School
Necromancy 
Book
Spells and Magic page 161
1
SMV
Endure Cold/Endure Heat
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
1 _ hrs./level 
AoE
Creature touched 
Materials
 

The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.

School
Alteration 
Book
Players Hand Book page 254
1
SMV
Invisibility to Undead
Damage
 
Casting Time
Save
Special 
Range
Touch 
Duration
6 rds. 
AoE
1 creature 
Materials
 

This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.

The material component is the priest's holy symbol.

School
Abjuration 
Book
Players Hand Book page 255
1
SMV
Know Age
Damage
 
Casting Time
Save
None 
Range
Duration
Instantaneous 
AoE
One object or creature 
Materials
 

This spell enables the caster to instantly know the age of any single person, creature, or object on which he concentrates. The age is accurate to the nearest year.

The material component is a calendar page.

School
Divination 
Book
Tome of Magic page 52
1
SMV
Know Time
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Duration
Instantaneous 
AoE
The caster 
Materials
 

Know time is particularly useful when the caster has been unconscious. This spell enables the caster to know the precise time of day to the nearest minute, including the current hour, day, month, and year.

School
Divination 
Book
Tome of Magic page 53
1
SMV
Light
Damage
 
Casting Time
Save
Special 
Range
120 yds. 
Duration
1 hr. + 1 turn/level 
AoE
20-ft.-radius globe 
Materials
 

This spell causes a luminous glow within 20 feet of the spell's center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple castings do not provide a brighter light.

The spell is reversible, causing darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room--pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa.

School
Alteration 
Book
Players Hand Book page 255
 
1
SMV
Magical Stone
Damage
 
Casting Time
Save
1/2 
Range
Touch 
Duration
Special 
AoE
3 pebbles 
Materials
 

By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent.

If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round.

The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used.

The material components are the priest's holy symbol and three small pebbles, unworked by tools or magic of any type.

School
Enchantment/Charm 
Book
Players Hand Book page 256
1
SMV
Morale
Damage
 
Casting Time
Special 
Save
None 
Range
Special 
Duration
Special 
AoE
One unit up to 200 individuals 
Materials
 

This spell can be used in two distinct ways. The first is appropriate for battlefield use.

The priest can cast this spell on any unit within 240 yards in an uninterrupted line of sight. The casting time for this use is one turn and the material component is a gem of at least 100 gp value which is consumed during the casting.

At the conclusion of this use of the spell, the target unit's morale is modified by 1, either positively or negatively, as the caster desires. This modification remains in effect for 1d4+2 turns.

The second and more powerful use of the spell requires lengthy preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest's deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns. The material component is the priest's holy symbol.

At the conclusion of this use of the spell, the unit's morale is raised by 3 (maximum of 19). This morale increase lasts until the next sunset. Only priests of 10th level or higher can cast this version of the spell.

School
Enchantment/Charm 
Book
Tome of Magic page 53
1
SMV
Orison
Damage
 
Casting Time
Save
None 
Range
10 yds. 
Duration
Special 
AoE
Varies 
Materials
 

The most humble of priestly spells is the orison, a brief prayer or invocation of a minor nature. Typically, priests learn a number of orisons as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an orisons is not even on par with other 1st-level magic, a priest memorizes a number of individual orisons equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to orison. In other words, a 1st-level priest can memorize four orisons for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.

Unlike cantrip, an orison must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the orison's duration is never more than one round per level. Known orisons include the following:

Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a -2 penalty to calm themselves.

Clarity: For the duration of the orison, the priest's speech is clear and free of impediment - useful for readings from sacred texts and other such rites. Magical conditions such as confuse languages cannot be overcome by this orison.

Courage: The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell's duration.

Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.

Healing: By his touch, the priest may heal a creature of 1 point of damage.

Magic sense: If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.

Memory: Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.

Orison

Resistance to magic: The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the orison's duration.

Resistance to poison: The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the orison's duration.

Other orisons of similar power or scope may be permitted by the DM. Generally, an orison should not affect more than one creature or die roll at a time, and an orison that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive orison would be quite rare and most probably associated with an evil or chaotic priesthood.

School
Abjuration 
Book
Spells and Magic page 162
1
SMV
Protection From Evil
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
3 rds./level 
AoE
1 creature 
Materials
Holy Water or Burning Incense 

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature.

Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the priest uses holy water or burning incense.

This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged.

The material components for the reverse are a circle of unholy water or smoldering dung.

School
Abjuration 
Book
Players Hand Book page 256
1
SMV
Purify Food & Drink
Damage
 
Casting Time
1 rd. 
Save
None 
Range
30 yds. 
Duration
Permanent 
AoE
1 cu. ft./level, in 10 sq. ft. 
Materials
 

When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.

The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.

School
Alteration 
Book
Players Hand Book page 256
1
SMV
Purify Metals
Damage
 
Casting Time
1 rnd 
Save
None 
Range
30' 
Duration
30 minutes 
AoE
1lb of metal / level 
Materials
The metals being forged, not consumed 

Cast upon ores or metals that is being smelted or forged, this spell removes impurities during the process, paving the way for high purity metals.

This spell negates the need for any checks during the smelting process.

School
Alteration 
Book
Players Hand Book page 00
1
SMV
Remove Fear
Damage
 
Casting Time
Save
Special 
Range
10 yds. 
Duration
Special 
AoE
1 creature/4 levels 
Materials
 

The priest casting this spell instills courage in the spell recipient, raising the creature's saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).

The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa.

Neither spell has any effect on undead of any sort.

School
Abjuration 
Book
Players Hand Book page 256
1
SMV
Ring of Hands
Damage
 
Casting Time
Save
None 
Range
Duration
2d10 rounds 
AoE
Special 
Materials
 

This is a cooperative magic spell. It requires a minimum of two priests and can accommodate a maximum of ten. Each priest must cast ring of hands on the same round.

At the end of the casting, the priests involved join hands, thus completing the spell. If any priest breaks the circle, the spell immediately ceases. The priests may not move from their locations but are free to speak. They may not cast spells requiring a somatic or material component while the ring is formed.

The ring of hands forms a protective barrier around the priests and everything within their circle. For each priest, assume a five-foot circumference of the circle; thus, three priests would create a circle of 15-foot circumference. For easy calculation, assume that for each priest, the circle can accommodate four persons.

The barrier functions as a protection from evil spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws made by the priests or anyone in the circle against attacks from such creatures receive a +1 bonus for every priest in the circle.

Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier.

Because the priests casting the spell cannot move and must hold hands, they do not receive any Dexterity bonuses to Armor Class. Furthermore, opponents gain a +2 bonus on attack rolls against the priests, since there is little they can do to avoid a blow.

Creatures within the ring are free to act as they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 penalty to attack rolls since the priests intervene.

The reverse of this spell, ring of woe, functions as detailed above except the effect applies to good creatures as would a protection from good spell.

School
Abjuration 
Book
Tome of Magic page 54
1
SMV
Sacred Guardian
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
1 day/level 
AoE
Creature touched 
Materials
 

By use of this spell, a priest becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the priest and the recipient. The recipient may be on a different plane of existence than the priest.

When this spell is cast by a priest of at least 3rd level, he receives a mental image of the endangered person's situation. At no time, however, does the priest know the person's location through the use of this spell.

The material component is a rose petal that has been kissed by the spell recipient.

School
Enchantment/Charm 
Book
Tome of Magic page 55
 
1
SMV
Sanctuary
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
2 rds. + 1 rd./level 
AoE
1 creature 
Materials
 

When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on.

The components of the spell include the priest's holy symbol and a small silver mirror.

School
Abjuration 
Book
Players Hand Book page 257
1
SMV
Speak With Astral Traveler
Damage
 
Casting Time
1 round 
Save
None 
Range
Touch 
Duration
1 round/level 
AoE
1 creature 
Materials
 

When a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting speak with astral traveler, a priest can mentally communicate with the projected individual. Although communication is mental, it takes the same amount of time as a normal, verbal dialogue. The spell ends abruptly when its duration expires.

School
Alteration 
Book
Tome of Magic page 55
1
SMV
Water to Wine
Damage
 
Casting Time
10 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 wineskin / Level 
Materials
Holy Symbol 

Turns one wineskin (per level) worth of water into wine. The caster may choose red or white.

At level 7, the caster may pair the wines specifically with foods.

School
Abjuration 
Book
Players Hand Book page 00
1
SMV
Weighty Chest
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
1 day/level 
AoE
5-foot cube 
Materials
 

This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5'x5'x5' cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 (1d4+1) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell.

The material component is a lead ball.

School
Alteration 
Book
Tome of Magic page 56
2
SMV
Aid
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 rd. + 1 rd./level 
AoE
1 creature 
Materials
 

The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.

For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.

Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.

The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol.

School
Necromancy 
Book
Players Hand Book page 257
2
SMV
Astral Awareness
Damage
 
Casting Time
Save
None 
Range
Duration
1 hr./level 
AoE
The caster 
Materials
 

This divination attunes the caster's perceptions to the silver void of the Astral Plane or the misty grayness of the Ethereal Plane. While the spell is in effect, the caster automatically notes the approach of all kinds of astral or ethereal phenomena, including shifting conduits, the psychic wind, ether cyclones, demiplanes and debris, color pools, and curtains of vaporous color. The character has a 90% chance to detect a color pool from its invisible side and a 5% chance per level to determine which plane a curtain or pool leads to simply by studying its color.

Astral Awareness In addition to his awareness of physical phenomena, the caster gains a +2 bonus to surprise checks against astral or ethereal monsters. He also has a 5% chance per level to detect the threat of creatures whose gaze extends into the Ethereal (basilisks, for instance) before he enters the range of the monster's gaze weapon.

School
Divination 
Book
Spells and Magic page 164
2
SMV
Augury
Damage
 
Casting Time
2 rds. 
Save
None 
Range
Duration
Special 
AoE
Special 
Materials
 

The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: "weal," "woe," or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell; for example, 71% at 1st level, 72% at 2nd, etc.

Your DM determines any adjustments for the particular conditions of each augury.

For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: "Great risk brings great reward." If the troll is too strong for the party, the augury might be: "Woe and destruction await!" Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.

The material component for an augury spell is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting).

School
Divination 
Book
Players Hand Book page 257
2
SMV
Chant
Damage
 
Casting Time
2 rds. 
Save
None 
Range
Duration
Time of chanting 
AoE
30-ft. radius 
Materials
 

By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of the same religious persuasion (not merely alignment) is chanting, the effect is increased to +2 and -2.

School
Conjuration/Summoning 
Book
Players Hand Book page 258
2
SMV
Create Holy Symbol
Damage
 
Casting Time
Save
None 
Range
Duration
Permanent 
AoE
The caster 
Materials
 

When the words of this spell are uttered, a holy symbol appropriate to the priest's deity appears out of thin air. The item appears in the priest's hands. It may be used as a component for spells or for any other purpose for which the priest would normally use his holy symbol (such as turning undead). He may also opt to give it to a lower level priest of the same deity. The holy symbol is a permanent object.

School
Conjuration/Summoning 
Book
Tome of Magic page 57
 
2
SMV
Cure Moderate Wounds
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Instantaneous 
AoE
Creature touched 
Materials
 

Somewhat less common than the well-known cure light wounds and cure serious wounds, this healing spell was created by a priest who found that his heroic companions required his skill at doctoring more than his advice and wisdom. By laying his hand on the subject's body, the priest can heal 1d10+1 points of damage. Noncorporeal, nonliving, or extraplanar creatures cannot be healed by this spell. The reverse of this spell, cause moderate wounds, requires the priest to successfully touch the victim and inflicts 1d10+1 points of damage. (The knockdown and critical strike entries above are for spell's reverse.)

School
Necromancy 
Book
Spells and Magic page 164
2
SMV
Detect Charm
Damage
 
Casting Time
1 rd. 
Save
Negate 
Range
30 yds. 
Duration
1 turn 
AoE
1 creature/rd. 
Materials
 

When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine.

The reverse of the spell, undetectable charm, completely masks all charms on a single creature for 24 hours.

School
Divination 
Book
Players Hand Book page 259
2
SMV
Emotion Perception
Damage
 
Casting Time
1 turn 
Save
None 
Range
300 yards 
Duration
Instantaneous 
AoE
One unit/five levels 
Materials
 

This spell allows the caster to sense the emotional state and the level of determination of one or more military units. The priest must have an uninterrupted line of sight to the entire target unit. When this spell is cast, the priest instantly learns the current morale rating and morale status of the target unit. The DM describes morale using the appropriate term; for example, steady, elite, etc.

The material component is the priest's holy symbol.

School
Divination 
Book
Tome of Magic page 58
2
SMV
Enthrall
Damage
 
Casting Time
1 rd. 
Save
Negate 
Range
Duration
Special 
AoE
90-ft. radius 
Materials
 

A priest using this spell can enthrall an audience that can fully understand his language. Those in the area of effect must successfully save vs. spell or give the caster their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to the caster's have a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected.

To cast the spell, the caster must speak without interruption for a full round.

Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour.

Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also successfully save vs. spell or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking.

If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10.

Note: When handling a large number of saving throws for similar creatures, the DM can assume an average to save time; for example, a crowd of 20 men with a base saving throw of 16 (25% success chance) will have 15 men enthralled and five not.

School
Enchantment/Charm 
Book
Players Hand Book page 259
2
SMV
Ethereal Barrier
Damage
 
Casting Time
1 turn 
Save
None 
Range
120 yds 
Duration
1 turn/level 
AoE
Two 10-ft.squares/leve 
Materials
 

The ethereal barrier is a defense against the passage of extradimensional creatures, including characters or monsters that are phased, ethereal, or travelling via dimension door or shadow walk. The priest creates an imperceptible barrier of 10 square feet per level that may be arranged in any fashion the priest desires. For example, a 3rd-level character can ward six 10-foot by 10-foot surfaces, which would be sufficient to guard a 10-foot by 10-foot by 10-foot room (four walls, a ceiling, and a floor need to be protected.) Note that some monsters may be capable of abandoning their ethereal approach in order to simply enter the barred area on their own feet-the ethereal barrier only bars their passage as long as they are traveling in the Border Ethereal. Also, while this spell can't be worn down by any form of attack, it does not bar teleportation, gates, or the passage of astral creatures.

Ethereal barrier may be cast as cooperative magic by several priests working together. As long as all involved characters can cast the spell, the areas of effect of each priest are added together. Total the levels of all priests involved and multiply by two to find the number of 10-foot by 10-foot squares that may be warded. For example, four 6th-level casters (24 total levels) can ward 48 10-foot by 10-foot squares. The duration is determined by the highest level priest involved, plus 1 turn for each additional priest. In the previous example, this would be 6 turns plus 3 turns for three additional priests for a total of 9 turns.

This spell is also suitable for focus magic (see the spell focus in the Tome of Magic). The material component is a special compound of rare earths and lead worth at least 10 gp per application. One application is required for each 10-foot by 10-foot square to be warded.

School
Abjuration 
Book
Spells and Magic page 164
2
SMV
Find Traps
Damage
 
Casting Time
Save
None 
Range
Duration
3 turns 
AoE
10 ft. x 30 yds. 
Materials
 

When a priest casts a find traps spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.

