First-Level Spells 

Analyze Balance (Divination) 
Sphere: Numbers, Divination
Range: 80 yards
Components: V, S, M
Duration: 5 rounds+1 round/level
Casting Time: 1 round 
Area of Effect: One creature, object, or 10' square 
Saving Throw: None

	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. 

Anti-Vermin Barrier (Abjuration) 
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: 10-foot cube/level
Saving Throw: None

	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. 

Astral Celerity
(Alteration)

Sphere: Astral
Range: 0
Duration: 1 hr./level
Area of Effect: The caster
Subtlety: +3
Sensory: None
Components: V, S
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
This spell enhances the caster's 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 character's 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 bv 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.

Battlefate
(Alteration)

Sphere: Chaos
Range: 20 yds.
Duration: 2 rds./level
Area of Effect: 1 creature
Subtlety: +4
Sensory: None
Components: V, S, M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
This spell alters probability to favor one character or creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemy's weapon at just the right angle, or he happens to notice the foe moving in for a flank attack. The more powerful the priest, the more potent the aid; combat modifiers provided by battlefate equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a 4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of +5 for a 13th-level priest. The exact form of the aid or assistance varies from round to round—roll a d6 to see which aspect of the subject's combat abilities are affected in any given round.

d6      	Effect
1      	Nothing happens
2      	Defenses enhanced, apply bonus to subject AC
3      	Luck enhanced, apply bonus to saving throws
4       	Accuracy enhanced, apply bonus to attack rolls
5      	Damage enhanced, apply bonus to damage rolls
6       	Lucky opening! Subject gains one extra attack with either enhanced accuracy or damage (subject's choice)

If the character does not make a roll of the specified type in the round, he gains no benefit for the spell; for example, if the character gains the saving throw bonus but doesn't have to make any saving throws during the round in question, battlefate doesn't help him. Of course, in the following round, the spell may provide him with a different benefit. Note that on a roll of I, battlefate does not help the character ththe priest intends to aid—such is the nature of chaos.
The material component for this spell is an electrum coin tossed by the priest as he casts the spell.

Blessed Watchfulness
(Alteration)

Sphere: Guardian
Range: Touch
Duration: 4 hrs. + 1 hr./level
Area of Effect: Creature touched
Subtlety: +3
Sensory: None
Components: V, S
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
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.

Call Upon Faith (Invocation) 
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

	Before attempting a difficult task, the priest may cast call upon faith to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.
	The material component is the priest's holy symbol.

Calculate
(Divination)

Sphere: Numbers
Range: 0
Duration: Instantaneous
Area of Effect: The caster
Subtlety: +3
Sensory: None
Components: S, M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
By means of this spell, the priest can accurately estimate the chance of success of one specific action, such as climbing a dangerous cliff, making a trick bowshot, crossing a burning room unharmed, or even striking an enemy. The action in question must be one that would normally be resolved by a die roll, but the priest doesn't have to be the person who attempts the feat; he can use calculate to estimate the odds for anyone taking an action in his sight. The priest has a 70% chance, +2% per level, of making an accurate estimate.
If successful, the DM reveals to the player the action's chance for success or any modifiers that may be in play. For example, he could reveal a particular opponent's Armor Class or THAC0, the saving throw an opponent would require in order to save against a particular spell cast by the priest or the priest's wizard companion, or a character's chance to open doors, bend bars, or use a thief ability. The priest could even calculate his odds for actions that might be resolved by a die roll or DM caprice, such as his chance to avoid detection by hiding behind a rock. This spell takes into account factors that the priest himself may not be aware of, so from time to time a character may receive some very confusing results from this spell. For instance, if the priest doesn't know that an orc chieftain is actually a polymorphed  tanar'ri masquerading as an orc, he may be astonished to learn that the "orc" has a THAC0 of 7!
If the priest fails his calculation check with a roll of 99 or 00, his calculation is wildly skewed in a random fashion. The material component for this spell is a miniature abacus of ivory worth at least 100 gp. It is not consumed in the casting of the spell.

Calm Animals(Enchantment/Charm)

Sphere: Animal
Range: 60 yds.
Duration: 1 turn + 1 rd./level
Area of Effect: Special
Subtlety: +3
Sensory: Moderate audio
Components: V, S
Casting Time: 4
Saving Throw: Special
Knockdown: None
Critical: None
This spell soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other words, animal- or semiintelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level priest could affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he wishes to within the spell's range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it's more difficult to affect a winter wolf, hell hound, or owlbear.
While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell's magic is broken and the animals are free to act in whatever fashion they normally would. Note that creatures affected by this spell are not helpless and defend themselves normally if attacked.

Courage (Enchantment/Charm) 
Sphere: War
Range: 240 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One unit up to 200 individuals
Saving Throw: None

	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. 

Dispel Fatigue
(Necromancy)

Sphere: Necromantic
Range: 30 yds.
Duration: Instantaneous
Area of Effect: 1 creature
Subtlety: +4
Sensory: None
Components: V, S, M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
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.

Emotion Read (Divination) 
Sphere: Thought
Range: 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: Neg.

	This spell allows the priest to perform an instantaneous reading of a single subject's emotional state. It can be used on any subject possessing Intelligence of 3 or better. This reading is neither deep nor specific and cannot pick out mixed emotions or intricate details. For example, it might tell the priest that the subject is fearful, but the spell cannot reveal what the subject is afraid of or why he is afraid.
	Emotion read does not reveal individual thoughts or the subject's motivation. Thus, the spell might reveal that the subject is coldly unemotional at the moment, but not the fact that the subject is contemplating the cold-blooded murder of the priest.
	Note that this reading is instantaneous. It reveals only the emotion that is strongest at the instant the spell is used. While this will usually be related to the subject's overall emotional state, it is always possible that the subject might be distracted for a moment or remember and respond to past events.
	The subject is allowed a normal saving throw vs. spells to resist this spell. If the saving throw is successful, the priest receives no reading at all. If the subject's roll exceeds the necessary number by six or more, the priest perceives an emotion diametrically opposite to the subject's true emotion.
	The material component is a square of unmarked white wax. 

Firelight
(Alteration)

Sphere: Elemental Fire
Range: Touch
Duration: 4 hrs. +1 hr./2 levels
Area of Effect: 1 object
Subtlety: +4
Sensory: Large visual
Components: V, S, M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
This variant of the spell log of everburning changes one small fire no larger than a camptire into firelight. The flame ceases to produce smoke and becomes much cooler; within 1 turn of the spell's casting, the fire cools enough to be handled or touched barehanded without causing harm. The firelight is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. Firelight burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius. The fuel source lasts throughout the duration of the spell. Unlike log of everburning, this spell is not at all useful for staying warm since firelight produces very little heat.
Firelight inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters. The material component is a mix of resins and incense, thrown into the flame to be affected.

Know Age (Divination) 
Sphere: Time
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One object or creature
Saving Throw: None

	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. 

Know Direction (Divination) 
Sphere: Travelers
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None

	Know direction allows the caster to instantly know the direction of north. The spell is effective in any environment, whether underwater, underground, or in darkness (including magical darkness).
	The material component is a small scrap of a parchment map that is at least 100 years old.

Know Time (Divination) 
Sphere: Time
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

	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. 

Log of Everburning (Enchantment) 
Sphere: Elemental Fire, Plant
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

	This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.
	This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.
	The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches. 

Mistaken Missive (Alteration) 
Sphere: Chaos
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One page/level
Saving Throw: None

	This spell alters the appearance of words written in ink. When the spell is cast upon a written page, the ink imperceptibly begins to move. Over the next few days, the message becomes progressively more illegible. If the page is left undisturbed for six days, an entirely new message forms on the page. The new message is completely legible and is recognizable as the handwriting of the original author, but is contrary in content to the original message.
	After the spell is cast, the message will appear different every day. The DM decides the message that the page will carry after the sixth day has passed. Following is a sample of the changes that could take place in a message.
	Day One: The words of the letter appear faint, as if the author of the letter was running out of ink as he wrote.
	Day Two: The words have moved slightly from their original positions, as if the person writing the letter were shaking or in a moving carriage when the letter was written.
	Days Three and Four: The message is gibberish. Although the ink forms groups of letters arranged in lines with punctuation, nearly all the words are meaningless. This may appear to be some sort of code, but it means nothing.
	Day Five: The ink has formed real words. However, the sentence construction is still meaningless (e.g., Egg west worse green!).
	Day Six (and beyond): The message is coherent, but the opposite intent of the original message has been created. If the original letter read, "Send troops quickly," the new letter reads, "All is fine. Keep your men in reserve."
	If mistaken missive is cast on the pages of a spellbook or a scroll, the ink on the page reforms into a new spell of the same level as the original spell. Thus, a darkness spell might become a maze spell. However, the spell formula will be wrong. Although it will look like a proper spell, it will not function when cast.
	A coded message that is subjected to mistaken missive will appear as a coded message on the sixth day but will hold a different meaning than the original message.
	A glass of preserved words will allow the original message to be read correctly. Dispel magic will restore the message to its original form.
	The material component is three drops of ink. 

Morale (Enchantment/Charm) 
Sphere: War
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One unit up to 200 individuals
Saving Throw: None

	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. 

Orison
(Various schools)

Sphere: All
Range: 10 yds.
Duration: Special
Area of Effect: Varies
Subtlety: +3
Sensory: Small visual/audio
Components: V, S
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
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.
•	Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save 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.
•	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.

Personal Reading (Divination) 
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 turns
Area of Effect: One creature
Saving Throw: None 

	This spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character. To cast this spell, the priest must know the subject's real name (the name the subject was given as a child) or the date and place of the character's birth. The priest analyzes this information and is able to build a rough picture of the character's life history and personal specifics. 
	The "historical" information discovered through this spell is generally vague. For example, the priest might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable. Specific information is up to the DM. The DM might provide some or all of the following information.
	• The subject's character class or career 
	   The subject's approximate level (stated in terms such as "novice," "highly skilled," 
		"moderately competent," etc.) 
	• The subject's standing in the community ("highly respected," "mistrusted," 
	  "considered an enigma," etc.) 
	• The subject's success or failure in his profession 
	• The subject's prevailing character traits or mannerisms 
	
	If the priest casts the spell based on an alias or incorrect birth information, the reading will be inaccurate. The DM should develop a history and personality at odds with the truth. This might allow the priest to determine whether the name of the subject is correct--a reading giving information that conflicts with what the priest already knows should be a clue that the name is incorrect.
	The subject need not be present during the casting. The priest can cast the spell without ever having met the subject.
	The material component is a small book of numerological formulae and notes (different from the book used in telethaumaturgy). The book is not consumed in the casting.
	A DM may rule that this spell can be cast on humanoids or monstrous creatures. The information available will be similar (considering that words like "profession" will mean something different when applied to an ogre). This spell will categorically fail on creatures that have no concept of a personal name. 

Protection from Chaos
(Abjuration)

Sphere: Law
Range: Touch
Duration: 3 rds./level
Area of Effect: 1 creature
Subtlety: +4
Sensory: Small visual
Components: V, S, M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
Resembling the spell protection from evil, this abjuration wards the creature touched from the attacks of minions of chaos. Chaotic creatures suffer a -2 penalty to attack rolls against the spell recipient, and the subject gains a +2 bonus to saving throws against spells or other attacks employed by chaotic creatures. Attempts to possess, dominate, or exercise other forms of mental control against the recipient are automatically blocked by this spell.
Protection from chaos also wards the recipient against contact with extraplanar creatures of chaotic origin, including tanar'ri, slaad, and eladrin. Unlike protection from evil, this spell does not necessarily guard against summoned or conjured creatures unless the creatures in question are chaotic in alignment. However, protection from chaos does protect the recipient from creatures influenced by confusion and chaos spells and effects. The natural or bodily attacks of such creatures automatically fail, as long as the recipient does not use the spell's power to trap, pin, or drive back the chaotic creatures in question. The spell ends if the recipient makes a melee attack against creatures that are prevented from attacking him by this spell.
The material component is a small ring of gold or lead tempered by a chaotic smith. Note that this spell is not reversible.

Ring of Hands (Abjuration) Reversible 
Sphere: Protection
Range: 0
Components: V, S
Duration: 2d10 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: None

	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. 

Sacred Guardian (Enchantment/Charm) 
Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

	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. 

Speak With Astral Traveler (Alteration) 
Sphere: Astral
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None

	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. 

Strength of Stone
(Invocation/Evocation)

Sphere: Elemental Earth
Range: Touch
Duration: 3 rds.+ 1 rd./level
Area of Effect: 1 creature
Subtlety: +4
Sensory: None
Components: V, S, M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
This spell grants supernatural strength to the recipient by raising his Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but flying or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion.
The material components are a chip of granite and a hair from a giant.

Sunscorch
(Invocation/Evocation)

Sphere: Sun
Range: 40 yds.
Duration: Instantaneous
Area of Effect: 1 creature
Subtlety: +3
Sensory: Moderate visual, moderate tactile
Components: V, S
Casting Time: 4
Saving Throw: Neg.
Knockdown: d6
Critical: Medium (1 hit) fire
This spell creates a brilliant ray of scorching heat that slants down from the sky to strike one target of the caster's choice. The victim is entitled to a saving throw vs. spell to avoid the ray—a successful save indicates that it missed altogether. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per caster level. In addition to sustaining damage, living victims are also blinded for 1d4 rounds by the spell.
The sun must be in the sky when sunscorch is cast, or the spell fails entirely. It cannot be cast underground, indoors, or in hours of darkness, although routine overcasts do not hinder the sunscorch.

Thought Capture (Divination) 
Sphere: Thought
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10 yards
Saving Throw: None

	One of the more bizarre contentions held by priests of the School of Thought is generally scoffed at by outsiders. The theory states that once a thought has occurred in someone's brain, it exists as a "freestanding mental object." This "thought object" usually remains inside the brain of the creature that created it, but sometimes it escapes (this supposedly explains why people forget things). When this happens, the thought object stays in the geographical area where it was lost. Any receptive brain (usually the brain of the creature that initially created the thought) can pick it up again simply by bumping into the invisible, free-floating thought. According to the theory, this is the reason that people can regain a lost thought by going back to the location where the thought was lost. This supposedly works because the free-floating thought is recaptured, not because the locale reminds them of the thought. Unfortunately for philosophers who disagree with this, thought capture seems to be extremely strong evidence for this theory.
	This spell makes the priest's brain something of a magnet that attracts thought objects in close proximity. The priest can sense strong thoughts and emotions and can sometimes even see momentary visions of creatures who died or suffered some powerful emotion in the immediate vicinity. Thought objects are always attracted to the priest in the order of the strongest (those attached to powerful emotions or significant events) to the weakest. Thus, if several thought objects share the same vicinity, the priest will perceive information about the most interesting or significant event. The priest might pick up images of a battle from the point of view of a warrior who died there, or he might gain information about the victor of the battle.
	The DM dictates the information provided to the priest, and thus can use this spell to provide players with important background information or can add texture to a campaign world. The information provided might be highly cryptic or symbolic, perhaps in the form of a rhyme or riddle. 
	The priest gains one thought object per casting of the spell. The spell may be cast a number of times in the same locale, with the priest gaining a different thought object with each casting. A locale contains a finite number of thoughts, however, and once the priest has gained all of them (per the DM), the spell will fail in that locale. 

Weighty Chest (Alteration) 
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1
Area of Effect: 5-foot cube
Saving Throw: None

	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. 

Wind Column
(Invocation/Evocation)

Sphere: Elemental Air
Range: 0
Duration: 2 rds./level
Area of Effect: The caster
Subtlety: +1
Sensory: Moderate visual
Components: S
Casting Time: 1
Saving Throw: None
Knockdown: None
Critical: None
A priest with access to this spell need not fear most routine falls, since the casting of the wind column creates a pillar of strong winds to slow his descent. The spell is most effective in areas or regions where a strong breeze is available, such as the heights of a mountain or the mast of a ship at sea. In areas of dead, calm air, it is much more difficult to muster the windpower necessary to arrest the caster's fall. The caster's rate of descent (and risk of damage) varies with the strength of the prevailing winds, as shown below.
If the wind is very strong, the caster can even choose to gain altitude instead of falling, although he can rise no higher than 5 feet per level above his original height before the wind column loses cohesiveness and he starts to fall again. However, a priest could use this to leap out a castle window and allow the winds to bear him to the roof of the tower, if the conditions are right.

Wind           	Falling              	Damage
Strength         	Rate               	Sustained
Very strong 	±2ft./sec.(120ft./rd.)    	None
Strong      	4ft./sec.(240ft./rd.)     	None
Moderate   	8 ft./sec. (480 ft./rd.) 	1 per 10 ft.1
Light       	16 ft./sec. (960 ft./rd.)	1d2 per 10 ft.2
None         	32 ft./sec. (2000 ft./rd.) 	1d3 per 10 ft.3

1 Maximum of 8 points
2 Maximum of 10d2
3 Maximum of 12d3

If you prefer to use the combat round scale from player's option: Combat & Tactics, rounds are approximately one-tenth as long, and movement per round is reduced accordingly. For example, in moderate winds, the caster will fall about 48 feet per round in the Combat & Tactics scale.

Second-Level Spells 

Astral Awareness.
(Divination)

Sphere: Astral
Range: 0
Duration: 1 hr./level
Area of Effect: The caster
Subtlety: +3
Sensory: None
Components: V, S
Casting Time: 5
Saving Throw: None
Knockdown: None
Critical: None
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.
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.

Aura of Comfort (Evocation) 
Sphere: Travelers
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

	When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura.
	If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150 will actually experience a temperature of 80°F.
	All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the aura of comfort is in effect. The spell offers no protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire- or cold-based attacks. 