A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices.

The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.

School
Divination 
Book
Players Hand Book page 260
2
SMV
Frisky Chest
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Permanent 
AoE
10-foot cube/level 
Materials
 

With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 10'x10'x10' cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.

After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a dispel magic or similar spell) or the enchanted object is subdued or destroyed.

The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary.

The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.

The enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 (1d4+1) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by frisky chest). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters.

The material components are a dried frog's leg, a feather, and a fish scale.

School
Enchantment/Charm 
Book
Tome of Magic page 58
2
SMV
Hellish Halberd
Damage
 
Casting Time
1 Hour 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 Item 
Materials
The item to be forged. Value must be at least 50,000 copper. 

This spell enchants a weapon that is being forged to be especially brutal when wielded in combat. The weapon must be of exquisite quality (minimum cost of 50,000 copper) and be in the forging process when the spell is cast. On a natural attack roll of 18, 19, or 20, roll a d10 to determine critical effects.

1-4: Bleed | The target takes 1 damage per round until the wound is healed/bandaged.

5-7: Stun | The target is stunned for 1 round.

8-9: Maim | Roll for an arm or leg hit (50/50 chance). If an arm is hit, -4 to hit and half attack rate. If a leg is hit, -4 AC and half move. Lasts for 1d4 rounds.

10: Roll for 2 more effects. Effects can stack.

School
Enchantment/Charm 
Book
Players Handbook page 00
2
SMV
Hesitation
Damage
 
Casting Time
Save
Negate 
Range
30 yards 
Duration
1 round/level 
AoE
20-foot-radius circle 
Materials
 

Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs in the round following the round in which hesitation is cast.

The spell affects 2-8 Hit Dice or levels of creatures, although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled. All possible victims are allowed saving throws vs. spells; those failing their saving throws modify their initiative rolls by +4 for a number of rounds equal to the caster's level.

The material component is a fragment of a turtle's shell.

School
Enchantment/Charm 
Book
Tome of Magic page 59
 
2
SMV
Hold Person
Damage
 
Casting Time
Save
Negate 
Range
120 yds. 
Duration
2 rds./level 
AoE
1d4 persons in 20-ft. cube 
Materials
 

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).

The hold person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.

The spellcaster needs a small, straight piece of iron as the material component of this spell.

School
Enchantment/Charm 
Book
Players Hand Book page 261
2
SMV
Iron Vigil
Damage
 
Casting Time
1 turn 
Save
None 
Range
Duration
1 week + 1 day/level 
AoE
The caster 
Materials
 

This spell allows the priest to ignore hunger, thirst, and extremes of climate for an extended period of time. While the spell is in effect, the priest requires no food or drink.

He is effectively immune to exposure, dehydration, and heat or cold injury, since no naturally occurring climatic condition will cause him harm. (Lightning, floods, tornadoes, earthquakes, and other such hazardous phenomena can still cause physical injury, of course.) During the iron vigil, the priest is able to ignore the need to sleep by choosing to meditate instead. While meditating, the priest can keep watch on his surroundings, but he suffers a +1 penalty to any surprise checks. If the character wishes to memorize spells, he must sleep normally.

At the vigil's end, the priest must eat and drink; if no food or water is available, the character must make a Constitution check once every four hours at a cumulative -1 penalty or fall into a coma and perish within 1d3 days if he receives no aid. He also requires at least four hours of rest for each day that he did not eat, drink, or sleep during his vigil.

School
Alteration 
Book
Spells and Magic page 165
2
SMV
Know Alignment
Damage
 
Casting Time
1 rd. 
Save
Negate 
Range
10 Yds. 
Duration
1 turn 
AoE
1 creature or object 
Materials
 

A know alignment spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell.

The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours.

School
Divination 
Book
Players Hand Book page 261
2
SMV
Music of the Spheres
Damage
 
Casting Time
Save
Negate 
Range
50 yards 
Duration
1 turn+1 round/level 
AoE
20-foot-diameter circle 
Materials
 

With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. The listener receives a normal saving throw against this effect.

Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell.

In addition, the music makes the subject gullible and more susceptible to charm magics such as charm person, suggestion, and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty.

This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell.

Music of the spheres can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Subjects must be within a 20-foot-diameter circle.

Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim's ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human's normal speaking voice.

If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane.

The material component comprises a set of three small bows made from fine silver, each costing 100 gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. The priest strokes these bows together in an intricate sequence while casting the spell. The bows are not consumed in the casting.

School
Enchantment/Charm 
Book
Tome of Magic page 60
2
SMV
Mystic Transfer
Damage
 
Casting Time
1 round 
Save
None 
Range
Duration
9 rounds 
AoE
The caster 
Materials
 

This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the mystic transfer. The spell is then active for the remaining nine rounds of the turn.

Mystic transfer allows a priest to receive spells from another priest of the same ethos.

Any priest of the same religion can cast a spell and transfer it to a second priest within that spell's maximum range. The spell does not take effect; instead, it is channelled through the mystic transfer into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a mystic transfer within the spell's range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect.

For example, a 3rd-level priest casts a mystic transfer. On the following round, a 10th-level priest "passes" a flame strike to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the flame strike). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active mystic transfer.

The spell passed by the mystic transfer has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the flame strike would function as if cast by a 10th-level priest.

The mystic transfer does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action.

A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use mystic transfer to pluck an opponent's spells out of the air.

School
Invocation/Evocation 
Book
Tome of Magic page 61
2
SMV
Nap
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Special 
AoE
One creature/level 
Materials
 

Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.

The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.

School
Alteration 
Book
Tome of Magic page 61
2
SMV
Rally
Damage
 
Casting Time
1 turn 
Save
None 
Range
240 yards 
Duration
Instantaneous 
AoE
One unit of up to 300 individuals 
Materials
 

This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its rally check die roll. The priest must have an uninterrupted line of sight to the unit.

The material component is a miniature duplicate of a pennant or standard that represents the cause for which the unit is fighting (such as a national flag or the blazon of the unit's liege lord). The pennant is consumed in the casting.

School
Enchantment/Charm 
Book
Tome of Magic page 62
2
SMV
Resist Acid and Corrosion
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 rd./level 
AoE
Creature touched 
Materials
 

This spell provides a subject with a better resistance to acid, corrosives, and caustic substances of all kinds. Mild corrosives cannot harm the subject at all, although they can still damage his gear. More intense acids and corrosives (black dragon breath, Melf's acid arrow, and the natural attacks of various puddings, oozes, slimes, and jellies) inflict only half the normal damage on the protected character. If the attack requires a Iron Vigil Resist Acid and Corrosion saving throw, the subject gains a +3 bonus, sustaining half damage with a failed save or one-quarter damage with a successful saving throw.

School
Abjuration 
Book
Spells and Magic page 165
2
SMV
Resist Fire/Resist Cold
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 rd./level 
AoE
1 creature 
Materials
 

When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed, the creature sustains one-half damage, and if the saving throw is successful, the creature sustains only one-quarter damage. Resistance to fire lasts for one round for each experience level of the priest placing the spell.

The caster needs a drop of mercury as the material component of this spell.

School
Alteration 
Book
Players Hand Book page 262
 
2
SMV
Restore Strength
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Instantaneous 
AoE
Creature touched 
Materials
 

This spell removes unnatural weakness, debilitation, or exhaustion from the creature touched and restores him to his normal strength and stamina. It is useful in countering the effects of chill touch, ray of enfeeblement, ray of fatigue, the touch of a shadow or roper, and any similar spell or effect. Only temporary ability score losses may be alleviated by this spell; if a character suffers an incapacitating, physical injury, restore strength cannot help him. Also, loss of strength or stamina from purely natural causes such as exposure, disease, or exertion is not repaired by restore strength. The duration is permanent in that the subject remains at his maximum strength and endurance only until he is drained (or exerts himself) again.

School
Necromancy 
Book
Spells and Magic page 165
2
SMV
Sanctify
Damage
 
Casting Time
1 turn 
Save
None 
Range
10 yards 
Duration
Special 
AoE
10 yard 0 10 yard square/priest 
Materials
 

This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests.

After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area.

Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs.

fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.

Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher.

Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6thlevel priests would give the spell a duration of 14 rounds (8+2+2+2).

Sanctify is often used in conjunction with focus to protect the grounds of a temple or encourage men defending a castle.

The material components are the priest's holy symbol and a handful of dirt from the grounds of an existing temple of the same faith.

The reverse of this spell, defile, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level.

The material components for the reverse are the priest's holy symbol and a handful of earth from a grave.

School
Conjuration/Summoning 
Book
Tome of Magic page 62
2
SMV
Silence, 15' Radius
Damage
 
Casting Time
Save
None 
Range
120 yds. 
Duration
2 rds./level 
AoE
15-ft.-radius 
Materials
 

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc.

School
Alteration 
Book
Players Hand Book page 263
2
SMV
Slow Poison
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 hr./level 
AoE
1 creature 
Materials
 

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured.

The material components of the slow poison spell are the priest's holy symbol and a bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested).

School
Necromancy 
Book
Players Hand Book page 263
2
SMV
Snake Charm
Damage
 
Casting Time
Save
None 
Range
30 yds. 
Duration
Special 
AoE
30-ft. cube 
Materials
 

When this spell is cast, a hypnotic pattern is set up that causes one or more snakes to cease all activity except a semierect, swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 1d4+2 turns; if the snakes are not torpid, but are not aroused and angry, the charm lasts 1d3 turns; if the snakes are angry or attacking, the spell lasts 1d4+4 rounds. The priest casting the spell can charm snakes whose total hit points are less than or equal to those of the priest. On the average, a 1st-level priest could charm snakes with a total of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points, etc. The hit points can be those of a single snake or those of several of the reptiles, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit point caster charming a dozen 2-hit point snakes would charm 11 of them. This spell is also effective against any ophidian or ophidianoid monster, such as naga, couatl, etc., subject to magic resistance, hit points, and so forth.

Variations of this spell may exist, allowing other creatures significant to a particular mythos to be affected. Your DM will inform you if such spells exist.

School
Enchantment/Charm 
Book
Players Hand Book page 263
2
SMV
Spiritual Hammer
Damage
 
Casting Time
Save
None 
Range
10 yds./level 
Duration
3 rds. + 1 rd./level 
AoE
Special 
Materials
 

By calling upon his deity, the caster of a spiritual hammer spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer's chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target's AC for shield and Dexterity.

As soon as the caster ceases concentration, the spiritual hammer spell ends. A dispel magic spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell.

The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.

School
Invocation/Evocation 
Book
Players Hand Book page 263
2
SMV
Withdraw
Damage
 
Casting Time
Save
None 
Range
Duration
Special 
AoE
The caster 
Materials
 

By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell.

School
Abjuration 
Book
Players Hand Book page 264
2
SMV
Wyvern Watch
Damage
 
Casting Time
Save
Negate 
Range
30 yds. 
Duration
up to 8 hrs. 
AoE
10-ft. radius 
Materials
 

This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the "wyvern." Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster, until freed by the spellcaster, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvernform, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvernform may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.

The material component is the priest's holy symbol.

School
Invocation/Evocation 
Book
Players Hand Book page 264
2
SMV
Zone of Truth
Damage
 
Casting Time
Save
Negate 
Range
30 yards 
Duration
1 round/level 
AoE
5-foot square/level 
Materials
 

This spell prevents creatures within the area of effect (or those who enter it) from speaking any deliberate and knowing lies. Creatures are allowed a saving throw to avoid the effects; those who fail the save are affected fully. Affected characters are aware of this enchantment; therefore, they may avoid answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. When a character leaves the area, he is free to speak as he chooses.

The spell affects a square whose sides are five feet long per level of the caster; thus, a 4th-level priest could affect a 20 foot by 20 foot square.

The material components are the priest's holy symbol and a phony emerald, ruby, or diamond.

School
Enchantment/Charm 
Book
Tome of Magic page 62
 
3
SMV
Accelerate Healing
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
1-4 days 
AoE
One creature 
Materials
 

This spell enables the affected creature to experience natural healing at twice the normal rate for 1-4 days. In other words, a person affected by accelerate healing regains 2 hit points per day of normal rest or 6 hit points per day spent resting in bed. The spell has no effect on potions of healing or other magical forms of healing.

School
Alteration 
Book
Tome of Magic page 63
3
SMV
Adaptation
Damage
 
Casting Time
Special 
Save
None 
Range
Special 
Duration
Special 
AoE
One unit of up to 200 individuals 
Materials
 

This spell can be cast in two different ways. The first, appropriate for battlefield use, has a range of 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the affected unit can fight in one specific type of terrain (specified by the caster) as if it were the favored terrain (per BATTLESYSTEM rules) for that unit.

While this spell is in effect, the unit gains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain takes precedence. The priest can cancel the spell before the duration expires if desired.

The material component is a pinch of clay dust.

The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest's deity. The casting time is 5 turns.

At the conclusion of the casting, the unit gains the benefit described above, with two main differences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the unit effectively has two favored terrains). Second, the spell endures until the next sunset. Only priests of 12th level and higher can cast this variation.

The material component is the priest's holy symbol.

School
Enchantment/Charm 
Book
Tome of Magic page 63
3
SMV
Animate Dead
Damage
 
Casting Time
1 rd. 
Save
None 
Range
10 Yds. 
Duration
Permanent 
AoE
Special 
Materials
 

This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.

The priest can animate one skeleton or one zombie for each experience level he has attained. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved.

The spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a pinch of bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently.

School
Necromancy 
Book
Players Hand Book page 265
3
SMV
Astral Window
Damage
 
Casting Time
Save
None 
Range
5 yards 
Duration
2 rounds/level 
AoE
10'x10' area 
Materials
 

When this spell is cast, a "window" appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The astral window ranges in size from one square foot up to a 10'x10' square, at the caster's choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends.

By stating a subject's name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell's duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location.

The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however.

Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster's arm or searching tongue).

By casting the astral window spell, a character who subsequently casts the 7th-level astral spell may choose to arrive in the Astral plane at the place shown in the window.

School
Divination 
Book
Tome of Magic page 63
3
SMV
Caltrops
Damage
 
Casting Time
1 turn 
Save
None 
Range
20 yards/level 
Duration
1 turn/level 
AoE
Special 
Materials
 

This spell allows a priest to plant a section of ground with magically created caltrops.

The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents damage to infantry units.

Each time a unit moves into a planted area, the unit suffers an attack of AD4 (for infantry caltrops) or AD6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area.

This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.).

Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear.

Unlike normal caltrops, a region sown with magical caltrops cannot be "swept" clear; the magical caltrops remain in place until the spell terminates.

The material component is a golden caltrop.

School
Invocation/Evocation 
Book
Tome of Magic page 63
3
SMV
Choose Future
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 round 
AoE
One creature 
Materials
 

In the round immediately following the casting of this spell, the affected creature is allowed two rolls for any normal attack roll, initiative roll, or saving throw. The affected creature can then choose the roll he prefers.