Calm Chaos (Enchantment/Charm) 
Sphere: Law
Range: 20 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1d6 creatures/level
Saving Throw: Special

	This spell temporarily calms a chaotic situation involving a group of people. The situation may involve any range of emotions from violence (as in a barroom brawl) to joy and merrymaking (as in a festival or carnival).
	Unlike the emotion spell, calm chaos does not cause a change in the emotions of affected creatures--anger, fear, or intense joy remain in each individual. The emotion is simply restrained rather than released. Thus, an angry character intent on attacking someone will still feel the desire to do so, but he will withhold his action as long as the spell remains in effect.
	Creatures to be affected are allowed a saving throw vs. spell at a -4 penalty to avoid the effects. If more creatures are present than can be affected, creatures nearest the caster are affected first.
	After casting the spell, the priest makes a Charisma check. If successful, all characters affected by the spell are compelled to stop what they are doing. They are filled with the sensation that something important is about to occur. At this time, the priest or a character of his choosing must gain the attention of the affected creatures by giving a speech, performing for the crowd, or casting spells with intriguing visual effects (such as dancing lights). The attention of the crowd is then held for as long as the distraction continues. A character could filibuster and maintain control over the affected characters for hours or days.
	Two conditions will cause the group to resume its original actions. In the first, the method of entertaining the crowd ceases for one round--the speech ends or the spell expires. If this action is not replaced with another distraction within one round, the crowd is freed of the spell.
	In the second condition, if an event occurs that is more immediate than the distraction, the crowd will divert its attention to that event. Thus, if the spell were used to stop a barroom brawl and the building caught fire or was attacked, the crowd's attention would be diverted and the individuals could act freely.
	Creatures whose attention is held by the spell cannot be instructed to attack or perform any action. Such creatures will ignore suggestions of this nature. Depending on the nature of the request, the DM may deem that the suggestion causes a distraction that ends the spell. 

Chaos Ward
(Abjuration)

Sphere: Chaos
Range: Touch
Duration: 2 rds./level
Area of Effect: Creature touched
Subtlety: +4
Sensory: Small visual
Components: V, S, M
Casting Time: 5
Saving Throw: None
Knockdown: None
Critical: None
By using this spell, the priest can create a shimmering aura of whirling light that surrounds the chosen creature. This protective aura makes the spell recipient more difficult to hit in hand-to-hand combat by providing a -1 bonus to the subject's Armor Class. Against missile attacks or ranged spells aimed directly at the recipient, the chaos ward is even more effective since it provides a -2 bonus to Armor Class and a +2 bonus to any saving throws required. In addition, there is a chance that missile attacks or directed spells may be deflected or reflected by the chaotic energy of the shield, as shown below:

d%1   	Effect
01-85  	No unusual effect, subject gains normal benefits of chaos ward
86-95   	Spell or attack automatically defeated
96-99 	Spell or attack ricochets, affecting a random creature within 30 feet—normal attack roll or saving throw needs to be rolled for the random creature to be affected
100+  	Spell or attack reflected back at originator, normal attack roll or saving throw applies

1 Add the caster's level to the d% roll.

In order to qualify as a spell aimed directly at the recipient, a spell must affect only the subject in question; a spell such as hold person or sleep that happens to include the subject in its area of effect does not count as a directed spell and does not trigger the chaos ward. The material component is a playing card used by a rogue of chaotic alignment.

Create Holy Symbol (Conjuration) 
Sphere: Creation
Range: 0
Component: V
Duration: Permanent
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

	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. 

Cure Moderate Wounds
(Necromancy) Reversible

Sphere: Healing
Range: Touch
Duration: Instantaneous
Area of Effect: Creature touched
Subtlety: +3
Sensory: Moderate visual
Components: V, S
Casting Time: 5
Saving Throw: None
Knockdown: d8
Critical: Medium (1 hit)  wounding when reversed
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.)

Dissension's Feast (Enchantment/Charm, Alteration) 
Sphere: Chaos
Range: Touch
Components: V, S
Duration: 5 turns+2 turns/level
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: Neg.

	This spell must be cast by a priest during the preparation of food for a meal. The spell is cast on any one quantity of food; thus, the priest could cast the spell on the batter of a wedding cake, or he could cast the spell on a quantity of onions as they are diced for both a salad and a stew. The spell affects 10 pounds of food per level of the caster. Anyone who eats the affected food (even a character who eats the salad but not the stew) is subject to the effects of the spell.
	The effects of the spell begin five rounds after the food has been eaten. At that time, creatures who have eaten the affected food are allowed a saving throw; success indicates that a creature is not affected.
	Affected creatures quickly become agitated. Petty events ranging from poor table manners to loud talking bother everyone. After five minutes, tempers flare, characters feel compelled to shout at and insult one another, and threats are hurled. Even normally calm characters will feel compelled to vent their frustrations violently.
	Creatures maintain no alliances while under the effect of dissension's feast. A king and his wife who are normally madly in love will find themselves bickering with each other in a matter of minutes. Members of a diplomatic delegation might come to blows with each other within minutes of eating the food.
	At the end of the spell duration, characters undergo the sensation of waking up. All are free to behave as they wish. Characters at the meal will still be angry, although they will have no idea why they became angry.

Draw Upon Holy Might (Invocation) 
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None 

	When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.). 
	Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Legends & Lore book cannot be gained by use of this spell.
	For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.
	When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%.
	The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith. 

Emotion Perception (Divination) 
Sphere: War
Range: 300 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One unit/five levels
Saving Throw: None

	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. 

Ethereal Barrier
(Abjuration)

Sphere: Astral, Wards
Range: 120 yds.
Duration: 1 turn/level
Area of Effect: Two 10-ft. squares/level
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Subtlety: +6
Sensory: None
Knockdown: None
Critical: None
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.

Frisky Chest (Enchantment/Charm) 
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: 10-foot cube
Saving Throw: None

	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. 

Hesitation (Enchantment/Charm) 
Sphere: Time
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 20-foot-radius circle
Saving Throw: Neg.

	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. 

Idea (Divination) 
Sphere: Thought
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
	
	This spell stimulates the priest's mind to experience a flash of insight. In game terms, the DM reminds the priest's player of a fact or event that has been forgotten, overlooked, or discounted. Thus, the DM might remind the player about an important clue that the priest discovered but the player did not consider significant.
	If there are no forgotten facts, the DM may, at his discretion, tell the player of new information relevant to the condition at hand.
	The DM must be careful in adjudicating use of this spell. The reminder or information should always be relevant and useful but should not be unbalancing to the situation. The reminder can be cryptic, depending on the DM's campaign.
	The material component is a gold coin. This spell can be cast only once in any six hour period. 

Iron Vigil
(Alteration)

Sphere: Guardian
Range: 0
Duration: 1 week + 1 day/level
Area of Effect: The caster
Subtlety: +5
Sensory: None
Components: V, S
Casting Time: 1 turn
Saving Throw: None
Knockdown: None
Critical: None
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.

Lighten Load (Alteration) 
Sphere: Travelers
Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2
Area of Effect: 10-foot cube
Saving Throw: None

	This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a lighten load spell.
	This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items.
	An object affected by lighten load can be used normally; the spell has no effect on an object's mass, texture, size, strength, or other physical features.
	The material components are a feather and a slip of paper moistened by a soap bubble. 

Mind Read (Divination) 
Sphere: Thought
Range: 5 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

	This spell is a sensitive version of the wizard spell ESP. In addition to detecting the surface thoughts of any creatures in range, the priest is able to probe deeper into the mind of a single creature. Mind read will always reveal the kind of creature being probed, although this identity may be couched in the creature's own language or in a (possibly distorted) body image. The spell has a 20% chance of revealing the character class of an individual.
	The details and the usefulness of the creature's thoughts will depend on the intelligence of the subject. While a priest could read the thoughts of an animal, he would probably receive only a confused jumble of emotions and instincts. Reading the mind of a highly intelligent wizard, however, would be much more illuminating; the priest might be amazed by the crystal clarity and deep insight of the wizard's mental processes.
	If mind read is used as part of an interrogation, an intelligent and wary subject receives a saving throw at a -2 penalty. If successful, the creature resists the spell's effects and the priest learns no information. If the saving throw is failed, the priest may learn additional information according to the DM's ruling. 

Moment (Divination) 
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 50-foot radius
Saving Throw: None

	Theoretically, every action has a particular moment at which it will have its greatest possible effect. Using the arcane mathematics of this spell, the priest can determine the "ideal moment" for any single action in each round that the spell is in effect. This action must be performed by a character other than the priest.
	In practice, another character informs the priest of an action he wants to undertake in a round. The priest concentrates on the action, then informs the character when the "correct moment" has come. The character then gains a bonus of 20% (+4 on a d20) to the success of his action. The spell can affect only a single action in a given round. When used in combat, the priest can advise the best moment to initiate an action (affecting initiative) or what moment offers the greatest success in striking (affecting the chance to hit).
	If the character seeks advice concerning initiative, he gains a -2 modifier to the initiative roll, but only at the cost of -2 on his chance to hit. Characters who seek the best attack frequently delay their actions. These characters suffer a +1 on their initiative roll but gain a +4 on their chance to hit. The spell cannot affect the amount of damage caused, since the act (striking) has already succeeded at that point.
	Characters are not obliged to wait for the moment specified by the priest. For example, a fighter might decide that striking first is more important than gaining +4 to hit. The character can act normally, based on his or her unmodified initiative. The character gains no bonus from the moment spell, and the priest can affect no other action in that round.
Noncombat actions can also benefit from the moment spell. For example, a thief planning to climb a wall may wait to start her climb until the priest informs her that the moment is right. If she waits, she gains a bonus of 20% to her Climb Walls roll (in this case, the bonus is subtracted from her roll).
	While concentrating on this spell, the priest can take no other action. A break in the priest's concentration--taking damage in combat, for example--terminates the spell instantly.
	The material component is a set of three silver dice, which the priest tosses in his hand while concentrating on the spell. The dice are not consumed in the casting. 