For example, a priest casts choose future on a warrior companion. In the next round, the warrior attacks an enemy with his sword. The warrior makes two attack rolls instead of one, then chooses which roll will determine the outcome of his attack.

The material components are two grains of sand and a rose petal.

School
Divination 
Book
Tome of Magic page 64
3
SMV
Continual Light
Damage
 
Casting Time
Save
Negate 
Range
120 yds. 
Duration
Permanent 
AoE
60-ft. radius 
Materials
 

This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures with penalties in bright light suffer them in this spell's area of effect. As with the light spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs.

spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature's visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.

Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a continual light spell against a similar or weaker magical darkness cancels both.

This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.

The reverse spell, continual darkness, causes complete absence of light (pitch blackness), similar to the darkness spell but of greater duration and area.

School
Alteration 
Book
Players Hand Book page 266
3
SMV
Create Food & Water
Damage
 
Casting Time
1 turn 
Save
None 
Range
10 Yds. 
Duration
Special 
AoE
1 cu. ft./level 
Materials
 

When this spell is cast, the priest causes food and water to appear. The food thus created is highly nourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or one horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a purify food and water spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell create water. For each experience level the priest has attained, 1 cubic foot of food or water is created by the spell. For example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot of water.

School
Alteration 
Book
Players Hand Book page 266
3
SMV
Cure Blindness or Deafness
Damage
 
Casting Time
1 rd. 
Save
Special 
Range
Touch 
Duration
Permanent 
AoE
1 creature 
Materials
 

By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease.

Its reverse, cause blindness or deafness, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results.

A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.

School
Abjuration 
Book
Players Hand Book page 266
 
3
SMV
Cure Disease
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 creature 
Materials
 

This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.

The reverse of the cure disease spell is cause disease. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical: Debilitating: The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.

Fatal: This wasting disease is effective immediately. Infected creatures receive no benefit from cure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.

The inflicted disease can be cured by the cure disease spell. Lycanthropy cannot be caused.

School
Abjuration 
Book
Players Hand Book page 267
3
SMV
Detect Spirits
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn + 1 turn/level 
AoE
10 x 60 ft. path 
Materials
 

This divination reveals the presence of disembodied or noncorporeal spirits of all types, including wraiths, ghosts, spectres, astrally-projecting creatures, characters or monsters employing magic jar or possession, and (of course) animal spirits and spirits of nature. Characters or monsters who are simply invisible, phased, or ethereal do not count as spirits, since they are physically present in the flesh despite their unusual status. The caster detects spirits in a path 10 feet wide and 60 feet long; any within the area of effect are revealed in their preferred form or appearance for all to see. Simply detecting a spirit doesn't give the caster any special ability to communicate with or attack the entity.

The material component for this spell is a small pendant of copper wire worth at least 20 gp.

School
Divination 
Book
Spells and Magic page 167
3
SMV
Dictate
Damage
 
Casting Time
Save
Negate 
Range
30 yds. 
Duration
1 rd./level 
AoE
Up to 6 creatures in a 20-ft. cube 
Materials
 

Originally developed by the Harmonium faction of the Outer Planes, this useful spell has come into more widespread use in recent years. While the spell is available as a 2nd-level enchantment for members of the Harmonium, the general version is not quite as efficient and is considered a 3rd-level spell.

The dictate spell is an improved version of command, affecting up to 6 creatures in a 20-foot cube. The caster is not limited to a single word and can issue an order of no more than a dozen words in length. All the specified targets who fail their saving throws must attempt to obey the caster's instructions. For example, a priest could issue a dictate such as "Stay here until I return," "Throw down your weapons," or "Seize that elf!" The subjects will continue to obey non-immediate orders for up to one round per experience level of the caster.

Subjects who cannot understand the caster are not affected, so characters who do not understand the caster's language are immune to this spell. In addition, the order must Detect Spirits Dictate create an immediate and obvious course of action for the subject; a dictate to "Die!" or "Feel sorry for him!" would simply cause the subject to stand still in confusion for one round. Poorly worded or confusing commands grant the subjects a +1 to +4 bonus on their saving throws at the DM's discretion. Similarly, if after the subject fails his saving throw he is given an obviously self-destructive dictate, the subject simply loses his next round as he fights off the compulsion.

School
Enchantment/Charm 
Book
Spells and Magic page 167
3
SMV
Dispel Magic
Damage
 
Casting Time
Save
None 
Range
60 yds. 
Duration
Special 
AoE
30-ft. cube or 1 item 
Materials
 

When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows: First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).

Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.

A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword.

Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option.

Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.

Summary of Dispel Effects Source of Effect Resists As Result of Dispel Caster None Dispel automatic Other caster/ Level/HD of Effect negated innate ability other caster Wand 6th level Effect negated Staff 8th level Effect negated Potion 12th level Potion destroyed Other magical item 12th, unless special * Artifact DM discretion DM discretion * Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.

School
Abjuration 
Book
Players Hand Book page 267
3
SMV
Efficacious Monster Ward
Damage
 
Casting Time
Save
Negate 
Range
30 yards 
Duration
1 round/level 
AoE
10-foot cube/level 
Materials
 

This spell prevents monsters of 2 or fewer Hit Dice from entering the area of effect.

Such creatures are allowed a saving throw; success indicates that they avoid the spell's effects and are able to enter the area of effect.

The spell affects a cubic area whose sides equal the caster's level times 10 feet (for example, a 9th-level caster could affect an area equal to a 90' x 90'x 90' cube).

Monsters within the area of effect when the spell is cast are not affected; however, when they leave the area of effect, they cannot return. Monsters outside the area of effect can hurl rocks, spears, and other missile weapons at targets inside and can also cast spells into the warded area.

The material components are the priest's holy symbol and a pinch of salt.

School
Abjuration 
Book
Tome of Magic page 65
3
SMV
Emotion Control
Damage
 
Casting Time
Save
Special 
Range
10 yards 
Duration
1 round/level 
AoE
One creature/5 levels of the caster within a 20' cube 
Materials
 

This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.

The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. While emotion control is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts emotion control, he designates the false emotion he wishes to be revealed.

This use of emotion control also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.

If another character casts emotion read, ESP, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest's true emotion.

The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell emotion). Some typical emotions follow, but the DM may allow other similar effects.

Courage: The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) fear.

Fear: The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.

Friendship: The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the DMG ) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.

Happiness: The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked.

Happiness counters (and is countered by) sadness.

Hate: The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.

Hope: The subject's morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.

Hopelessness: The subject's morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.

Sadness: The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty.

The subject's chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.

All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell.

The material component for both versions of the spell is a small bunch of fleece or uncarded wool that is consumed in the casting.

School
Enchantment/Charm 
Book
Tome of Magic page 65
3
SMV
Etherealness
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn + 1 rd./level 
AoE
The caster 
Materials
 

This spell resembles the 5th-level wizard spell etherealness in many respects, but there are a few important differences. First, the priest may not leave the Border Ethereal and venture into the Deep Ethereal; therefore, at the end of the spell's duration, he must return to the Prime Material Plane whether he wants to or not. Secondly, the priest may not use this spell on an unwilling target and can only make another creature ethereal if the subject is willing and in physical contact with the priest when the spell is cast. Besides himself, the caster can bring one creature per two experience levels (three at 5th, four at 7th, five at 9th, and so on) to the Ethereal Plane. Even if the priest abandons his charges in the Border Ethereal, the stranded characters will automatically materialize when the spell ends.

While ethereal, the priest cannot be detected by any means short of a true seeing or detect phase spell. He perceives his surroundings as misty, gray, and otherworldly. No action he takes can affect the physical world, but he can pass through walls, doors, and other solid objects without hindrance. The priest can choose to end the spell voluntarily at any time, materializing in the physical world in one round. If the caster occupies a solid object when the spell ends, he is hurled into the Deep Ethereal and stranded in a catatonic stupor until he can be rescued.

School
Alteration 
Book
Spells and Magic page 167
3
SMV
Extradimensional Detection
Damage
 
Casting Time
Save
None 
Range
Duration
1 round/level 
AoE
One 10'-wide path, 60 feet long 
Materials
 

When extradimensional detection is cast, the priest detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60 arc each round, or may move slowly while the spell is in effect to change the sweep of the detection.

Extradimensional spaces include those created by spells such as rope trick and those contained within such items as bags of holding and portable holes. The priest does not automatically know the size of the space or its source.

This spell detects interplanar gates and the "gate" opened by the spell extradimensional folding.

The spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of solid metal, or one yard or more of solid wood.

School
Divination 
Book
Tome of Magic page 66
3
SMV
Feign Death
Damage
 
Casting Time
1/2 
Save
None 
Range
Touch 
Duration
1 turn + 1 rd./level 
AoE
Person touched 
Materials
 

By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death--being crushed under a landslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.

Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.

School
Necromancy 
Book
Players Hand Book page 267
 
3
SMV
Fortify
Damage
 
Casting Time
1 round 
Save
None 
Range
60 yds. 
Duration
Permanent 
AoE
10 ft. cube/2 levels 
Materials
 

By means of this spell, the priest prepares an area as a defensive position. Fortify may be used to prepare an open outdoors area such as a field, road, or grassland, or a rough or broken outdoors area such as a hillside, forest, or boulder-fall. Large rooms or chambers such as a cavern or a great hall may be fortified as well. The exact effects of the spell depend on the nature of the site to be fortified.

A. Open Outdoors Site: A rampart or dike of earth and loose stone rises from the ground along the perimeter of the site, leaving a shallow ditch on the outward face.

Creatures defending the dike receive 50% cover against missile fire (+4 bonus to AC), or 25% cover (+2 bonus) if they expose themselves by engaging in melee combat or firing missiles out of the dike. Attackers cannot charge, run, or sprint over the ditch-and-dike.

Large, open rooms or chambers with few features may fall into this category.

B. Rough Outdoors Site: Loose stones and boulders, deadwood, and patches of dense briars are arranged to form a defensible wall or rampart along the perimeter of the area of effect. Characters hiding behind the wall receive 75% cover (+7 bonus to AC), or 50% cover if they expose themselves by firing missiles or defending the wall. In hand-to-hand combat, the wall's defenders receive a +1 bonus to attack rolls; man-sized attackers must spend one full round in climbing over the wall in order to enter the fortified area. Natural caverns and large, cluttered chambers fall into this category, as well.

C. Marshy or Low-lying Site: In areas such as swamp, marsh, bog, or tundra, fortify cannot raise a wall or dike to cover the defenders. Instead, the spell creates a water-filled ditch around the perimeter of the area of effect. This ditch is 10 feet wide and 2 to 4 feet deep; most creatures require 1 full round to negotiate the ditch, and defenders gain a +1 bonus to attack rolls against enemies who are wading the ditch or climbing up the other side.

The fortifications are permanent, although erosion, weathering, and excavations, clearing, or filling can quickly raze the site, returning it to its original state. The material component is the shell of a snail dusted with 100 gold pieces worth of diamond powder.

In Battlesystem rules, fortify provides a defending unit with a +2 bonus to its AR against missile and melee attacks, but no bonus against missile attacks in marshy or low-lying areas.

School
Alteration 
Book
Spells and Magic page 167
3
SMV
Glyph of Warding
Damage
 
Casting Time
Special 
Save
Special 
Range
Touch 
Duration
Until discharged 
AoE
Special 
Materials
 

A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box.

The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph.

Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster's religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded.

When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster's total square footage. Thus, a 6th-level caster could place a glyph on a 6-foot x 6-foot square, a 4-foot x 9-foot rectangle, a 2-foot x 18- foot band, or a 1-foot by 36-foot strip. When the spell is completed, the glyph and tracery become invisible.

The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth).

Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by onehalf or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-traps skill.

The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.

School
Abjuration 
Book
Players Hand Book page 268
3
SMV
Hold Poison
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 day/level 
AoE
Creature touched 
Materials
 

This spell is an improved version of slow poison, with a duration measured in days rather than hours. When cast upon a victim who has been poisoned by any means, hold poison arrests the venom and prevents it from doing any additional damage to the victim. (In most cases, the spell must be cast during the poison's onset time in order to be effective.) Damage that has already been inflicted is not restored, but as long as the hold poison is in effect, the victim can be cured or healed of damage caused by poison by any normal means.

This spell can be used to indefinitely postpone the onset of a poison if the caster chooses to continue to cast it on the poisoned character before the previous hold poison wears off. However, each time a new hold poison is used to stop the venom's advance for another few days, there is a 2% cumulative chance that the spell fails and the poison runs Hold Poison its course. Evil priests have been known to deliberately poison a person and then use this spell to grant the victim a stay of death for a few days. This can be an extremely effective threat if the victim doesn't have access to a neutralize poison spell.

The material component is the priest's holy symbol and a bud of garlic, crushed and smeared on the injury (or eaten if the poison was ingested).

School
Necromancy 
Book
Spells and Magic page 169
3
SMV
Invisibility Purge
Damage
 
Casting Time
1 turn 
Save
None 
Range
30 yards 
Duration
1 turn/level 
AoE
10-foot square/priest 
Materials
 

All invisible creatures who enter an area enchanted with invisibility purge instantly become visible. Invisibility -related spells do not take effect within the boundaries of the enchanted area, and magical devices such as potions of invisibility do not function.

Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carried into the warded area also become visible.

Invisible creatures or persons within the area of effect when invisibility purge is cast remain invisible; however, if such creatures exit the area of effect and later re-enter, they instantly become visible. Such creatures also lose any natural ability to turn invisible as long as they remain within the area of effect.

A creature who consumes a potion of invisibility outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect; if the duration of the potion of invisibility has not yet expired when he exits the area of effect, he becomes invisible again outside the area.

Creatures who are invisible in their natural state or have no visible form (such as invisible stalkers) are not affected by this spell.

The material components are the priest's holy symbol and a silver mirror no more than three inches in diameter.

The invisibility purge can be cast as a cooperative magic spell. The potency of this spell can be increased if several priests cast it at the same time. The duration of the spell is then equal to one turn per level of the most powerful priest, plus one turn for every contributing priest. Each priest also increases the area of effect by one 10'x 10' square (these areas must be contiguous). Thus, a 9th-level priest and two 5th-level priests could create a 30'x 10' invisibility purge area having a duration of 11 turns.

School
Abjuration 
Book
Tome of Magic page 67
3
SMV
Line of Protection
Damage
 
Casting Time
1 round 
Save
Negate 
Range
Duration
1 round/level 
AoE
30-yard line 
Materials
 

This cooperative spell requires at least two priests to cast the spell simultaneously.

During the casting, the priests determine whether the line will be stationary or portable.

If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at each end of the line, thereby anchoring it.

After the spell is cast, a shimmering field of force appears between the two anchors (the sigils or priests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the translucent field, while recognizable, are hazy and indistinct.

The field causes 1d3 points of damage to all creatures passing through it; evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw suffer no damage. Creatures that can fly over the field, burrow under it, or teleport to the other side are immune to damage.

If the spell is cast in its portable form, the priests can move at half their movement rates (limited to the rate of the slower priest). The priests can take no other action, since all their energy is spent in walking and maintaining the field.