Music of the Spheres (Enchantment/Charm) 
Sphere: Numbers, Charm
Range: 50 yards
Components: V, S, M
Duration: 1 turn+1 round/level
Casting Time: 4
Area of Effect: 20-foot-diameter circle
Saving Throw: Neg.

	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. 

Mystic Transfer (Invocation) 
Sphere: Charm
Range: 0
Components: V, S
Duration: 9 rounds
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

	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. 

Nap (Alteration) 
Sphere: Time
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature/level 
Saving Throw: None

	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.

Rally (Enchantment/Charm) 
Sphere: War
Range: 240 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One unit of up to 300 individuals
Saving Throw: None 

	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. 

Resist Acid and Corrosion
(Abjuration)

Sphere: Protection
Range: Touch
Duration: 1 rd./level
Area of Effect: Creature touched
Subtlety: +3
Sensory: None
Components: V, S
Casting Time: 5
Saving Throw: None
Knockdown: None
Critical: None
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 saving throw, the subject gains a +3 bonus, sustaining half damage with a failed save or one-quarter damage with a successful saving throw.

Restore Strength
(Necromancy)

Sphere: Necromantic
Range: Touch
Duration: Instantaneous
Area of Effect: Creature touched
Subtlety: +3
Sensory: Moderate visual
Components: V, S
Casting Time: 5
Saving Throw: None
Knockdown: None
Critical: None
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.

Sanctify (Conjuration/Summoning) Reversible 
Sphere: All
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 10 yard 0 10 yard square/priest
Saving Throw: None

	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 6th-level 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. 

Soflen Earth and Stone
(Alteration)

Sphere: Elemental Earth
Range: 10 yds./level
Duration: Permanent
Area of Effect: 10-ft. square/level
Subtlety: +4
Sensory: Moderate visual
Components: V, S, M
Casting Time: 5
Saving Throw: None
Knockdown: None
Critical: None
When this spell is cast, all natural, undressed earth or stone in the area of effect is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay, easily molded or chopped. The priest affects a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM option). Magical or enchanted stone cannot be affected by this spell, nor can dressed or worked stone.
Creatures attempting to move through an area softened into mud are reduced to a move of 10 feet per round. Any creatures caught within the mud when the spell takes effect must make a saving throw vs. paralyzation or lose the ability to move, attack, or cast spells for 1d2 rounds as they flounder about in the muck. Loose dirt is not as troublesome as mud, and creatures are only reduced to half their normal movement rate, with no chance of being caught for a round or two. However, it is impossible to run, sprint, or charge over either surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of PCs trying to break out of a cavern might use this spell to soften a wall.
While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face or roof and falls. A moderate amount of structural damage can be inflicted to man-made structures by softening the ground beneath a wall or tower, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. The material component is a bit of slip (wet clay) from the wheel of a master potter.

Watery Fist
(Conjuration/Summoning)

Sphere: Elemental (Water)
Range: 60 yds.
Duration: 1 rd./level
Area of Effect: Special
Subtlety: +4
Sensory: Moderate visual
Components: V, S, M
Casting Time: 5
Saving Throw: None
Knockdown: d10
Critical: Medium (1 hit) crushing
This spell conjures a coherent pseudopod of water from any suitable body of water at least 5 feet across and 2 feet deep (for streams) or 10 feet in diameter and 2 feet deep (for ponds or pools). The pseudopod can stretch up to 10 feet plus 1 foot per caster level from its source, so a 3rd-level priest could command watery fist to strike at a creature hovering thirteen feet above a lake or standing on the shore 13 feet from the water. The pseudopod obeys the priest's mental commands, although the priest must concentrate each round in order to maintain control of the watery member.
The pseudopod is incapable of fine manipulation, but it can be used to make bludgeoning or constricting attacks. When used to strike at opponents, it attacks with the caster's THAC0 and inflicts damage as shown below. The priest may add his magical attack adjustment (from his Wisdom score) to his THAC0, but Strength-based adjustments or special weapon skills don't help the priest to control watery fist. The pseudopod may be able to make rear or flank attacks if the priest can direct it into the proper position. If used to encircle and constrict, the pseudopod must
first make an attack roll as described above, inflicting damage based on the priest's level. However, in following rounds, the pseudopod automatically strikes its grappled target for constricting damage, +1 point per round of constricting. In other words, in the first round the victim sustains listed damage, in the second round he sustains listed damage +1, in the third he sustains listed damage +2, and so on. The pseudopod holds its target with an effective Strength equal to the priest's Wisdom score.

Caster  	Striking 	Constricting
Level   	Damage	Damage
1-4       	1d6       	1d3
5-8    	1d10     	1d6
9-12   	1d12     	1d8
13+      	2d8    	1d10

Watery fist can be released by the priest any time he cares to stop concentrating on maintaining it. The pseudopod immediately resumes its normal state, possibly drenching a grappled creature or extinguishing a small fire if the caster wishes. The pseudopod is AC 6 and has 15 hp plus 1 hp per caster level, but it can only be damaged by magical weapons, fire, or cold; all other attacks simply pass through the water. Transmute water to dust, part water, lower water, and Otiluke's freezing sphere all destroy watery fist on contact.
The material component is a vial full of blessed water or a sprig of mistletoe that is thrown onto the body of water from which the fist will be summoned.

Zone of Truth (Enchantment/Charm) 
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 5-foot square/level
Saving Throw: Neg.

	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. 

Third-Level Spells 

Accelerate Healing (Alteration) 
Sphere: Time
Range: Touch
Components: V, S
Duration: 1-4 days
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None

	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. 

Adaptation (Enchantment/Charm, Alteration) 
Sphere: War
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One unit of up to 200 individuals
Saving Throw: None

	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. 

Astral Window (Divination) 
Sphere: Astral
Range: 5 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 10'x10' area
Saving Throw: None

	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. 

Caltrops (Evocation) 
Sphere: War
Range: 20 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

	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. 

Choose Future (Divination) 
Sphere: Time
Range: Touch
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

	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. 

Control Animal
(Enchantment/Charm)

Sphere: Animal
Range: 60 yds. + 10 yds./level
Duration: 1 round/level
Area of Effect: 1 animal
Subtlety: +3
Sensory: Small audio/tactile
Components: V, S
Casting Time: 6
Saving Throw: Neg.
Knockdown: None
Critical: None
When a priest casts this spell, he forces an animal to do his bidding. The creature is entitled to a saving throw vs. spell; if it fails, the caster may direct the creature with simple commands to act in any fashion desired. Sample commands include attack, run, fetch, etc. Suicidal or self-destructive commands grant the subject another saving throw to break free of the caster's control, with a +1 to +4 bonus depending on the extremity of the caster's orders. Ordering an animal to engage in combat is not necessarily self-destructive, as long as the prospective opponent is not more than three times the animal's Hit Dice or more than two size categories larger than the subject. For example, a wolf (3 Hit Dice, size M) would attack a troll (6+6 Hit Dice, size L) without hesitation, but it might break free of the caster's control if ordered to attack a size H dragon or an 8+8 HD umber hulk.
Control animal establishes a mental link between the caster and the subject, and the animal can be directed by silent mental command as long as it remains within range. Because the caster's intelligence directs the animal, the creature may be able to take actions normally beyond its own comprehension, such as manipulating objects with its paws and mouth. The caster need not concentrate in order to maintain control of the creature unless he is trying to direct it to do something it normally couldn't.
Control animal only works on normal or giant-sized animals with Intelligence ratings between 1 and 4. Magical animals, monsters, and creatures of low Intelligence or higher are immune to the effects of this spell. Druids always avoid using this spell.

Create Campsite (Conjuration/Summoning) Reversible 
Sphere: Travelers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 50-foot radius
Saving Throw: None

	With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster).
	The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this.
	The entire process takes 4-16 (4d4) rounds to complete.
	The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.
	The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite.
	The material components are a piece of string, a bit of wood, and a drop of water.
	The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 (4d4) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for create campsite. 
Detect Spirits
(Divination)

Sphere: Divination
Range: 0
Duration: 1 turn + 1 turn/level
Area of Effect: 10x60 ft. path
Subtlety: +4
Sensory: Moderate visual
Components: V, S, M
Casting Time: 6
Saving Throw: None
Knockdown: None
Critical: None
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.

Dictate
(Enchantment/Charm)

Sphere: Charm, Law
Range: 30 yds.
Duration: 1 rd./level
Area of Effect: Up to 6 creatures in a 20-ft. cube
Subtlety: +2
Sensory: Small audio
Components: V
Casting Time: 6
Saving Throw: Neg.
Knockdown: None
Critical: None
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 nonimmediate 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 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.

Efficacious Monster Ward (Abjuration) 
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 10-foot cube/level
Saving Throw: Neg.

	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. 

Emotion Control (Alteration, Enchantment/Charm) 
Sphere: Thought, Charm
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One creature/5 levels of the caster within a 20' cube
Saving Throw: Special

	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. 

Etherealness
(Alteration)

Sphere: Numbers
Range: 0
Duration: 1 turn + 1 rd./level
Area of Effect: The caster
Subtlety: +2
Sensory: None
Components: V, S
Casting Time: 1
Saving Throw: None
Knockdown: None
Critical: None
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.

Extradimensional Detection (Divination) 
Sphere: Numbers, Divination
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: One 10'-wide path, 60 feet long
Saving Throw: None

	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.

Fortify
(Alteration)

Sphere: War
Range: 60 yds.
Duration: Permanent
Area of Effect: 10 ft. cube/2 levels
Subtlety: +6
Sensory: Moderate visual
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
Knockdown: None
Critical: None
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 befortified as well. The exact effects of the spell depend on the nature of the site to befortified.
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.

Helping Hand (Evocation) 
Sphere: Travelers
Range: Special
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	When a priest is trapped or otherwise endangered, this spell can summon help. The spell creates a hovering, ghostly image of a hand about one foot high. The caster can command it to locate a character or creature of the caster's choice based on a physical description. The caster can specify race, sex, and appearance, but not ambiguous factors such as level, alignment, or class.
	After the hand receives its orders, it begins to search for the indicated creature, flying at a movement rate of 48. The hand can search within a 5-mile radius of the caster.
	If the hand is unable to locate the indicated creature, it returns to the caster (provided he is still within the area of effect). The hand displays an outstretched palm, indicating that no such character or creature could be found. The hand then disappears.
	If the hand locates the indicated subject, the hand beckons the subject to follow it. If the subject follows, the hand points in the direction of the caster, leading the subject in the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before him. Once the hand leads the subject to the caster, it disappears.
	The subject is not compelled to follow the hand or help the caster. If the subject chooses not to follow the hand, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to the caster, the hand disappears; the subject will have to rely on his own devices to locate the caster. 
	If there is more than one subject within a 5-mile radius that meets the caster's description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand will not seek out a second subject.
	The ghostly hand has no physical form. The hand can be seen only by the caster and potential targets. It cannot engage in combat or execute any other task aside from locating the subject and leading him back to the caster. The hand will not pass through solid objects, but can pass through small cracks and slits.
	The material component is a black silk glove.

Invisibility Purge (Abjuration) 
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 10-foot square/priest
Saving Throw: None

	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.

Know Customs (Divination) 
Sphere: Travelers
Range: Special
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: Neg. 

	This spell allows a caster to gain general knowledge of the customs, laws, and social etiquette of a tribe or village. The caster must be within 30 yards of a member of the tribe or village for the spell to have effect. The selected villager must possess the knowledge sought by the caster; for instance, he cannot be an infant, nor can he be mentally unstable or dead (although he can be asleep or unconscious).
	The selected villager is allowed a saving throw; if he succeeds, the spell fails.
	If the saving throw fails, the caster gains a general knowledge of the villager's local laws and customs, including those that apply to relevant tribal or clan types (such as customs observed by all giants). Typical information revealed by know customs includes common courtesies (outsiders must avert their eyes when addressing local officials), local restrictions (no animals or unaccompanied elves within the city limits), important festivals, and common passwords that are known by the majority of citizens (such as a phrase necessary to pass the guards at the main gate). Additionally, the spell gives the caster a +1 reaction adjustment to encounters with members of the relevant tribe or village.
	Knowing the local laws and customs does not guarantee that the caster will conduct himself properly. Know customs is to be used as a guide; the DM is free to adjust the quality of information provided by a villager. 

Line of Protection (Abjuration) Reversible 
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30-yard line
Saving Throw: Neg. 

	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. 

Memory Read (Divination) 
Sphere: Thought
Range: 5 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.

	This spell allows the priest to read the memory of a single subject. The priest experiences the memory with the same intensity as the subject. The time required to view a memory is one-fiftieth of the time that the actual event lasted. Thus, a priest can view the memory of an event that lasted for one hour in a little more than one round. The subject experiences the memory at the same time the caster reads it.
	The subject must have an Intelligence score of 5 or more and must remain within range of the priest throughout the time it takes to read the desired memory. Priests can cast this spell on unconscious, sleeping, held, or paralyzed creatures.
	The subject receives a saving throw when the priest casts the spell (this saving throw is allowed even if the subject is asleep or otherwise unaware of the attempt). In addition, if the memory that the priest wants to view concerns something the subject wants to keep secret, or is something that the subject is trying to suppress, the subject receives a +5 bonus to the saving throw. If the memory the priest wishes to view is more than six months old, the subject receives a second saving throw, with bonuses depending on the age of the memory as follows: 

Age of Memory 	Bonus 
 6-12 months 	   0
 1 to 4 years	 +1 
 5 years or more	 +3 

	If the subject succeeds either of these saving throws, the spell fails.
	This spell creates a mental drain on the priest, causing him to temporarily lose 1-3 points of Constitution. These can be regained only after eight hours of rest. The spell cannot be cast again until the priest's constitution is restored.
	The material component is a small piece of linen cloth with threads of gold interspersed throughout its weave. This is consumed during the casting. 

Miscast Magic (Invocation/Evocation) 
Sphere: Chaos
Range: 40 yards+10 yards/level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.

	Miscast magic can be cast only on a wizard. It causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard affected by miscast magic had four 1st-level spells memorized ( armor, feather fall, jump, and sleep) and he attempted to cast the sleep spell, the DM would determine the resulting spell randomly from the wizard's four memorized spells. The wizard has only a 25% chance of casting the sleep spell.
	Only spells currently memorized are eligible to be exchanged with the desired spell. If a wizard had only one spell memorized, the miscast magic would have no effect and the wizard's spell would be cast normally.
	The miscast spell operates normally. If a wizard tried to levitate a companion but a web spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the levitate spell but not in range of the web, the spell would be lost in a fizzle of energy and the web spell would be wiped from the caster's memory.
	The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell).
	Wizards who are targets of miscast magic are allowed a saving throw vs. spell to avoid the effect. 
 
Moment Reading (Divination) 
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	This spell allows the priest to determine the "tenor of the now"--in other words, to learn the "force" that is most dominant at the time. To cast the spell, the priest generates a series of random numbers and then studies the pattern contained in that string of numbers. This pattern contains information about current conditions.
	In game terms, when this spell is cast, the DM communicates to the priest's player a single word or short phrase (no more than five words) describing the "tone" of the situation. Examples of suitable "tones" are "imminent danger" (the DM knows a dragon is approaching the area); "peace and tranquility" (the woods in which the PCS camp may look threatening, but the area is actually free of evil influence); or "betrayal" (one of the PCS' hirelings is actually a spy of their enemy). The DM can make this comment cryptic, but it should always be accurate and contain some useful information.
	This spell has no specified area of effect. The result of moment reading will always concern the priest and anyone else in his immediate vicinity, but the definition of "vicinity" will vary depending on the circumstances. For example, the tenor of the moment might be "severe danger" if the priest is entering the territory of a dragon who attacks interlopers on sight.
	The tenor of the moment is always personally applicable to the priest. For example, even if the priest is in a nation dangerously close to war with its neighbor, this condition will not appear in the tenor of the moment unless the priest is personally involved (if he's currently in the direct path of an invading army, for instance).
	One casting of this spell tends to "taint" subsequent castings of the same spell unless they are separated by a minimum length of time. If a priest casts this spell twice within 12 hours, the second reading gives the same result as the first, regardless of the actual situation. If a second priest casts the spell within 12 hours of another priest's use of the spell, he receives an accurate reading. 
	The material component is a set of 36 small disks made of polished bone engraved with runes that represent numbers. These disks are not consumed in the casting. 

Random Causality (Alteration) 
Sphere: Chaos
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 3 rounds+1 round/level
Area of Effect: One weapon
Saving Throw: Neg.

	This spell creates a rift in the nature of cause and effect. The spell is cast upon an opponent's weapon. When the weapon is used, it hits and causes damage normally, but the damage is not applied to the creature struck by the weapon. Instead, the person wielding the weapon or one of his companions suffers the damage. If the weapon misses its target on any round, no damage is caused in that round.
	Using a die roll, the DM randomly determines the victim of the damage. The DM selects a die with a value nearest the number of eligible creatures (the wielder of the weapon and his companions). If the number of creatures does not equate to highest value of a die, the wielder of the enchanted weapon takes the extra chances to be hit. For example, if a goblin wields a sword affected by this spell, he and his six companions are eligible to receive the damage. The DM rolls 1d8. On a roll of 1-6, one of the goblin's companions suffers the damage; on a roll of 7 or 8, the goblin with the affected weapon suffers the damage.
	The weapon is affected for 3 rounds+1 round/level of the spell caster. If the wielder of the weapon changes weapons while the spell is in effect, the discarded weapon remains enchanted.
	The material component is a bronze die. 