Once created, the field cannot be increased or decreased in length and must remain straight. The priests could maneuver by pivoting, but could not walk toward each other or bend the field around a corner. If the line of sight between the two priests is blocked by any object of greater than 5' diameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.

As a cooperative spell, several priests can link together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four priests could form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined above. The DM may apply movement penalties depending on the complexity of the pattern.

The material components are the priests' croziers, staves, or religious standards, held aloft by each caster.

The reverse of this spell, line of destruction, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.

School
Abjuration 
Book
Tome of Magic page 67
3
SMV
Locate Object
Damage
 
Casting Time
1 turn 
Save
None 
Range
60 yds. + 10 yds./level 
Duration
8 hrs. 
AoE
1 object  
Materials
 

This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.

The casting requires the use of a piece of lodestone.

The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.

Neither application of the spell affects living creatures.

School
Divination 
Book
Players Hand Book page 268
3
SMV
Magical Vestment
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Duration
5 rds./level 
AoE
The caster 
Materials
 

This spell enchants the caster's vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.

The material components are the vestment to be enchanted and the priest's holy symbol, which are not expended.

School
Enchantment/Charm 
Book
Players Hand Book page 269
3
SMV
Negative Plane Protection
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
Special 
AoE
1 creature 
Materials
 

This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained.

An attacking undead creature suffers 2d6 points of damage from the positive energy; a draining wizard or weapon receives no damage.

This protection is proof against only one such attack, dissipating immediately whether or not the saving throw was successful. If the saving throw is failed, the spell recipient suffers double the usual physical damage, in addition to the loss of experience or Strength that normally occurs. The protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Energy plane.

School
Abjuration 
Book
Players Hand Book page 269
3
SMV
Prayer
Damage
 
Casting Time
Save
None 
Range
Duration
1 rd./level 
AoE
60-ft. radius 
Materials
 

By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once.

The priest needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.

School
Conjuration/Summoning 
Book
Players Hand Book page 270
 
3
SMV
Remove Curse
Damage
 
Casting Time
Save
Special 
Range
Touch 
Duration
Permanent 
AoE
Special 
Materials
 

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.

The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)--roll each round.

It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a bestow curse spell must be touched.

If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

School
Abjuration 
Book
Players Hand Book page 270
3
SMV
Remove Paralysis
Damage
 
Casting Time
Save
None 
Range
10 yds./level 
Duration
Permanent 
AoE
1d4 creatures in 20-ft. cube 
Materials
 

By the use of this spell, the priest can free one or more creatures from the effects of any paralyzation or from related magic (such as a ghoul touch, or a hold or slow spell). If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be affected, or the spell fails and is wasted.

School
Abjuration 
Book
Players Hand Book page 271
3
SMV
Repair Injury
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
Instantaneous 
AoE
Creature touched 
Materials
 

Repair injury is intended for use in campaigns featuring the critical hit or critical strike rules. This spell addresses one specific injury or wound (see Chapter 8). It can be used to knit a broken bone, alleviate the swelling and pain of a sprain or a twist, or repair soft-tissue damage such as an injured eye, ear, or a severed tendon. If used as a simple curing spell, repair injury restores 1d10+1 hit points to the injured character, but if used to address the effects of a specific injury, repair injury automatically removes one grazed, struck, injured, or broken condition, and alleviates any combat, movement, or maximum hit point penalties associated with the injury in question. The spell does not restore any lost hit points to the victim, other than the 1d10+1 that are incidental to the working of the spell.

Beran, a fighter with 44 hit points, is struck by an ogre's club. The blow inflicts 12 points of damage, but Beran also suffers a broken hip. This injury will reduce him to a maximum of 25% of his normal total, so Beran's current hit points drop from 32 to 11 after the battle ends. In addition, he is not capable of moving or attacking due to the effects of the injury.

When the smoke clears, Talmos the priest comes to Beran's aid. Using repair injury, he knits Beran's broken hip. The spell cures 6 hit points in the process. Beran no longer suffers the movement or attack penalties for a broken hip and has 17 hit points to his credit. With time or additional healing, he can regain his normal total of 44.

Repair injury is also helpful in dealing with wounds that fall in the crushed, shattered, or destroyed category. This spell reduces the severity of the injury to the broken level, which means it heals as if it were 20d6 lost hit points. Only one repair injury can be used on any given wound, so a character with a shattered knee could still require a lot of time to recover after an application of this spell.

Severed limbs, destroyed eyes or ears, and ability score losses caused by injuries cannot be healed by this spell. Repair injury is the equivalent of cure serious wounds for the purpose of slowing or stopping bleeding.

School
Necromancy 
Book
Spells and Magic page 169
3
SMV
Speak With Dead
Damage
 
Casting Time
1 turn 
Save
Special 
Range
Duration
Special 
AoE
1 creature 
Materials
 

Upon casting a speak with dead spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.

A dead creature of different alignment or of higher level or Hit Dice than the caster's level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM's option, the casting of this spell on a given creature might be restricted to once per week.

The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.

Caster's Level Max. Length Time No. of of Experience of Time Dead Questioned Questions 1-7 1 week 1 round 2 7-8 1 month 3 rounds 3 9-12 1 year 1 turn 4 13-15 10 years 2 turns 5 16-20 100 years 3 turns 6 21+ 1,000 years 1 hour 7

School
Necromancy 
Book
Players Hand Book page 271
3
SMV
Squeaking Floor
Damage
 
Casting Time
3 rounds 
Save
None 
Range
30 yards 
Duration
1 hour/level 
AoE
10-foot square/level 
Materials
 

A surface affected by squeaking floors squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster's level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long).

The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds.

Characters who successfully move silently reduce the radius of the noise to 50 feet.

Those able to fly or otherwise avoid direct contact with the affected surface will not activate the squeaking floor.

The material component is a rusty iron hinge that squeaks when moved.

School
Invocation/Evocation 
Book
Tome of Magic page 70
3
SMV
Thief's Lament
Damage
 
Casting Time
Save
Negate 
Range
10 yards/level 
Duration
1 hour/level 
AoE
5-foot cube/level 
Materials
 

A thief entering an area enchanted with thief's lament suffers a great reduction in his thieving skills. The thief is allowed a saving throw to resist the effects of the spell; failure indicates that he suffers the full effects of the lament. All attempts to pick pockets, open locks, find/remove traps, move silently, detect noise, climb walls, and hide in shadows are reduced by 25% (although a skill cannot be reduced below 5%, presuming the character has at least a score of 5% in any skill).

The spell affects a cube whose sides equal the caster's level times five feet (a 10thlevel caster could affect a cube whose sides equal 50 feet).

The material components are the priest's holy symbol and a silver key.

School
Alteration 
Book
Tome of Magic page 72
3
SMV
Unearthly Choir
Damage
 
Casting Time
Save
1/2 
Range
Duration
Instantaneous 
AoE
Special 
Materials
 

This cooperative spell requires at least three priests casting the spell simultaneously.

At the time of casting, the priests must be within 10 feet of each other. Upon completion of the spell, the priests sing a single, dissonant chord. The result of the spell depends on the number of voices in the choir.

Trio. In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws.

Quartet. With four voices, the spell has the same area of effect as described above.

However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw.

Quintet. Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (saving throw for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable goods must save vs. fall or be shattered.

Ensemble. An ensemble of singers consists of six to ten priests. In this case, the area of effect increases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer 1d4 points of damage per priest and are deafened for 1d4 rounds.

A successful saving throw vs. spell reduces the damage and duration of deafness by half.

Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, tables, chairs, etc.) must save vs. crushing blow or be shattered.

Choir. The most powerful group, a choir, requires eleven or more priests. In this case, the area of effect expands to a cone 300 feet long and 100 feet wide at the base. All within the area of effect suffer 1d6 points of damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the damage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per four priests in the choir). Doors, chests, and other breakable items are instantly shattered.

School
Invocation/Evocation 
Book
Tome of Magic page 73
3
SMV
Unfailing Premonition
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn + 2 rds./level 
AoE
The caster 
Materials
 

By anticipating possible futures and outcomes of the caster's actions, this spell provides the character with a temporary sixth sense or feel for danger. The spell operates on a subconscious level, and the caster receives strong intuitive impulses when he contemplates courses of action that may bring immediate physical injury or harm to him.

For example, if the priest was about to open a trapped chest, the unfailing premonition would create a flash of insight or a gut feeling telling him that he shouldn't do so.

Similarly, opening a door that leads into the lair of a ferocious troll may also trigger the spell's warning. Threatening a NPC who is likely to respond by drawing a weapon and attacking the PC would create a warning, but threatening a NPC who will get even with the priest in an hour or two will not trigger the premonition.

The unfailing premonition is also quite useful in combat, as long as the priest obeys his instincts and ducks, dodges, or withdraws when his subconscious tells him to.

While the spell is in effect, the priest gains a +2 bonus to his Armor Class and saving throws, but in any given round there is a 25% chance that he will have to forego his intended action in order to obey the spell's warning impulses.

The premonition only works on actions undertaken by the priest himself. If his companion is about to pull a mysterious lever that will drop a 10-ton block of stone on the priest, he receives no warning.

School
Divination 
Book
Spells and Magic page 170
3
SMV
Zone of Sweet Air
Damage
 
Casting Time
3 rounds 
Save
None 
Range
10 yards/level 
Duration
1 turn/level 
AoE
10-foot cube/level 
Materials
 

Zone of sweet air creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a stinking cloud). The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally.

If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required.

The spell affects a cube whose sides equal the caster's level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long).

The material components are the priest's holy symbol, a silk handkerchief, and a strand of spider web.

School
Abjuration 
Book
Tome of Magic page 73
 
3
SMV
Zweihard's Grips
Damage
 
Casting Time
Special 
Save
None 
Range
Touch 
Duration
1 week / level 
AoE
1 weapon 
Materials
Blessed Leather 

This spell imbues a weapon with a greater bless spell, granting +1 to hit and saves as per the bless spell, lasting for 1 week per caster level.

This spell does not stack with bless or aid.

The leather used must be harvested by the cleric and be of superior quality, and must be integrated into the weapon somehow: e.g. wrapped in the handle.

School
Enchantment/Charm 
Book
PHB page 00
4
SMV
Abjure
Damage
 
Casting Time
1 rd. 
Save
Special 
Range
10 Yds. 
Duration
Special 
AoE
1 creature 
Materials
 

This spell can send an extraplanar creature back to its own plane of existence. The spell fails against entities of demigod status or greater, but their servants or minions can be abjured. If the creature has a specific (proper) name, it must be known and used. Any magic resistance of the subject must be overcome, or the spell fails. The priest has a 50% chance of success (a roll of 11 or better on 1d20). The roll is adjusted by the difference in level or Hit Dice between the caster and the creature being abjured; the number needed is decreased if the priest has more Hit Dice and increased if the creature has more Hit Dice.

If the spell is successful, the creature is instantly hurled back to its own plane. The affected creature must survive a system shock check. If the creature does not have a Constitution score, the required roll is 70% + 2%/Hit Die or level. The caster has no control over where in the creature's plane the abjured creature arrives. If the attempt fails, the priest must gain another level before another attempt can be made on that particular creature.

The spell requires the priest's holy symbol, holy water, and some material inimical to the creature.

School
Abjuration 
Book
Players Hand Book page 273
4
SMV
Age Plant
Damage
 
Casting Time
1 round 
Save
None 
Range
30 yards 
Duration
Permanent 
AoE
One plant, seed, or tree/level 
Materials
 

This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.

The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously.

Plants can be altered in age up to 10 years per level of the caster. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree's growth at a stage at which it would shelter his home.

The spell does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). Age plant has no effect on magically-generated plants or plant-type monsters.

The material components are the priest's holy symbol and the petal from an apple blossom.

School
Alteration 
Book
Tome of Magic page 74
4
SMV
Body Clock
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 hour/level 
AoE
One creature 
Materials
corn, water, glass bottle 

Body clock affects a subject in the following ways.

1) The subject's need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), he regains hit points as if he spent a complete rest. However, wizards are not able to memorize spells; "real" time must pass for this to occur.

2) The subject's need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in enclosed situations.

3) The subject can set an internal "alarm clock" to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell.

the spell has no effect on movement, spellcasing, or any other normal activities.

The material components are a kernel of corn, a drop of water, and a stoppered glass bottle.

School
Alteration 
Book
Tome of Magic page 75
4
SMV
Cure Serious Wounds
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 creature 
Materials
 

This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 2d8+1 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.

Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first. If the touch is successful, 2d8+1 points of damage are inflicted.

School
Necromancy 
Book
Players Hand Book page 275
4
SMV
Detect Lie
Damage
 
Casting Time
Save
Negate 
Range
30 yds. 
Duration
1 rd./level 
AoE
1 creature 
Materials
 

A priest who casts this spell is immediately able to determine if the subject creature deliberately and knowingly speaks a lie. It does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The subject receives a saving throw vs. spell, which is adjusted only by the Wisdom of the caster--for example, if the caster has a Wisdom of 18, the subject's saving throw roll is reduced by 4 (see Table 5: Wisdom).

The material component for the detect lie spell is one gp worth of gold dust.

The spell's reverse, undetectable lie, prevents the magical detection of lies spoken by the creature for 24 hours.

The reverse requires brass dust as its material component.

School
Divination 
Book
Players Hand Book page 275
4
SMV
Dimensional Anchor
Damage
 
Casting Time
Save
None 
Range
10 yds./level 
Duration
1 turn + 1 rd./level 
AoE
1 creature 
Materials
 

When a priest casts this spell, a green ray springs from his outstretched hand and unerringly strikes a creature within line of sight and the range of the spell, covering the subject with a shimmering emerald field that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include blinking, dimension door, etherealness, gate, phasing, plane shift, maze, shadow walk, teleportation, and similar spell-like or psionic abilities. The field persists for one turn plus one round per caster level and has no effect other than blocking extradimensional travel. The dimensional anchor does not interfere with the movement of creatures in astral form, nor does it block extradimensional perception or attack forms such as a basilisk's gaze.

School
Alteration 
Book
Spells and Magic page 171
4
SMV
Divination
Damage
 
Casting Time
1 turn 
Save
None 
Range
Duration
Special 
AoE
Special 
Materials
 

A divination spell is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a one-week period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific piece of advice.

For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight), the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it).

The base chance for a correct divination is 60%, plus 1% for each experience level of the priest casting the spell. The DM makes adjustments to this base chance considering the actions being divined (if, for example, unusual precautions against the spell have been taken). If the dice roll is failed, the caster knows the spell failed, unless specific magic yielding false information is at work.

The material components of the divination spell are a sacrificial offering, incense, and the holy symbol of the priest. If an unusually important divination is attempted, sacrifice of particularly valuable gems, jewelry, or magical items may be required.

School
Divination 
Book
Players Hand Book page 275
4
SMV
Fire Purge
Damage
 
Casting Time
1 turn 
Save
None 
Range
10 yards/level 
Duration
1 turn/level 
AoE
10-yard square/priest 
Materials
 

An area enchanted with fire purge is protected against all types of normal and magical fires. Normal fires (including camp fires, torches, and oil fires) cannot burn in the area of effect. Magical fires (including fiery dragon breath, other creature-generated fires, and spell-related fires such as burning hands and fireball) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +4 bonus to saving throws made vs. fire attacks, regardless of whether the attacks originate inside or outside the warded area.