Rigid Thinking (Enchantment/Charm) 
Sphere: Law
Range: 60 yards
Components: V, S
Duration: 1 round/level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Neg.

	Rigid thinking can be cast only upon a creature with Intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects.
	The creature affected by rigid thinking is in capable of performing any action other than the activity he is involved in when the spell takes effect. The creature's mind simply cannot decide on another course of action--it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards.
	The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities.
	A spellcaster in the process of casting a spell when rigid thinking takes effect will not attempt to repeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens).
	The spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is opened) or when the duration of the spell has ended. 
 
Slow Rot (Abjuration) 
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 week/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	This spell increases the amount of time that fruits, vegetables, and grains remain wholesome and ripe. The spell will not take effect upon meat of any kind.
	The caster can affect as much as 100 cubic feet of plant material per level. Thus, even a low level priest could effectively keep a farmer's grain from rotting while in storage or keep the fruit on the trees in his orchard ripe until they are harvested. This spell does not prevent pests (such as rats) from eating the food.
	The material component is a pinch of sugar. 

Squeaking Floors (Evocation) 
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 3
Area of Effect: 10-foot square/level
Saving Throw: None

	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. 

Strength of One (Alteration) 
Sphere: Law
Range: 10 yards
Components: V, S
Duration: 2d6 rounds
Casting Time: 3
Area of Effect: One creature+1creature/2 levels
Saving Throw: None

	By casting this spell on a group of lawful creatures, the priest imbues each creature with a Strength bonus equal to that of the strongest creature in the group. To be affected by the spell, all creatures must touch the hand of the priest at the time of casting. Only human, demihuman, and humanoid creatures of man-size or smaller may be affected. The characters can be a mixed group of Lawful Neutral, Lawful Good, or Lawful Evil alignments. The spell will not take effect if any creature of Neutral or Chaotic alignment is included in the group.
	Prior to casting, one creature is designated the keystone. There may never be more than one keystone in a group, even if another creature has equal strength.
	Upon completion of the spell, all affected characters gain a bonus to damage equal to the keystone's bonus to damage from Strength. Any magical bonuses belonging to the keystone are not added; only the keystone's natural strength is conferred on the group.
	This bonus supersedes any bonus a character might normally receive. Thus, a warrior with 16 Strength (a +1 bonus to damage) who benefits from this spell with a keystone who has Strength 18/07 (a damage bonus of +3) gains a total bonus of +3 to damage (not +4 to damage). The keystone receives no bonus.
	Affected creatures gain no improvements to THAC0, bend bars/lift gates, or other functions of Strength.
	The spell ends if the keystone is killed before the duration expires. The bonus and duration are not affected if a member of the group is killed within the duration of the spell. 

Summon Animal Spirit
(Necromancy)

Sphere: Summoning
Range: 10 yds./level
Duration: 1 round/level
Area of Effect: Special
Subtlety: +4
Sensory: Moderate visual
Components: V, S, M
Casting Time: 6
Saving Throw: None
Knockdown: d8
Critical: Medium (1 hit) slashing
This spell summons a minor spirit or entity to the caster's aid. Clerics usually summon minor elementals of some kind, while shamans typically conjure an animal spirit or spirit of nature. Regardless of the spirit's origin, it appears as a ghostly beast of some kind—wolves, bears, tigers, or lions are most common. The animal spirit obeys the mental commands of the priest, attacking his enemies or performing any other task that it could reasonably accomplish. The creature is incorporeal and cannot handle or manipulate objects of any kind, but it can see and hear as a normal animal of its archetype and could be used to scout a dangerous area or act as a distraction of some kind.
In combat, the animal spirit has the following statistics: MV 24; AC 4; THAC0 15; Dmg 2d4. It can only be injured by magical weapons and can strike monsters hit only by +1 or better weapons. The spirit has a number of hit points equal to 10 plus the caster's level, so a 6th-level priest conjures a animal spirit with 16 hit points. The creature is not affected by charm, sleep, hold, or other mind-affecting spells and suffers no damage from cold-based attacks. However, it is vulnerable to dispel magic or turning as an undead monster of the caster's Hit Dice. If the animal spirit is turned, destroyed, or dispelled, the priest who summoned it must make a saving throw vs. spell or be stunned for 1d4 rounds.
Because the spirit is intelligent and free-willed under the caster's direction, the priest need not concentrate in order to direct its attacks—an animal spirit could be ordered to attack a spellcaster in the back of an enemy party, while the cleric waded into hand-to-hand combat. The animal spirit makes use of flank or rear attacks when it can and gains any normal combat bonuses that a living creature in its position would be entitled to. The priest enjoys instantaneous, silent communication with the animal spirit and can order it to stop attacking, to change its target, or to undertake almost any conceivable action desired. However, the spirit must remain within the spell's range; if it is ever more than 10 yards per caster level away from the priest, it dissipates harmlessly.
The material component is a small whistle carved from a bone taken from the appropriate type of animal.

Hold Poison
(Necromancy)

Sphere: Healing
Range: Touch
Duration: 1 day/level
Area of Effect: Creature touched
Subtlety: +3
Sensory: None
Components: V, S, M
Casting Time: 1
Saving Throw: None
Knockdown: None
Critical: None
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 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).

Repair Injury
(Necromancy)

Sphere: Healing
Range: Touch
Duration: Instantaneous
Area of Effect: Creature touched
Subtlety: +5
Sensory: None
Components: V, S
Casting Time: 1 turn
Saving Throw: None
Knockdown: None
Critical: None
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.

Telepathy (Divination, Alteration) 
Sphere: Thought
Range: 30 yards
Components: V, S
Duration: 1 turn+2 rounds/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.

	This spell establishes direct, two-way mental contact between the priest and a single subject. The subject must have Intelligence of at least 5 for the spell to take effect. While the spell is in effect, the two participants can communicate silently and rapidly, regardless of whether they share a common language.
 	Telepathy does not give either participant access to the other's thoughts, memories, or emotions. Participants can only "hear" the thoughts that the other participant actively "sends."
	Mind-to-mind communication is approximately four times faster than verbal communication. The level of complexity that can be communicated is only that which can be expressed through language. Gestures, expressions, and body language cannot be conveyed.
	A priest can establish separate "telepathic channels" to multiple individuals. Each linkage is established through a separate casting of the spell. There is no network between the channels. For example, Balfas the priest establishes telepathy with Alra the warrior and Zymor the thief by casting this spell twice. Balfas can communicate a single thought to both Alra and Zymor, but Alra and Zymor cannot communicate with each other. Balfas, however, can "target" a thought so that only one of the two participants receives it.
	If the priest casts this spell on an unwilling subject (for example, if the priest wants to silently threaten or taunt the subject), the subject receives a saving throw vs. spell to resist the effect. Willing subjects need not make a saving throw.
	Lead sheeting of more than ½ " thickness will totally block telepathy.   

Telethaumaturgy (Enchantment/Charm) 
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: None

	This spell requires the priest to perform a numerological analysis of a subject's correct name. The result is that the priest may cast another spell that affects the subject individual at a range much greater than normal. In other words, by gaining deep knowledge of the individual, the priest creates a "channel" to that individual that makes a subsequent spell easier to cast on that subject.
	Only certain spells can benefit from telethaumaturgy: 

bless*
command
charm person or mammal
detect charm
hold person
know alignment
remove curse* 
probability control
quest
confusion (one creature only) 
exaction
	
	For spells marked with an asterisk (*),  telethaumaturgy also increases the range of the reversed spell. Unless indicated, telethaumaturgy does not increase the range of the reversed spells.
	The increase in range depends on the level of the priest casting telethaumaturgy: 

 Level Range 	Multiplier 
 1-6 	    x2 
 7-11 	    x3 
 12-16 	    x4 
 17+ 	    x5 

	Thus, a 12th-level priest who has cast telethaumaturgy on an individual could subsequently cast charm person on that individual at a range of 320 yards, rather than the normal range of 80 yards.
	A spell to be enhanced by telethaumaturgy must be cast on the round immediately following the completion of telethaumaturgy. Spells that normally affect more than one individual (such as confusion ) will affect only the selected subject when cast following telethaumaturgy.
	When telethaumaturgy is cast by a priest of 11th level or higher, it has an additional effect. If the target is within the normal range of the subsequent spell (e.g., 80 yards for charm person), the subject's saving throw suffers a penalty of -2.
	Like the personal reading spell,  telethaumaturgy functions only if the priest knows the correct name of his subject. If the priest casts the spell using an alias, he will not know that telethaumaturgy has not taken effect until the subsequent spell fails. The priest does not automatically know why the subsequent spell failed (the subject might simply have made a successful saving throw).
	The material component is a small book of numerological formulae and notes. This book is different from the book used in personal reading. The book is not consumed in the casting. 

Thief's Lament (Alteration) 
Sphere: Wards
Range: 10 yards/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 3
Area of Effect: 5-foot cube/level
Saving Throw: Neg.