Fire purge has no effect on fires that are within the area of effect when the spell is cast, (i.e., it does not extinguish existing fires).

The material components are the priest's holy symbol and a scorched sliver of wood.

Fire purge can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 1 turn per level of the most powerful priest plus 1 turn for every other contributing priest. The area of effect is a square whose sides equal the number of priests times 10 yards (thus, six priests could create a 60-yard by 60-yard square of protection).

School
Abjuration 
Book
Tome of Magic page 78
 
4
SMV
Focus
Damage
 
Casting Time
1 day 
Save
None 
Range
10 feet 
Duration
Special 
AoE
Special 
Materials
 

This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy.

This spell creates that focus. A focus cannot function without a source of devotional energy.

The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the focus immediately fails.

Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival.

Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by detect magic. There are three basic types of foci: site, item, and living.

Site foci are connected to a place, whether a room, building, field, or forest. Once cast, the foci cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.

Item foci are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical.

The item can be as elaborate or plain as desired, but should have some significance to the religion.

Living foci are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. Detect charm reveals the person is somehow enchanted, although not under the influence of a typical charm spell.

The type of focus created (site, item, or living) depends on the religion and nature of the spell amplified. These choices are listed in Table 3: Focused Spell Effects.

Casting the focus spell is a long and complicated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest will need the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must also be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions.

The duration of the focus is one year. If the devotional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be maintained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely.

Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on Table 3.

Table 3: FOCUSED SPELL EFFECTS Possible Focus Spell Type Anti-animal shell S/I/L Anti-plant shell S/I/L Bless S/I Control temperature, 10' radius S* Control winds S/I* Cure disease I/L Cure blindness or deafness I/L Detect poison S/I Detect lie I Detect magic I Dispel evil S/I Endure cold/endure heat S* Know alignment I/L Negative plane protection S/I Protection from evil S/I Protection from lightning S Protections from fire S Purify food and drink I Remove fear S/I/L Remove curse I Repel insects S/I Resist fire/resist cold S Speak with animals S/I/L Tongues S/I True seeing S * The caster must state a desired range (temperature, wind strength, etc.) within the spell's normal limitations at the time it is cast.

Once the spell is cast, the normal duration and area of effect for that spell are ignored.

The focus begins to increase these factors of the spell's power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails.

The area affected by the focus (and its amplified spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can deliberately be created smaller. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter.

The material components are many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials is never less than 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones must be obtained each time the spell is cast.

School
Invocation/Evocation 
Book
Tome of Magic page 79
4
SMV
Fortify
Damage
 
Casting Time
Save
None 
Range
Duration
Special 
AoE
Creature touched 
Materials
 

This is a simple cooperative magic spell. Only one priest can cast the spell, but like mystic transfer, another priest is required for the spell to have any effect. Through this spell, the priest improves the quality of another priest's healing spells.

For the fortify spell to work, it must be cast simultaneously with a cure light wounds, cure serious wounds, or cure critical wounds. The priest casting fortify must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. Fortify automatically causes the cure spell to function at maximum effect. Thus, a cure serious wounds would automatically heal 17 points of damage and a cure critical wounds would heal 27 points of damage.

The material component is the priest's holy symbol.

School
Necromancy 
Book
Tome of Magic page 80
4
SMV
Join With Astral Traveler
Damage
 
Casting Time
1 turn 
Save
None 
Range
Duration
Special 
AoE
The caster 
Materials
 

When a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting join with astral traveler, a priest can cause his own astral body to leave his physical body in suspended animation. His astral body then travels along the silver cord of the originally projected priest. The caster joins the projected priest as if he were part of the original casting of the astral spell; i.e., his own silver cord is connected to the priest's silver cord, and he is dependent upon the originally projected priest.

A priest who casts the 7th-level astral spell can project as many as seven other creatures along with himself. However, priests casting join with astral traveler are an exception to this limit. Any number of priests may join another priest in the Astral plane by use of this spell.

School
Alteration 
Book
Tome of Magic page 81
4
SMV
Neutralize Poison
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 creature or 1 cu. ft. of substance/2 levels 
Materials
 

By means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.

The reversed spell, poison, likewise requires a successful attack roll, and the victim is allowed a saving throw vs. poison. If the latter is unsuccessful, the victim is incapacitated and dies in one turn unless the poison is magically neutralized or slowed.

School
Necromancy 
Book
Players Hand Book page 277
4
SMV
Omniscient Eye
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn + 1 rd./level 
AoE
The caster 
Materials
 

This divination enhances the caster's vision by allowing him to see through any normal or magical darkness, fog, or mist to a range of 60 feet. In addition, the caster has a chance of piercing magical illusions, blending, and invisibility equal to 70% plus 1% per level of experience, less 2% per spell level. For example, a 7th-level priest has a 70% + 7% - 4%, or 73% chance, to spot a wizard concealing himself by using the 2nd-level spell invisibility.

Unlike the 5th-level spell true seeing, the omniscient eye does not grant the caster the ability to perceive secret doors, traps, lost or misplaced objects, or creature alignments; it simply ensures that the caster can see the surroundings as they would appear without the interference of weather, lighting, or illusionary magic. Thus, the omniscient eye can be deceived by careful camouflage, concealment, or other purely physical precautions. Other phenomena that may bypass this spell's power include psionic invisibility, true transparency, or extradimensional objects or creatures.

The material component of this spell is a special ointment for the eyes that is composed of rare powders and herbs. The ointment costs at least 100 gold pieces for a single application.

School
Divination 
Book
Spells and Magic page 171
4
SMV
Protection From Evil, 10...
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 turn/level 
AoE
10-ft. radius 
Materials
 

The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater.

The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.

The reverse, protection from good, 10

School
Abjuration 
Book
Players Hand Book page 278
4
SMV
Spell Immunity
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
1 rd./level 
AoE
1 creature 
Materials
 

By means of this spell, the priest renders a creature touched immune to the effects of a specified spell of 4th level or lower. It protects against spells, spell-like effects of magical items, and innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type.

The spell has several additional limitations. First, the caster must have directly experienced the effect of the specified spell. For example, if the caster has been attacked by a fireball spell at some time, he can use the spell immunity spell to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell.

The material component for spell immunity is the same as that for the spell to be protected against.

School
Abjuration 
Book
Players Hand Book page 279
4
SMV
Suspended Animation
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Special 
AoE
Creature touched 
Materials
 

By using this spell, the caster can place one willing subject in a state of suspended animation. The victim's breathing, heartbeat, and other vital processes slow to the point of nonexistence, although he or she seems to be deeply asleep, not dead. A caster of 7th to 10th level can maintain the suspended animation for up to one week plus one day per level; a caster of 11th to 15th level can maintain the state for up to one month plus one week per level; and a caster of 16th level or higher can place someone in suspended animation for one year plus one month per level.

This spell has many useful applications. First, all bodily or mental afflictions become quiescent during the victim's slumber. Poison, insanity, and many curses (lycanthropy, geas, and mummy rot included) can be arrested, if not cured, and have no effect on the subject while he sleeps. Of course, if the spell is broken prematurely, all the conditions that were halted by the spell will start once again. Second, the subject requires no food or water, but he still needs air and dies if deprived of oxygen. Third, for every month that the subject is in suspended animation, he recovers one hit point.

The caster can awaken the subject at any time within the spell's duration, although he must be in the subject's presence to do so. Optionally, the priest may pre-specify an amount of time within his normal duration or a special condition to awaken the sleeper. A condition must include a physical stimulus to the subject, such as a change in temperature, the touch of the sun, the kiss of a princess, or whatever the priest desires. If the priest maintaining the spell dies or is not able to awaken the sleeper, then the subject can be taken to another priest of the same deity to be awakened.

If the subject is attacked, he is completely helpless and can be killed by a single blow. However, if the subject is attacked without being slain for some reason, he gains a saving throw vs. spell each round to emerge from his suspended animation. The subject will be extremely groggy and disoriented if his slumber is disturbed in this fashion, suffering a -2 penalty to all die rolls for 1d6 turns, but if he awakens in the normal or prescribed fashion, he is disoriented for only one round.

Some of the drawbacks to this spell affect the casting priest. First of all, it takes all of the priest's concentration to cast and maintain this spell. This means that the priest cannot cast any other spell while a subject is being held under the influence of the suspended animation. For each week that the subject is in suspended animation, the priest loses one point of Constitution. This happens each week until the priest transfers the spell to another priest of the same alignment. Transferring this spell requires a successful saving throw vs. spell. If the saving throw is successful, then the priest who transfers the spell can start recovering Constitution at a rate of one point per hour of bedrest. If the saving throw doesn't succeed, then the priest loses another point of Constitution and cannot try to transfer the spell again for 8 hours. Either way, because of the temporary lapse of the spell, the subject will automatically lose 1 hit point each time a transfer is attempted.

The material component for this spell is a rare herb that must be prepared with exacting care. The treatment costs at least 200 gold pieces and requires 1d3 days of the priest's time and attention.

School
Necromancy 
Book
Spells and Magic page 172
4
SMV
Tongues
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn 
AoE
The caster 
Materials
 

This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.

The priest can speak one additional tongue for every three levels of experience.

The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.

School
Alteration 
Book
Players Hand Book page 280
 
4
SMV
Unfailing Endurance
Damage
 
Casting Time
1 round 
Save
None 
Range
Touch 
Duration
1 day/level 
AoE
1 creature/level 
Materials
 

This spell enhances the natural hardiness and stamina of the affected creatures by rendering them virtually immune to fatigue or exhaustion. During the casting of the spell, the caster must touch each creature to be affected. While under the spell's influence, the subjects may force march with no penalty, engage in up to 12 hours of hard labor per day with no fatigue (or up to 16 hours with moderate fatigue), and gain a +4 bonus to Strength/Stamina or Constitution/Fitness checks. In addition, the subjects gain a +4 bonus to saving throws against spells or magical effects that cause weakness, fatigue, or enfeeblement. Finally, an affected creature's fatigue rating (from Player's Option: Combat & Tactics) is doubled, and the subject gains a +4 bonus to his saving throws to recover from a fatigued or exhausted state.

School
Necromancy 
Book
Spells and Magic page 172
4
SMV
Uplift
Damage
 
Casting Time
12 hours 
Save
None 
Range
Duration
1 turn 
AoE
One priest 
Materials
 

Uplift bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster's normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.

The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character's memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character's temporary level.

The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level.

As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast raise dead. After a night's rest, each priest adds uplift to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast raise dead. At the end of one turn, the priest's abilities revert to 8th-level.

Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the uplifted character suffers 2d6 points of damage from mental exhaustion.

This damage cannot be healed by any means until the character has had at least eight hours of rest.

The material components are the priests' holy symbols and an offering worth at least 500 gp from each priest.

School
Alteration 
Book
Tome of Magic page 86
4
SMV
Weather Stasis
Damage
 
Casting Time
1 turn 
Save
None 
Range
30 yards 
Duration
1 hour/level 
AoE
10-foot cube/level 
Materials
 

Weather stasis maintains the weather conditions prevalent in the area of effect when the spell is cast. The spell affects a cube whose sides equal the caster's level times 10 feet (a 10th-level caster could affect a 100' x 100' x 100' cube).

An area protected by weather stasis is unaffected by temperature variations in the surrounding environment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the protected area. If conditions of precipitation existed in the area of effect when the spell was cast, the identical weather will continue for the duration of the spell.

For example, weather stasis is cast in an area where the temperature is 75 F. and no precipitation is falling. Half an hour later, the temperature drops to 60 degrees and rain begins to fall. The protected area remains dry and the temperature stays at 75 degrees. If the spell had been cast while rain was falling in the area of effect, rain would continue to fall for the duration of the spell, even after it stopped raining in the surrounding area.

All physical objects other than rain, snow, and hail can pass into the protected area.

All creatures and characters can move freely into and out of the area. The spell does not prevent water-based spells or water-based creatures (such as water elementals) from operating in the area.

The spell protects against both natural and magically generated weather. Night and day pass normally in the protected area, although temperature variations associated with night and day do not occur.

The material components are the priest's holy symbol and a drop of rain.

School
Abjuration 
Book
Tome of Magic page 87
5
SMV
Age Object
Damage
 
Casting Time
1 round 
Save
None 
Range
10 yards 
Duration
Permanent 
AoE
1 cubic foot/level 
Materials
 

With this spell, the caster can cause an amount of nonliving, nonmagical matter to age dramatically. Matter can be aged up to 20 years per level of the caster. The following table gives typical results of 100 years of aging for various objects, arranged in order of descending severity: Object Result of Aging diamond none silver becomes tarnished masonry cracks and weakens iron rusts and corrodes parchment cracks, turns brittle wood rots, crumbles, turns to sawdust The caster controls the extent of the aging; thus, he could age a book so its pages become yellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each additional 100 years of aging causes an increasingly severe reaction.

Thus, after 200 years, parchment might become little more than powder, while iron might begin to flake away at a touch.

Many items (especially gems) show little reaction to age. The DM must adjudicate all effects.

The material components are a flask of seawater and a piece of coal.

The reverse of this spell, youthful object, returns an object ravaged by the effects of time to its original condition; thus, rusty iron becomes strong and shiny, crumbled masonry becomes firm, and rotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster.

The material components for youthful object are a piece of eggshell and a hair from the head of a human or humanoid infant.

School
Alteration 
Book
Tome of Magic page 87
5
SMV
Anti-Plant Shell
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn/level 
AoE
15-ft. diameter 
Materials
 

The anti-plant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacking plants or vegetable creatures such as shambling mounds or treants. Any attempt to force the barrier against such creatures shatters the barrier immediately. The spell lasts for one turn for each experience level of the caster.

School
Abjuration 
Book
Players Hand Book page 281
5
SMV
Atonement
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 person 
Materials
 

This spell is used by the priest to remove the burden of unwilling or unknown deeds from the person who is the subject of the atonement. The spell removes the effects of magical alignment changes as well. The person seeking the atonement spell must either be truly repentant or not have been in command of his own will when the acts to be atoned for were committed. The DM will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell (see the quest spell). A character who refuses to accept an atonement is automatically considered to have committed a willful misdeed.

The priest needs his religious symbol, prayer beads or wheel or book, and burning incense.

School
Abjuration 
Book
Players Hand Book page 281
5
SMV
Barrier of Retention
Damage
 
Casting Time
1 turn 
Save
1/2 
Range
Special 
Duration
1 turn/level 
AoE
10'-cube/level 
Materials
 

This spell creates a one-way invisible force field around the area of effect. The spell creates one 10' x 10' x 10' cube for every level of the caster. These can be arranged into any rectangular shape the caster desires.

Intruders entering the protected area suffer no ill effects, but the barrier of retention prevents them from leaving. The spell affects all creatures who fail a saving throw vs.

spell. The caster can pass in and out of the barrier freely.