	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 10th-level caster could affect a cube whose sides equal 50 feet).
	The material components are the priest's holy symbol and a silver key. 

Unearthly Choir (Invocation) 
Sphere: Combat
Range: 0
Component: V
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: ½

	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. 

Unfailing Premonition
(Divination)

Sphere: Time
Range: 0
Duration: 1 turn + 2 rds./level
Area of Effect: The caster
Subtlety: +3
Sensory: None
Components: V, S
Casting Time: 6
Saving Throw: None
Knockdown: None
Critical: None
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.
Weather Prediction
(Divination)

Sphere: Weather
Range: 0
Duration: Instantaneous
Area of Effect: The caster
Subtlety: +5
Sensory: None
Components: V, S
Casting Time: 1 rd.
Saving Throw: None
Knockdown: None
Critical: None
By casting this spell, the priest can predict the weather conditions at his location for a period of time equal to one day per level. The caster becomes aware of the prevailing conditions, trends, and weather systems that may affect his present location. Temperature, wind speed and direction, cloud cover, and precipitation can all be predicted with 95% accuracy for the next day, less 10% for each day after that. In other words, the priest's prediction is 95% accurate for the first day, 85% accurate for the second, 75% accurate for the third, and so on. In addition, magical or supernatural phenomena cannot be predicted.
Priests of powers concerned with weather may use this spell to determine the best time for certain ceremonies or observances. Other priests find weather prediction useful for planning journeys or selecting campsites.

Wind Servant
(Conjuration/Summoning)

Sphere: Elemental (Air)
Range: 20 yds./level
Duration: 1 rd./level
Area of Effect: Special
Subtlety: +3
Sensory: Moderate audio/tactile
Components: V, S
Casting Time: 6
Saving Throw: None
Knockdown: None
Critical: None
This spell allows the priest to exert fine control over air currents and winds, possibly extinguishing small fires or manipulating light objects as he sees fit within the spell's range. Generally, the priest is limited to one discrete action per round since he must focus his wind servant tightly on any given task. The wind servant can affect objects or creatures weighing up to 1 pound per caster level, twice as much if the object is reasonably light or airy (a cloak, scroll, or haystack, for instance), or 10 times as much if the object is designed to be carried by the wind, such as a ship's sail or a bird in flight.
If an object is within the spell's weight limit, the caster may direct the wind servant to carry it along in gusts and air currents at a flying movement rate of 12 (E). If the object leaves the limits of the spell's range, the wind servant fails, and the object drops or falls normally from that point. Flying creatures of size M or smaller can be forced to land or be driven away by use of the spell if they fall within the weight limit, or slowed by 50% if they exceed the weight limit. Employing the wind servant against an arrow or light missile adds a penalty of -4 to the attack roll.
In dusty, snowy, or sandy regions, the caster can instead use wind servant to create a vicious zephyr of stinging dust around an enemy. This zephyr inflicts damage equal to the opponent's base AC less 2d6 points and creates a -2 penalty to the victim's attack rolls. For example, an enemy in leather armor +1 (AC 7) would suffer 7 - 2d6 damage if attacked by means of this spell. Note that any use of the wind servant requires the priest's undivided attention; he can take no other actions while directing the spell.

Zone of Sweet Air (Abjuration) 
Sphere: Wards
Range: 10 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 10-foot cube/level
Saving Throw: None

	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. 

Fourth-Level Spells 

Adamantite Mace
(Alteration)

Sphere: Elemental (Earth)
Range: Touch                    
Components: V, S, M
Duration: 1 rd./level             
Casting Time: 7
Area of Effect: Caster's weapon    
Saving Throw: None
Subtlety: +5                     
Knockdown: d12
Sensory: Small visual             
Critical: Medium (1 hit) impact
By means of this spell, the priest transmutes his own cudgel, mace, or staff into an enchanted weapon of adamantite, the most magical mineral known. The adamantite mace gains a +2 bonus to attack and damage rolls, but it can strike creatures normally hit only by +4 or better weapons. As an incarnation of elemental earth, the mace inflicts up to twice the damage (roll twice the required damage dice) against creatures of elemental air or magical avians such as griffons, perytons, pegasi, and winged baatezu or tanar'ri. The adamantite mace retains its special properties for one round per level of experience of the caster.
The material component is a special powder made from a diamond worth 100 gp, sprinkled over the weapon.

Addition (Alteration) 
Sphere: Numbers, Creation
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	The philosophy of the Sphere of Numbers holds that the structure of reality--the "equation of the moment"--can be analyzed and modified by someone with sufficient knowledge and power. The addition spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily.
	The effect of this spell varies depending on the level of the caster. At 10th level or lower, addition can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., "a water pitcher" or "a block of stone"). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red.
	Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create "a pistol," assuming he had heard the word somewhere, the spell would fail.
	Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. Thus, if the priest were to attempt to create "a spellbook," the result would be either a book similar to a spellbook with blank pages, or nothing at all.
	The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy).
	The object created by addition remains in existence for 1 turn per level of the caster. During this time, it obeys all the laws of physics as if it were a "real" object. The object cannot be disbelieved and spells such as true seeing cannot distinguish it from a naturally-occurring object.
	Priests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created remains in existence for two hours (12 turns) per level of the caster. 
	Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real additions to the "equation of the moment," dispel magic has no effect on them. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster.
	Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster.
	The material component is a small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the casting. 

Age Plant (Alteration) 
Sphere: Time
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One plant, seed, or tree/level
Saving Throw: None

	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. 

Blessed Warmth (Alteration) 
Sphere: Sun
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

	When this spell is cast, a narrow shaft of light shines down upon the priest, making him immune to the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. magical cold (such as a white dragon's breath weapon).
	For each level of the priest above 7th, an additional beam of light may be created to protect another creature, who must be standing within 3' of the priest. Thus, a 10th-level priest could protect four other creatures in a 3' radius. 

Body Clock (Alteration) 
Sphere: Time
Range: Touch
Components: V, S, M
Duration: 1 hour/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: None

	Body clock affects a subject in the following ways.
	• 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 day of complete rest. However, wizards are not able to memorize spells; "real" time must pass for this to occur.
	• 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.
	• 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, spellcasting, or any other normal activities.
	The material components are a kernel of corn, a drop of water, and a stoppered glass bottle. 

Chaotic Combat (Invocation/Evocation) 
Sphere: Chaos
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

	When chaotic combat is cast on a fighter, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense. The spell affects only warriors.
	Unfortunately, these insights are helpful in only two-thirds of the warrior's attacks. In the remaining attacks, the spell actually impairs the warrior's standard performance. At the beginning of each round, after the player has declared his character's actions, 1d6 is rolled for the affected warrior. On a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2 to armor class. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack rolls and a -2 penalty to armor class. This must be determined at the beginning of the round so that both the warrior and his opponents can apply the necessary changes.
	The insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, which is nearly impossible to contain. After the spell expires, the warrior remembers the battle but not the specifics of his actions. He is unable to duplicate the maneuvers. 

Chaotic Sleep (Alteration) 
Sphere: Chaos
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Neg.

	After casting this spell, the priest must successfully touch his victim. The victim is then allowed a saving throw to avoid the spell's effect. If the saving throw is failed, the spell takes effect at the next sunrise or sunset (whichever comes first).
	From the time the spell takes effect until the spell is negated, the sleeping pattern of the victim is randomly disrupted. At sunset and sunrise of every day, a check is made to determine the effects of chaotic sleep. In the 12-hour period that follows the check, there is an equal chance that the character will be unable to sleep or unable to remain awake (roll 1d6; on a roll of 1-3, the character is awake, on a roll of 4-6, he sleeps). This condition lasts until the next sunrise (or sunset) when the check is made again.
	For example, a fighter fails to save against chaotic sleep. For the next few hours, the spell has no effect. At sundown, the first check is made, resulting in a 2. The fighter does not notice anything until he tries to sleep that night, at which time he is wide awake, fidgeting and restless. At sunrise, another die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset.
	Characters who sleep as a result of this spell can be roused only by physical stimuli--a slap or a wound, for example. Once awake, the character remains conscious only as long as there are active stimuli around him, such as a fight. Walking through caves or riding a horse will not keep the character awake. Unlike a sleep spell, characters affected by chaotic sleep doze off as soon as they are left relatively undisturbed. Keeping an affected character awake is difficult at best.
	Lack of sleep will eventually take a physical toll on any character under the influence of the spell. For every 12-hour period that a character remains awake beyond the first, he suffers a -1 penalty to THAC0. Such characters do not regain hit points as a result of normal healing. Spellcasters cannot memorize spells until they have had sufficient sleep.
	Chaotic sleep can be removed with a remove curse.
	The material components are a pinch of sand and three coffee beans. 

Circle of Privacy (Alteration) 
Sphere: Travelers
Range: Special
Components: V, S, M
Duration: 1 hour/level
Casting Time: 4
Area of Effect: 50-foot-diameter circle
Saving Throw: None

	This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group's chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against infravision or other forms of magical detection.
	The material components are a hair from a skunk, a whisker from a mouse, and enough salt to make a 50-foot-diameter circle. 