Intruders trapped by the barrier of retention can cast spells out of the barrier and can use spells such as teleport to escape the protected area. Objects cannot be hurled out of the barrier but can be carried out by an escaping creature. Dispel magic and similar spells negate the barrier.

The material component is a small cage made of silver wire. The caster must walk around the perimeter of the area of effect when casting.

School
Abjuration 
Book
Tome of Magic page 88
5
SMV
Blessed Abundance
Damage
 
Casting Time
1 round 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 cubic foot/level 
Materials
 

This spell allows a priest to duplicate a specified amount of animal or vegetable matter. Magical items and minerals (including rocks, metals, and gemstones) cannot be duplicated. Although organic materials (such as food or living plants) can be duplicated, living creatures cannot be copied by this spell.

The caster can create 1 cubic foot of material per his experience level. The material to be duplicated must be equal to or less than 1 cubic foot in size or volume. For example, a 9th-level priest can create up to 9 cubic feet of animal or vegetable matter. Using a loaf of bread 1 cubic foot in size, he can produce nine such loaves; using a bucket of apples totaling 1 cubic foot in volume, he can create nine such buckets.

The material component is the priest's holy symbol.

School
Conjuration/Summoning 
Book
Tome of Magic page 88
5
SMV
Commune
Damage
 
Casting Time
1 turn 
Save
None 
Range
Duration
Special 
AoE
Special 
Materials
 

By use of a commune spell, the priest is able to contact his deity--or agents thereof-- and request information in the form of questions that can be answered by a simple "yes" or "no." The priest is allowed one such question for every experience level he has attained. The answers given are correct within the limits of the entity's knowledge. "I don't know" is a legitimate answer, as powerful outer planar beings ar not necessarily omniscient. Optionally, the DM may give a single short answer of five words or less. The spell will, at best, provide information to aid character decisions. Entities communed with structure their answers to further their own purposes. It is probable that the DM will limit the use of commune spells to one per adventure, one per week, or even one per month, for the greater powers dislike frequent interruptions. Likewise, if the caster lags, discusses the answers, or goes off to do anything else, the spell immediately ends.

The material components necessary for a commune spell are the priest's religious symbol, holy (unholy) water, and incense. If a particularly potent commune is needed, a sacrifice proportionate with the difficulty of obtaining the information is required. If the offering is insufficient, no information or only partial information is gained.

School
Divination 
Book
Players Hand Book page 281
 
5
SMV
Consequence
Damage
 
Casting Time
1 round 
Save
None 
Range
Duration
Instantaneous 
AoE
Special 
Materials
 

This spell allows the priest to determine how one recent event fits into the "grand scheme." By casting this spell, the priest can determine whether the sequence or situation that gave rise to the specific event is complete or whether it is ongoing; whether it was a significant or insignificant event in the larger picture; or whether it will continue to have repercussions for the participants.

Using his knowledge of circumstances, the DM communicates these facts to the caster's player. This "arcane message" is normally straightforward and easy to understand, but in the case of highly complex circumstances, the message might be cryptic. In any case, the message will always be truthful.

As an example, consider a priest and his party who are on a holy quest to retrieve an item of power. On the way to the location of this item, the party is ambushed by evil creatures from the Inner Planes but manages to defeat them. Concerned that these creatures might be outlying guards protecting the item of interest, the priest casts consequence, hoping for guidance. The DM knows that these creatures have nothing to do with the quest; the encounter was coincidental. However, the surviving monsters will soon be returning with reinforcements to avenge their dead. Therefore, the DM tells the priest's player, "To your goals these have no place, but still they can cause more woe." Casting this spell "taints" subsequent castings of the same spell within a 24-hour span. A second attempt within this period always results in the same message as the first, regardless of the true situation. If a second priest casts the spell within 24 hours of another casting, he receives an accurate reading.

The material component is three special coins or dice made of platinum (total value of at least 1,000 gp), which the priest tosses in his hand while concentrating on the spell.

The coins or dice are not consumed in the casting.

School
Divination 
Book
Tome of Magic page 89
5
SMV
Cure Critical Wounds
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 creature 
Materials
 

The cure critical wounds spell is a very potent version of the cure light wounds spell.

The priest lays his hand upon a creature and heals 3d8+3 points of damage from wounds or other damage. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

The reversed spell, cause critical wounds, operates in the same fashion as other causes wounds spells, requiring a successful touch to inflict the 3d8+3 points of damage. Caused wounds heal via the same methods as do wounds of other sorts.

School
Necromancy 
Book
Players Hand Book page 282
5
SMV
Dispel Evil
Damage
 
Casting Time
Save
Negate 
Range
Touch 
Duration
1 rd./level 
AoE
1 creature 
Materials
 

The priest using this spell causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers. An evil enchantment (such as a charm spell cast by an evil creature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel evil spell. This spell lasts for a maximum of one round for each experience level of the caster, or until expended.

While the spell is in effect, all creatures that could be affected by it fight with a -7 penalty to their attack rolls when engaging the spellcaster.

The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or creatures that have been sent to aid the cause of good.

The material components for this spell are the priest's religious object and holy (or unholy) water.

School
Abjuration 
Book
Players Hand Book page 282
5
SMV
Elemental Forbiddance
Damage
 
Casting Time
1 turn 
Save
None 
Range
Special 
Duration
1 turn/level 
AoE
5'-cube/level 
Materials
 

This spell prevents the entry of all elementals into the area of effect. Further, elementals outside the area of effect cannot make physical attacks against those inside.

Spells and missile attacks can be cast into the area by elementals.

The spell affects a cube whose sides equal the caster's level times 5 feet (a 12th-level priest could affect an area equal to a 60' x 60'x 60' cube).

Elemental forbiddance has no effect on elementals that are within the area of effect when the spell is cast. If such elementals leave the area of effect, they cannot reenter.

The material components are the priest's holy symbol and four glass beads, each of a different color (green, blue, red, and yellow). The priest must pace out the perimeter of the warded area at the time of casting.

School
Abjuration 
Book
Tome of Magic page 91
5
SMV
Grounding
Damage
 
Casting Time
1 turn 
Save
None 
Range
30 yards 
Duration
1 turn/level 
AoE
10-yard square/priest 
Materials
 

Grounding offers protection against normal and magical electrical attacks within the area of effect. The protected area and creatures within it suffer no damage from normal electrical attacks (such as those caused by lightning bolts in a thunderstorm and nonmagical creatures such as electric eels). Magical electrical attacks (including lightning bolt breath weapons) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +2 bonus to saving throws made against electrical attacks, regardless of whether the attacks originate inside or outside the warded area.

The material components are the priest's holy symbol and a coil of silver wire.

School
Abjuration 
Book
Tome of Magic page 92
5
SMV
Impregnable Mind
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 turn + 1 rd./level 
AoE
Creature touched 
Materials
 

This spell guards the spell recipient against magical or psionic attacks that affect the mind. This includes beguiling, charm, domination, feeblemind, hold, and similar effects, as well as most telepathic psionic powers and attacks. Against magical influences, impregnable mind grants a +4 bonus to saving throws; if the attack normally allows no saving throw, the spell recipient may attempt one at no modifier. Against telepathic psionics, the spell inflicts a -6 penalty to the attacking psionicist's power checks, making it more likely that a psionic attack or telepathic contact will fail.

Impregnable mind offers no protection against nontelepathic psionics, such as a telekinetic thrashing or other psionics that affect the body.

School
Enchantment/Charm 
Book
Spells and Magic page 174
5
SMV
Magic Font
Damage
 
Casting Time
1 hr. 
Save
None 
Range
Touch 
Duration
Special 
AoE
Special 
Materials
 

The spell causes a holy water font to serve as a scrying device. The spell does not function unless the priest is in good standing with his deity. The basin of holy water becomes similar to a crystal ball. For each vial of capacity of the basin, the priest may scry for one round, up to a maximum of one hour. Thus, the duration of the magic font spell is directly related to the size of the holy water receptacle. The DM will know the chances of a character being able to detect scrying.

The priest's holy symbol and the font and its trappings are not consumed by the spell.

School
Divination 
Book
Players Hand Book page 283
5
SMV
Meld
Damage
 
Casting Time
1 turn 
Save
Special 
Range
10 yards 
Duration
12 hours 
AoE
One priest 
Materials
 

This cooperative spell requires only one priest to cast it, but can be cast only on another priest of the same faith. The recipient of the spell must voluntarily surrender himself to the spell. The recipient becomes a host for the caster. While the recipient does not lose his own persona or ability to act, the host can be dominated by the caster at any time. For the most part, this domination is complete.

For the duration of the spell, the caster is essentially detached from his own body. He can neither move nor act on his own. His mind is connected to the host's. He sees, hears, smells, tastes, and otherwise senses everything the host does. He can telepathically communicate with the host. Once the spell is completed, there is no limit to the range over which it can function. However, both the caster and host must remain on the same plane. Since the spell relies on telepathic communication, thin lead sheeting will effectively block the connection.

When desired, the caster can dominate the host. When this happens, the host's own mind is pushed to the background and the caster's personality dominates. The host's personality, memories, proficiencies, and spells are temporarily replaced by those of the caster. While occupying the host, the caster can cast any spell he himself has memorized, provided that the necessary components are on hand. These spells function exactly as if the priest had cast them from his own body.

The caster can return control to the host at any time, restoring the character's abilities and personality without harm.

The spell is not without limitations and risks. The domination must be voluntary. If the host resists the casting of the spell, it automatically fails. Once the spell is in effect, the host can attempt to resist the domination. He is then allowed a saving throw. If successful, the spell immediately ends.

Whenever the host suffers damage, the caster must make a saving throw vs. death to maintain the spell. If the save is failed, a wave of pain is transmitted to the priest, causing 1d6 points of damage and canceling the spell. If the host should die, the caster must make a system shock roll with the risk of suffering instant death.

The material component is a chalice worth no less than 1,000 gp. This chalice must be given as a gift to the host (who cannot return it to the donor for any reason).

School
Enchantment/Charm 
Book
Tome of Magic page 93
5
SMV
Othertime
Damage
 
Casting Time
Save
None 
Range
Duration
Special 
AoE
The caster 
Materials
 

When a priest enters othertime, he steps into a different reality in which the world around him is frozen at a moment in the future. Until time catches up to him, he may move about unhindered and observe his surroundings; no force known can detect his presence or harm him in the alternate reality, although he in turn cannot affect any creature or object in the physical world. For instance, he could read a book at the page it was opened to, but he could not turn the page since that would require him to move an object that is temporarily immovable for him. To his companions or enemy in real time, the priest appears to simply vanish altogether, only to reappear at some later point.

The duration of this spell is a little odd, to say the least. The priest may choose a duration of up to 1 round at 7th to 9th level, 2 rounds at 10th to 12th level, 3 rounds at 13th to 16th, 4 rounds at 17th to 19th, up to a maximum of 5 rounds at 20th level or higher. The duration chosen by the priest governs the length of the othertime; if the priest decides that the spell will last 2 rounds, then he is instantly transported to that point in time, surrounded by the frozen still-life of the world as it will appear 2 rounds after the priest cast othertime. The caster then has 2 rounds to himself to take any actions he cares to, although he cannot affect the real world by any physical, magical, or mental means.

While the caster is in the othertime, he is completely unaware of the intervening events. In the example above, if the caster's friends were teleported away 1 round after the caster left and replaced by an identical group of dopplegangers, the caster would have no chance to detect the switch; all he sees are the bodies of his "friends," frozen in the positions they will occupy when he emerges from the othertime. This also means that nasty things like dragon breath, cloudkills, or mind blasts that pass through the spot where the caster happens to be have no effect on him-he simply does not exist in the real world while he waits for everyone else to catch up to him.

As noted above, the caster gains an amount of subjective time equal to the duration of the spell. By leaping 3 rounds into the future, the caster gains 3 rounds of actions in the othertime. He could drink a potion, cast a spell, and then maneuver for an attack, for example, or he could gain a 3-round head start by running for his life while no one else can pursue him. If the priest uses this time to study a battle and position himself for an attack, he gains a -4 bonus to his initiative roll on the round he emerges from othertime, and a +4 attack bonus with his first strike.

Leaping in and out of the time stream is a dangerous activity; every time the priest employs this spell, there is a 1% noncumulative chance that he becomes stuck in othertime, doomed to death by thirst or starvation when his own rations run out. Only the most extraordinary measures (a wish spell, divine intervention, etc.) can save a character in this predicament. Once a priest is in othertime, he cannot pray for further spells. After all, if the priest is going to attract his deity's attention by praying for spells, the deity will most likely allow him out! The material component for this spell is an hourglass filled with rare salts, worth at least 100 gold pieces.

School
Alteration 
Book
Spells and Magic page 175
 
5
SMV
Plane Shift
Damage
 
Casting Time
Save
Negate 
Range
Touch 
Duration
Special 
AoE
1 creature 
Materials
 

When the plane shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time.

The material component of this spell is a small, forked metal rod. The size and metal type dictates to which plane of existence, including sub-planes and alternate dimensions, the spell sends the affected creatures. The DM will determine specifics regarding how and what planes are reached.

An unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving at a random distance from an intended destination is common.

The metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.

School
Alteration 
Book
Players Hand Book page 283
5
SMV
Quest
Damage
 
Casting Time
Save
Negate 
Range
60 yds. 
Duration
Until fulfilled 
AoE
1 creature 
Materials
 

The quest spell enables the priest to require the affected creature to perform a service and return to the priest with proof that the deed was accomplished. The quest can, for example, require that the creature locate and return some important or valuable object, rescue a notable person, release some creature, capture a stronghold, slay a person, deliver some item, and so forth. If the quest is not properly followed, due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw rolls for each day of such action. This penalty is not removed until the quest is properly pursued or the priest cancels it. There are certain circumstances that will temporarily suspend a quest, and others that will discharge or cancel it. The DM will give you appropriate information as the need to know arises.

If cast upon an unwilling subject, the victim is allowed a saving throw. However, if the person quested agrees to a task--even if the agreement is gained by force or trickery--no saving throw is allowed. If a quest is just and deserved, a creature of the priest's religion cannot avoid it, and any creature of the priest's alignment saves with a -4 penalty to the saving throw. A quest cannot be dispelled, but it can be removed by a priest of the same religion or of higher level than the caster. Some artifacts and relics might negate the spell, as can direct intervention by a deity. Likewise, an unjust or undeserved quest grants bonuses to saving throws, or might even automatically fail.

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

School
Enchantment/Charm 
Book
Players Hand Book page 284
5
SMV
Raise Dead
Damage
 
Casting Time
1 rd. 
Save
Special 
Range
30 yds. 
Duration
Permanent 
AoE
1 person 
Materials
 

When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM's option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).

Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check to survive the ordeal (see Table 3: Constitution) and loses 1 point of Constitution.

Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic.

A character's starting Constitution is an absolute limit to the number of times he can be revived by this means.

The somatic component of the spell is a pointed finger.

The reverse of the spell, slay living, grants the victim a saving throw vs. death magic.

If the saving throw is successful, the victim sustains damage equal to that of a cause serious wounds spell--i.e., 2d8+1 points. Failure means the victim dies instantly.

School
Necromancy 
Book
Players Hand Book page 284
5
SMV
Repeat Action
Damage
 
Casting Time
Save
Negate 
Range
30 yards 
Duration
Special 
AoE
One creature 
Materials
 

This spell compels its victim to repeat the action of the previous round. The result of the repetition is always identical to the original result.

For example, if a character fired an arrow and inflicted 4 points of damage, a repeat action spell will cause him to fire a second arrow that will also inflict 4 points of damage.

As long as the victim of the first arrow is within range, the subject affected by repeat action will adjust his aim and fire the second arrow at him. If the victim of the arrow moves out of range, the subject will fire his second arrow in the direction of the recipient.

If the recipient is out of sight, the subject will fire in the direction of the recipient's original location.

The subject of a repeat action spell must be capable of performing the indicated action a second time. If a character has no arrows in his quiver, he cannot fire an arrow. If a wizard were ordered to repeat a spell, he would attempt the spell only if he had the spell memorized and had sufficient material components. If a subject discovered a gem during a given round, repeat action will only compel him to hunt again; he will not recover another gem unless a second gem is actually present.

An unwilling subject is allowed a saving throw vs. spell to resist the effects of repeat action.

The material components are two identical glass spheres, each an inch or less in diameter.

School
Enchantment/Charm 
Book
Tome of Magic page 95
5
SMV
Shrieking Walls
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
1 day/level 
AoE
20'-cub 
Materials
 

This spell enchants any single room no larger than the area of effect. When any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) enters the room, shrill shrieks begin to emanate from the walls. The shrieks persist for 2-5 (1d4+1) rounds. The walls do not undergo any physical change.

The shrieks can be heard only by creatures inside the room. Creatures hearing the shrieks experience no ill effects on the first round, allowing them time to leave the room or cover their ears. Silence, 15' radius protects against the effects.

Creatures who remain in the room during the second or subsequent rounds of the shrieks who have not protected their hearing are penalized as follows:

School
Enchantment/Charm 
Book
Tome of Magic page 95
5
SMV
Time Pool
Damage
 
Casting Time
1 round 
Save
None 
Range
Touch 
Duration
1 round/level 
AoE
Special 
Materials
 

This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:

School
Divination 
Book
Tome of Magic page 96
5
SMV
True Seeing
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1 rd./level 
AoE
1 creature 
Materials
 

When the priest employs this spell, he confers upon the recipient the ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Further, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. True seeing, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. In addition, the spell effects cannot be further enhanced with known magic.

The spell requires an ointment for the eyes that is made from very rare mushroom powder, saffron, and fat and costs no less than 300 gp per use.

The reverse, false seeing, causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence.

For both spells, the ointment must be aged for 1d6 months.

School
Divination 
Book
Players Hand Book page 285
5
SMV
Unceasing Vigilance of t...
Damage
 
Casting Time
1 turn 
Save
None 
Range
Duration
1 hour/level 
AoE
5-foot-radius sphere 
Materials
 

This spell enhances a priest's ability to guard a person, place, or object. The spell's effect must be centered on a specific area, for it creates an invisible spherical boundary up to 10 feet in diameter. The effect is not mobile; it cannot move with a living creature.

While within the area of effect of this spell, the priest (and only the priest) gains several special abilities: His sense of sight is magically enhanced. He can see through normal darkness and can see invisible creatures and objects. He cannot see through solid objects, however, and the range of his magical sight is limited to 60 feet.

The priest has no need for food, water, or rest. He does not feel fatigue and regenerates 1 hit point per hour spent within the circle. However, he does not actually rest and therefore cannot regain spells until he sleeps.

He is totally immune to the effects of magical and natural fear, as well as sleep and charm spells.

If the priest leaves the circle, the spell is broken. When the spell ends, the priest must rest for 1 turn per hour (or portion thereof) spent in the circle. If the priest is forced into action (by being attacked, for example), he can move at only half his normal movement rate, has an Armor Class penalty of -2, an attack penalty of -2, and loses all Dexterity combat bonuses.

To cast this spell, the priest must trace a circle of sigils and runes 10 feet in diameter using a special ink containing the powder of a crushed sapphire (at least 1,000 gp value) and a drop of holy water. This procedure takes 1 turn to complete.

School
Alteration 
Book
Tome of Magic page 97
5
SMV
Undead Ward
Damage
 
Casting Time
2 turns 
Save
None 
Range
Special 
Duration
1 turn/level 
AoE
5-foot cube/level 
Materials
 

This spell prevents most types of undead creatures from entering the area of effect (a cube whose sides equal the caster's level times 5 feet--a 15th-level caster could affect a cube whose sides equal 75 feet).

When an undead creature attempts to enter the protected area, the creature is affected by the ward as if it were being turned by a priest two levels lower than the caster. The casting priest need not have the ability to turn undead himself. Thus, an undead ward created by a 10th-level priest would turn creatures as if by an 8th-level priest.

The results of the turning attempt are calculated normally. If a large number of undead assault the warded area, not all of them are turned by the spell, since the normal limitations apply. Undead who are unaffected by the turning attempt ignore the undead ward for its duration. Undead within the area of effect when the spell is cast are not affected. However, when such undead leave the area of effect, they are subject to the effects of the spell if they attempt to reenter.

The material component is the priest's holy symbol, which must be carried around the perimeter of the area to be warded.

School
Abjuration 
Book
Tome of Magic page 97
 
6
SMV
Age Creature
Damage
 
Casting Time
1 round 
Save
Negate 
Range
Touch 
Duration
Permanent 
AoE
One creature 
Materials
 

This spell ages the targeted creature one year per level of the caster. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by age creature must make a successful system shock roll to survive the change.

Subjects cannot be aged beyond their natural life spans. If the priest's level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die.

Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the Player's Handbook. The Player's Handbook also provides rules for determining a character's base age.

Nonmagical monsters can be affected by age creature. The DM determines a monster's current age and natural life span based on its description in the MONSTROUS COMPENDIUM or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are cumulative and permanent (unless the affected monster becomes younger).

Age Penalty Middle Age -1 to all saving throws Old Age -1 to all saving throws -1 to all attack rolls Venerable -1 to all saving throws -1 to all attack rolls The material component is a pinch of powdered emerald.

The reverse of this spell, restore youth, permanently restores age that has been lost as a result of magic (such as an age creature spell). Restore youth reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell.

The material component is a pinch of powdered ruby.

School
Alteration 
Book
Tome of Magic page 98
6
SMV
Anti-Animal Shell
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Duration
1 turn/level 
AoE
10-ft. radius 
Materials
 

By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar). Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field.

The spell requires the caster's holy symbol and a handful of pepper.

School
Abjuration 
Book
Players Hand Book page 288
6
SMV
Blade Barrier
Damage
 
Casting Time
Save
Special 
Range
30 yds. 
Duration
3 rds./level 
AoE
5-60 ft. sq. 
Materials
 

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around a central point, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage. The plane of rotation of the blades can be horizontal, vertical, or in between. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route. The barrier remains for three rounds for every experience level of the priest casting it. The barrier can cover an area from as small as 5 feet square to as large as 60 feet square.

School
Invocation/Evocation 
Book
Players Hand Book page 288
6
SMV
Crushing Walls
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
Permanent until activated 
AoE
Special 
Materials
 

This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders. The enchanted surface can be no larger than a square whose sides equal the caster's level times 2 feet (a 13th-level priest could affect a 26' x 26' surface).

The spell activates 1d4 rounds after any creature other than the caster enters the room.

The intruder must be larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds). When activated, the enchanted surface moves toward the opposite surface at a rate of 3 feet per round. Unless the spell is canceled by the caster, the enchanted surface continues to move until one of the following events occurs:

School
Enchantment/Charm 
Book
Tome of Magic page 98
6
SMV
Dragonbane
Damage
 
Casting Time
1 round 
Save
Negate 
Range
10 yards/level 
Duration
1d4 rounds+1 round/2 levels 
AoE
5'-cube/level 
Materials
 

This spell prevents any dragon who fails its saving throw from entering the area of effect. The spell affects a cubic area whose sides equal the caster's level times 5 feet; thus, a 16th-level caster could affect a cube whose sides each equal 80 feet. The dragon can cast spells, blast breath weapon, or hurl missiles (if possible) into the area of effect.

Dragons within the area of effect when the spell is cast are not affected. If such dragons leave the area of effect, they must succeed a saving throw to reenter the area.

The material components are the priest's holy symbol and a dragon scale.

The spell's effectiveness can be greatly increased with the casting of a focus spell.

School
Abjuration 
Book
Tome of Magic page 99
6
SMV
Find the Path
Damage
 
Casting Time
3 rds. 
Save
None 
Range
Touch 
Duration
1 turn/level 
AoE
1 creature 
Materials
 

The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to "a forest where a green dragon lives" or to the location of "a hoard of platinum pieces." The location must be in the same plane as the caster.

The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. For example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph. The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts.

Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures.

The spell requires a set of divination counters of the sort favored by the priest--bones, ivory counters, sticks, carved runes, or whatever.

The reverse spell, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell--although it can be led, of course.

School
Divination 
Book
Players Hand Book page 288
6
SMV
Forbiddance
Damage
 
Casting Time
6 rds. 
Save
Special 
Range
30 yds. 
Duration
Permanent 
AoE
60-ft. cube/level 
Materials
 

This spell can be used to secure a consecrated area (see the Dungeon Master Guide).

The spell seals the area from teleportation, plane shifting, and ethereal penetration. At the option of the caster, the ward can be locked by a password, in which case it can be entered only by those speaking the proper words. Otherwise, the effect on those entering the enchanted area is based on their alignment, relative to the caster's. The most severe penalty is used.

Alignment identical: No effect. If password locked, cannot enter area unless password is known (no saving throw).

Alignment different with respect to law and chaos: Save vs. spell to enter the area; if failed, suffer 2d6 points of damage. If password locked, cannot enter unless password is known.

Alignment different with respect to good and evil: Save vs. spell to enter this area; if failed, suffer 4d6 points of damage. If word locked, cannot enter unless password is known. The attempt does cause damage if the save is failed.

Once a saving throw is failed, an intruder cannot enter the forbidden area until the spell ceases. The ward cannot be dispelled by a caster of lesser level than the one who established it. Intruders who enter by rolling successful saving throws feel uneasy and tense, despite their success.

In addition to the priest's holy symbol, components include holy water and rare incenses worth at least 1,000 gp per 60-foot cube. If a password lock is desired, this also requires the burning of rare incenses worth at least 5,000 gp per 60-foot cube.

School
Abjuration 
Book
Players Hand Book page 289
6
SMV
Heal
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 creature 
Materials
 

The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

The reverse, harm, infects the victim with a disease and causes loss of all but 1d4 hit points, if a successful touch is inflicted. For creatures that are not affected by the heal or harm spell, see the cure light wounds spell.

School
Necromancy 
Book
Players Hand Book page 289
6
SMV
Heroes' Feast
Damage
 
Casting Time
1 turn 
Save
None 
Range
10 yds. 
Duration
1 hour 
AoE
1 feaster/level 
Materials
 

This spell enables the priest to bring forth a great feast that serves as many creatures as the priest has levels of experience. The spell creates a magnificent table, chairs, service, and all the necessary food and drink. The feast takes one full hour to consume, and the beneficial effects do not set in until after this hour is over. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and are healed of 1d4+4 points of damage after imbibing the nectarlike beverage that is part of the feast. The ambrosialike food that is consumed is equal to a bless spell that lasts for 12 hours. Also, during this same period, the people who consumed the feast are immune to fear, hopelessness, and panic. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

The material components of the spell are the priest's holy symbol and specially fermented honey taken from the cells of bee larvae destined for royal status.

School
Invocation/Evocation 
Book
Players Hand Book page 289
 
6
SMV
Land of Stability
Damage
 
Casting Time
Save
None 
Range
10 yards/level 
Duration
1 day/level 
AoE
10-foot-cube/level 
Materials
 

Land of stability protects the area of effect and all creatures and objects within it from the following natural disasters:

School
Abjuration 
Book
Tome of Magic page 101
6
SMV
Reverse Time
Damage
 
Casting Time
Save
Negate 
Range
30 yards 
Duration
1-4 rounds 
AoE
One creature 
Materials
 

This spell is similar to the 9th-level wizard spell time stop. When reverse time is cast, time stops within a 30-foot diameter of the subject. All creatures and items in the area of effect stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area of effect is likewise frozen in time. The caster is affected if he is within the area of effect, unless he is the subject of the spell.

An unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately negated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in reverse. Beginning with the most recent round, the subject moves backward, arrows fired by the subject return to his bow, and so on. All effects of these actions are negated. At the end of the spell's duration, normal time resumes and all creatures immediately continue their activities, picking up right where they had stopped.

Consider the following example. A party is battling a spellcasting red dragon. In the first round, the dragon breathes fire, roasting the party's wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group's thief. More damage is caused to the beast, but it is still alive in the third round, when it uses magic missile to kill the ranger. At this point, the priest casts reverse time on the beast. Fortunately, it fails its saving throw and is forced to reverse the last four rounds.

While everyone else freezes, the dragon goes into reverse. The magic missiles zoom back to the dragon (and it regains the ability to cast that spell), it "unbites" the thief (removing that damage from the character), and then inhales its fiery breath (leaving the roasted wizard alive and uncooked). The dragon is then reversed through one more round--the round before it encounterd the party. The spell then ends and actions resume.

The dragon must now roll for surprise since it is encountering the party for the first time. The party is immune to surprise, since it was fighting the beast previously. All damage suffered by the dragon remains, since these actions were caused by the group and not the beast.

The material component is an etched silver arrow bent into a circle. The arrow must be no more than 3 inches long and worth no less than 500 gp. The arrow is destroyed in the casting.

School
Alteration 
Book
Tome of Magic page 103
6
SMV
Skip Day
Damage
 
Casting Time
1 round 
Save
Negate 
Range
Duration
Instantaneous 
AoE
10-foot radius 
Materials
 

When this spell is cast, all persons and intelligent creatures within 10 feet of the caster are instantly transported 24 hours into the future. Creatures outside the area of effect will believe that the affected characters have disappeared. Unwilling creatures can attempt a saving throw vs. spell to resist the effect of skip day.

No time passes for creatures affected by skip day; they are in the exact condition that they were in before the spell was cast. They are fatigued, have recovered no hit points, and carry the same spells. Wizards must wait for actual time to pass before they can memorize spells.

The affected creatures remain in the same location as they were before skip day was cast. Their immediate environment is likely to have changed; for instance, fires have burned out, enemies who were attacking have departed, and weather has changed for better or worse.

Although skip day is a possible substitute for teleporting out of a dangerous situation, it is not without risk; characters could reappear in a situation more threatening than the one they left behind (for instance, a forest fire may have started or a pack of hungry wolves may have arrived).

School
Invocation/Evocation 
Book
Tome of Magic page 104
6
SMV
Speak With Monsters
Damage
 
Casting Time
Save
None 
Range
30 yds. 
Duration
2 rds./level 
AoE
The caster 
Materials
 

When cast, the speak with monsters spell enables the priest to converse with any type of creature that has any form of communicative ability (including empathic, tactile, pheromonic, etc.). That is, the monster understands, in its own language or equivalent, the intent of what is said to it by the priest and vice versa. The creature thus spoken to is checked by the DM to determine a reaction. All creatures of the same type as that chosen by the priest can likewise understand if they are within range. The priest can speak to different types of creatures during the spell duration, but he must speak separately to each type. The spell lasts for two rounds per caster level.

School
Alteration 
Book
Players Hand Book page 290
6
SMV
Stone Tell
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
1 turn 
AoE
1 cu. yd. 
Materials
 

When the priest casts a stone tell spell upon an area, the very stones speak and relate to the caster who or what has touched them as well as revealing what is covered, concealed, or simply behind them. The stones relate complete descriptions, if asked. Note that a stone's perspective, perception, and knowledge may hinder this divination. Such details, if any, are decided by the DM.

The material components for this spell are a drop of mercury and a bit of clay.

School
Divination 
Book
Players Hand Book page 290
6
SMV
The Great Circle
Damage
 
Casting Time
6 turns 
Save
Special 
Range
Duration
1 round 
AoE
Special 
Materials
 

The great circle is a powerful cooperative spell that can be used only by four or more priests, each casting the spell simultaneously. Because of the nature of this spell and its casting time, it is often used to cleanse grounds in preparation for the construction of a temple or sanctuary.

When casting the great circle, the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell.

When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its maximum range at the end of one round.

The radius of the golden halo is dependent on the number of priests casting the spell.

Each priest adds 60 feet to the radius. Thus, four priests could generate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who may contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters.

The halo is pure energy tapped from the Positive Material plane. It causes harm to undead and evil beings within the area of effect. Undead creatures of 8 or fewer hit dice are instantly destroyed and are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of damage per caster. A successful saving throw vs.

death magic reduces this damage to half. Creatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for half-damage).

The reverse of this spell, the black circle, creates a ring of shimmering black energy.

Paladins and priests of good alignment suffer 1d10 points of damage per priest in the circle. All other good creatures suffer 1d4 points of damage per caster. Affected creatures are allowed a saving throw vs. death magic to reduce the damage to one-half.

School
Abjuration 
Book
Tome of Magic page 100
7
SMV
Age Dragon
Damage
 
Casting Time
1 round 
Save
Negate 
Range
30 yards 
Duration
1 round/level 
AoE
One dragon 
Materials
 

This spell allows the caster to cause any dragon to temporarily gain or lose one age level per five levels of the caster. For instance, a 14th-level caster could cause a dragon to gain or lose two age levels; a mature adult dragon could be temporarily transformed into a young adult dragon or into a very old dragon. A dragon's age cannot be reduced below hatchling or increased beyond great wyrm.

Unwilling dragons are allowed a saving throw vs. spells with a -4 penalty to avoid the effect.

A dragon affected by age dragon temporarily acquires the armor class, hit points, spell abilities, combat modifiers, size, and other attributes of his new age level. The dragon retains his memories and personality. At the end of the spell's duration, the dragon returns to his normal age level.

If the dragon suffered damage while experiencing his modified age, these hit points remain lost when he resumes his normal age. If the dragon loses more hit points at his modified age than he has at his actual age, he dies when the spell expires. For example, a young adult bronze dragon with 110 hit points is aged to a mature adult with 120 hit points. The dragon suffers 115 hit points in combat. Unless the dragon is healed of 6 points of damage before the spell expires, the dragon dies at the end of the spell since his damage is greater than his actual hit points.

If a dragon is killed while under the effect of age dragon, he is dead at the end of the spell's duration.

The material component is a handful of dirt taken from a dragon's footprint.

School
Alteration 
Book
Tome of Magic page 105
7
SMV
Anti-mineral Shell
Damage
 
Casting Time
1 round 
Save
None 
Range
Duration
1 turn/level 
AoE
10-ft. radius 
Materials
 

When a priest casts this spell, he creates an invisible force field or barrier that blocks the entrance of animated or living mineral creatures. It is effective against elementals and creatures of elemental origin such as aerial servants, djinns, and mephits; golems and other constructs; creatures of living stone, such as galeb duhr or xorn; and objects, weapons, or armor animated by some outside force. It does not bar the passage of undead monsters, living creatures carrying inanimate material, or nonanimated minerals such as a giant-thrown boulder or a common rockslide. The antimineral shell moves with the caster, but if the caster tries to force it against a creature affected by this spell, the antimineral shell fails. The material component is a drop of some caustic solvent, such as acid from a black dragon.

School
Abjuration 
Book
Spells and Magic page 178
7
SMV
Astral Spell
Damage
 
Casting Time
1/2 Hour 
Save
None 
Range
Touch 
Duration
Special 
AoE
Special 
Materials
 

By means of this spell, a priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane.

As the Astral plane touches upon the first levels of all the outer planes, the priest can travel astrally to the first level of any of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the plane of existence he has chosen to enter.

It is also possible to travel astrally anywhere in the Prime Material plane by means of the astral spell. However, a second body cannot be formed on the Prime Material plane.

As a general rule, a person astrally projected can be seen only by creatures on the Astral plane. The astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body.

If the second body or astral form is slain, the cord simply returns to the caster's body where the body rests on the Prime Material plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral plane, their actions affect only creatures existing on the Astral plane; a physical body must be materialized on other planes.

The spell lasts until the priest desires to end it, or until it is terminated by some outside means, such as dispel magic spell or destruction of the priest's body on the Prime Material plane--which kills the priest. The priest can project the astral forms of up to seven other creatures with himself by means of the astral spell, providing the creatures are linked in a circle with the priest. These fellow travelers are dependent upon the priest and can be stranded if something happens to the priest. Travel in the Astral plane can be slow or fast, according to the priest's desire. The ultimate destination arrived at is subject to the desire of the priest.

School
Abjuration 
Book
Players Hand Book page 293
 
7
SMV
Breath of Life
Damage
 
Casting Time
1 turn 
Save
None 
Range
Duration
1 hour/level 
AoE
Special 
Materials
 

This powerful spell enables the caster to cure many persons (even an entire community) who are afflicted with a nonmagical disease. The priest need not touch or even see the diseased people for the spell to be effective, although recipients must be within the area of effect.

This spell does not cure all diseases in the community at one time; the caster must specifically state which disease is to be eliminated (black plague or yellow fever, for example) with each casting of the spell.

When the spell is cast, the priest exhales a sweet-smelling breath. This forms into a breeze that radiates outward, forming a circle that expands in a 50-yard radius per hour.

During this time, the caster must remain at the center of the area of effect. For example, after 12 hours, the breath of life would cover a circle 1200 yards in diameter (600-yard radius). The breath is of a magical nature rather than a physical nature; therefore, it is unaffected by prevailing winds.

The breeze blows through the community, instantly eliminating the specified disease from all afflicted citizens. The breath of life spell does not destroy parasitic monsters (such as green slime, rot grubs, and others), nor does it cure lycanthropy or other magical afflictions. The spell does not prevent recurrence of a disease if the recipients are again exposed.

The material components are the priest's holy symbol and a cone of incense that has been blessed by the highest priest of the character's religion.

The breath of death, which produces a foul-smelling wind, is the reverse of this spell.

Victims who fail a saving throw vs. death magic are afflicted with a nonmagical, fatal disease. To determine the results of this spell, the DM should roll saving throws for major NPCs in the area of effect. The effect on the rest of the community can be calculated as a percentage, based on the saving throw.

Infected creatures do not heal hit points until the disease is cured. The disease is fatal within 1d6 weeks (the duration varies from person to person).

The material components are the priest's holy symbol and a handful of dust taken from a mummy's corpse.

School
Necromancy 
Book
Tome of Magic page 105
7
SMV
Divine Inspiration
Damage
 
Casting Time
Save
None 
Range
Duration
Instantaneous 
AoE
The caster 
Materials
 

This spell is a more powerful version of the genius spell. The priest's player may ask the DM one question about the current situation or about events that will occur within the next five rounds. Questions about the future must relate to external events, such as "Will the guards respond to the sentry's yell?" Questions cannot refer to the outcome of combat, such as "Will we win the battle?" The priest's player is allowed to use this spell to ask the DM for advice. In this case, the spell is the equivalent of asking the gods, "Okay, how do we get out of this one?" Like the genius spell, the DM must be careful in adjudicating this spell. The answer to the question is always relevant and correct, although not necessarily complete. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM's assessment of the situation and how potentially unbalancing the answer might be. In general, the answer will be a short phrase of no more than eight to ten words.

The material component is a gem of at least 500 gp value. This spell can be cast only once in any 24-hour period.

School
Divination 
Book
Tome of Magic page 106
7
SMV
Gate
Damage
 
Casting Time
Save
None 
Range
30 yds. 
Duration
Special 
AoE
Special 
Materials
 

Casting a gate spell has two effects: it causes an interdimensional connection between the plane of existence the priest is in and the plane in which dwells a specific being of great power. The result of this connection is that the sought-after being can step through the gate or portal, from its plane to that of the priest. Uttering the spell attracts the attention of the dweller on the other plane. When casting the spell, the priest must name the entity he desires to make use of the gate and to come to his aid. There is a 100% chance that something steps through the gate. The actions of the being that comes through depend on many factors, including the alignment of the priest, the nature of those accompanying him, and who or what opposes or threatens the priest. The DM will decide the exact result of the spell, based on the creature called, the desires of the caster and the needs of the moment. The being gates in either returns immediately or remains to take action. Casting this spell ages the priest five years.

School
Conjuration/Summoning 
Book
Players Hand Book page 296
7
SMV
Impervious Sanctity of Mind
Damage
 
Casting Time
1 round 
Save
None 
Range
Duration
1 turn/level 
AoE
The caster 
Materials
 

When using this spell, the priest renders his mind completely immune to any mind-affecting spell, power, or psionic effect. This includes amnesia, awe, beguiling, charm, command, confusion, domination, emotion, empathy, ESP, fascination, fear, feeblemind, hold, hypnotism, insanity, magic jar, mind blast, phantasmal killer, possession, rulership, sleep, soul trapping, suggestion, telepathy, and any psionic attack or power of the telepathic discipline. In short, if the spell or effect coerces the priest into taking an action or forming an impression that he doesn't wish to, it fails while impervious sanctity of mind is in effect. The only mind-affecting spells or powers that can affect the protected priest are those of exceedingly powerful creatures or artifacts and relics.

Unlike the wizard spell mind blank, the impervious sanctity of mind offers no protection against detection or scrying. However, it is effective against some attacks and powers that mind blank is powerless against. The spell requires a small ring of lead that was once breathed upon by a red dragon.

School
Abjuration 
Book
Spells and Magic page 178
7
SMV
Regenerate
Damage
 
Casting Time
3 rounds 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
Creature touched 
Materials
 

When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatues), bones, and organs grow back. The process of regeneration requies but one round if the severed member(s) is (are) present and touching the creature, 2d4turns otherwise. The creature must be lving to receive the benefits of this spell. If the severed member is not present, or if the injury isolder than ond day per caste level, the recipient must roll a successful system shock check to survive the spell.

The revers, wither, causes the member or organ touched to cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.

The material components of this spell are a prayer device and holy water (or unholy water for the reverse).

School
Necromancy 
Book
Players Hand Book page
7
SMV
Restoration
Damage
 
Casting Time
3 rds. 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 creature 
Materials
 

When this spell is cast, the life energy level of the recipient creature is raised by one.

This reverses any previous life energy level drain of the creature by a force or monster.

Thus, if a 10th-level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly the number of experience points necessary to restore him to 10th level once again, restoring additional Hit Dice (or hit points) and level functions accordingly. Restoration is effective only if the spell is cast within one day of the recipient's loss of life energy, per experience level of the priest casting it. A restoration spell restores the intelligence of a creature affected by a feeblemind spell. It also negates all forms of insanity. Casting this spell ages both the caster and the recipient by two years.

The reverse, energy drain, draws away one life energy level (see such undead as spectre, wight, and vampire, in the Monstrous Manual). The energy drain requires the victim to be touched. Casting this form of the spell does not age the caster.

School
Necromancy 
Book
Players Hand Book page 298
7
SMV
Resurrection
Damage
 
Casting Time
1 turn 
Save
None 
Range
Touch 
Duration
Permanent 
AoE
1 creature 
Materials
 

The priest is able to restore life and complete strength to any living creature, including elves, by bestowing the resurrection spell. The creature can have been dead up to 10 years per level of the priest casting the spell. Thus, a 19th-level priest can resurrect the bones of a creature dead up to 190 years. The creature, upon surviving a resurrection survival check, is immediately restored to full hit points and can perform strenuous activity. The spell cannot bring back a creature that has reached its allotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.

The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. A wish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or otherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 penalty). If the save is successful, the victim receives 8d6 points of damage instead.

The material components of the spell are the priest's religious symbol and holy water (unholy water for the reverse spell). The DM may reduce the chances of successful resurrection if little of the creature's remains are available.

School
Necromancy 
Book
Players Hand Book page 298
7
SMV
Symbol
Damage
 
Casting Time
Save
Negate 
Range
Touch 
Duration
1 turn/level 
AoE
60 ft. radius 
Materials
 

The priest casting this spell inscribes a glowing symbol in the air upon any surface, according to his desire. Any creature looking at the completed symbol within 60 feet must roll a successful saving throw vs. spell or suffer the effect. The symbol glows for one turn for each experience level of the caster. The particular symbol used is selected by the caster at the time of casting. The caster will not be affected by his own symbol. One of the following effects is chosen by the caster: Hopelessness: Creatures seeing it must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell. Its effects last for 3d4 turns.

Pain: Creatures affected suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity ability scores due to wracking pains. The effects last for 2d10 turns.

Persuasion: Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful.

The material components of this spell are mercury and phosphorous (see 8th-level wizard spell, symbol).

School
Conjuration/Summoning 
Book
Players Hand Book page 299
7
SMV
Tentacle Walls
Damage
 
Casting Time
1 round 
Save
None 
Range
Touch 
Duration
Special 
AoE
50-foot cube 
Materials
 

Tentacle walls enables the caster to enchant a single room whose volume is less than or equal to the area of effect. The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat; that is, it must be larger than one-half cubic foot or weigh more than three pounds.

When the spell is activated, six black, leathery tentacles sprout inside the room; the tentacles are evenly divided among the room's surfaces (for instance, if the room is a cube, one tentacle sprouts from the floor, one sprouts from the ceiling, and one sprouts from each of the four walls).

The whip-like tentacles grow to the length of the room and swing wildly. Each round, a tentacle has a 30% chance of striking a random creature in the room, inflicting 1d6 points of damage (save vs. spell for half damage). Each tentacle has AC 0 and 25 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of black smoke.

If all creatures are killed or withdraw from the room, the surviving tentacles withdraw, disappearing into the walls. If the spell is activated again, six tentacles reappear; new tentacles are created to replace any destroyed previously. As long as one tentacle survives an encounter, the tentacles will continue to be replaced. Only when all six tentacles are destroyed is the spell permanently negated.

The material component is the dried tentacle of an octopus.

School
Enchantment/Charm 
Book
Tome of Magic page 110