Compulsive Order (Enchantment/Charm) 
Sphere: Law
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.

	The victim of compulsive order is compelled to place everything he encounters into perfect order. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, and copper. He is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with cleaning it. A character under the power of this spell will sweep dirt from dungeon corridors into neat piles, arrange the corpses of a defeated orc band according to size, dash forward to remove a bit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character's abilities, the overwhelming desire for order impairs the character's usefulness in most adventures.
	When a character afflicted by this spell attempts to undertake a new event (begin a battle, haggle with the merchant, etc.), the player must rationalize the action on the basis of his compulsion for order. Thus, the character cannot simply attack a goblin; he must announce a condition such as attacking the tallest goblin and fighting his way down according to size. Once stated, the character must follow through with this plan.
	If the player cannot conceive a rationale for his character's behavior, the character is forced to delay his actions for 1d6 rounds, with the time spent in preparation for the subsequent action. The character spends time arranging spell components artistically, deciding how to hold his sword, cleaning his weapon, etc.
	Anyone affected by compulsive order may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.
	The victim is allowed a saving throw to avoid the effects of the spell. Compulsive order can be removed with a dispel magic spell.
	The material component is a perfect cube made of metal. 

Defensive Harmony (Enchantment/Charm) 
Sphere: Law
Range: 5 yards
Components: V, S
Duration: 1 round+2d4 rounds
Casting Time: 1
Area of Effect: One creature/two levels
Saving Throw: None

	This spell must be cast on at least two creatures. The priest may affect one creature per two levels of his experience, and all creatures to be affected must be within three feet of each other at the time of casting. After the spell is completed, affected characters may move about freely.
	Defensive harmony grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. The affected creatures must be involved in a single battle so that their efforts harmonize to the benefit of all involved. For example, the affected creatures can attack one dragon or a group of orcs in a single area. They can also attack additional enemy forces that arrive in the same combat. If the enemy forces divide and flee, the affected creatures can follow, continue to attack, and benefit from the spell. If the affected group is split into two smaller groups when attacked, however, it gains no benefit from defensive harmony.
	While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum bonus of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by defensive harmony, each creature gains a +3 bonus to armor class.
	This bonus represents a mystical coordination of effort on the part of all affected creatures. A fighter will naturally wage his attack to distract the troll attacking the thief. The ranger will instinctively block the swing of an orc, thereby protecting the wizard. Creatures affected by the spell are not consciously aware of these efforts, and they are unable to create specific strategies and tactics. 

Dimensional Anchor
(Alteration)

Sphere: Guardian
Range: 10 yds./level
Duration: 1 turn + 1 rd./level
Area of Effect: 1 creature
Subtlety: +2
Sensory: Moderate visual
Components: V, S
Casting Time: 1
Saving Throw: None
Knockdown: None
Critical: None
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.

Dimensional Folding (Alteration) 
Sphere: Numbers
Range: 5 feet
Components: V, S, M
Duration: 1 round
Casting Time: 1 round
Area of Effect: 10-foot circle
Saving Throw: None

	This spell allows the caster to selectively warp the fabric of space, folding it into higher dimensions.
	This effect can be best explained through an example. If an ant crawling along the west edge of a map decided to travel to the east edge of the map, it would have to crawl the full width of the map. But if the map were folded in two so that the east and west edges were touching, the ant would travel almost no distance at all. The ant's world (the map) would have been folded through the third dimension. The dimensional folding spell does something similar with the three-dimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel between two locales on the same plane of existence.
	Although this effect may seem similar to the wizard spell teleport, in practice, it is much different. The dimensional folding spell opens a gate that allows instantaneous, bidirectional access to a distant locale on the same plane. This gate is circular, of any size up to 10' in diameter, and remains in existence for up to 1 full round. The caster and any other creatures can pass through the gate in either direction while it remains open. Missile weapons and magic spells can also pass through the gate.
	The gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision through the gate is clear and unobstructed in both directions, allowing the priest to "look before he leaps." However, anyone on the other side of the gate is able to see the priest and his point of origin.
	The "near side" of the gate always appears within 5 feet of the priest. The location of the "far side" of the gate always opens within 5 feet of the place the priest desires. Thus, there is no chance of arriving at the wrong destination, as with the wizard spell teleport.
	There is a risk involved in using dimensional folding, however. Many philosophers believe that what we know as time is simply another dimension, and the behavior of this spell seems to support this thesis. Unless the priest is extremely familiar with the destination, there is a significant chance that any creature passing through a dimensional folding gate will suffer instantaneous aging. Theorists believe that this is the same kind of "slippage" that can cause a teleporting wizard to land high or low, except that in this case, the slippage is in the time dimension.
	The chance of this instantaneous aging occurring depends on how familiar the priest is with the destination. The table that follows outlines the conditions and effects of aging.

	Chance of 	Amount of  
Destination is: 	aging 	aging 
 Very familiar* 	  2% 	1 year 
 Studied carefully 	  5% 	1d2 years 
 Seen casually 	10% 	1d3 years 
 Viewed once 	15% 	1d6 years 
 Never seen 	25% 	1d10 years 

* Use this row if the desired location is within view of  the priest.

	If the die roll indicates that aging occurs, every creature that passes through the gate in either direction suffers the aging effect. Multiple creatures passing through the gate in the same direction all age by the same amount determined by a single die roll. Although the chance of aging is low and the potential amount of aging is minimal for familiar destinations, the effects can add up and become significant over time.
	Although the word "destination" is used to refer to the "far end" of the gate, the priest need not be the one doing the traveling. For example, a priest may open the gate near a distant ally so he may travel instantaneously to join the priest.
	The material component is a sheet of platinum "tissue" worth at least 15 gp, which the priest folds intricately during the casting. The tissue is consumed when the gate closes. 

Entrench
(Alteration, Invocation/Evocation)

Sphere: War
Range: 60 yds.
Duration: Permanent
Area of Effect: 10-ft. cube/2 levels
Subtlety: +3
Sensory: Moderate visual
Components: V, S, M
Casting Time: 3 rds.
Saving Throw: None
Knockdown: None
Critical: None
An improved version of the fortify spell, entrench has much the same effect, but prepares an even more formidable set of defenses. Like fortify, entrench may be used to prepare an open outdoors area such as a field or grassland, or a rough outdoors area such as a hillside or forest. Large rooms or chambers may be entrenched as well. In addition to the ditches and ramparts of the fortify spell, entrench makes use of local materials to create a small palisade and an array of stakes or sharp stones to discourage attackers.
A. Open Outdoors Site: A rampart or dike of earth faced by a staked ditch rises from the ground along the perimeter of the site. Creatures defending the dike receive 75% cover against missile fire (+7 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 rampart, and must spend one full round negotiating the defenses in order to attack. The dike's defenders receive a +1 bonus to attack rolls against any creatures trying to move through the stakes or stones.
B. Rough Outdoors Site: Loose stones, deadwood, and briars are arranged to form a defensible wall along the perimeter of the area of effect, faced by an array of sharp stakes or stones. Characters hiding behind the wall receive 90% cover (+10 bonus to AC), or 50% cover (+4 bonus) if they expose themselves by firing missiles or defending the wall. Attacking creatures cannot run, charge, or sprint through the defenses, and must spend one full round to get through the stakes plus an additional round climbing over the wall in order to enter the fortified area. The wall's defenders gain a +1 bonus to attacks against creatures negotiating the defenses.
C. Marshy or Low-lying Site: In swamps or bogs, entrench creates a water-filled ditch around the perimeter of the area of effect. This ditch is 15 feet wide and 3 to 6 feet deep; most creatures require two full rounds to negotiate the ditch and climb up the far side, and defenders gain a +1 bonus to attack rolls against enemies who are wading the ditch or climbing up the other side.
The fortifications created by this spell are permanent, although erosion, weathering, and clearing or filling can return the site to its original state. The material component is the shell of a giant nautilus. In the battlesystem rules, entrench provides the defending units with a +3 bonus to their AR versus missile and melee attacks, but only a +1 bonus against missile attacks in marshy areas.

Fire Purge (Abjuration) 
Sphere: Wards
Range: 10 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 10-yard square/priest
Saving Throw: None

	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).

Focus (Invocation) 
Sphere: All
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None

	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. 

Fortify (Necromancy) 
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

	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. 

Genius (Divination) 
Sphere: Thought
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Caster
Saving Throw: None

	This spell is similar to idea, except that the priest's player can ask the DM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as "What are these monsters?" Speculation about the future, such as "What's on the other side of the door?" is not permitted.
	As with idea, the DM must be careful in adjudicating this spell. The answer to the question should always be relevant and correct, although not necessarily complete, and should not be unbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM's assessment of the situation. In general, the answer will be a single word or a short phrase of no more than five words.
	The material component is a gem of at least 50 gp value. This spell can be cast only once in any 12-hour period. Subsequent attempts to cast the spell result in no answer. 

Inverted Ethics (Enchantment/Charm) 
Sphere: Chaos
Range: 120 yards
Components: V, S, M
Duration: 1 turn
Casting Time: 1
Area of Effect: Special
Saving Throw: Neg.

	This spell reverses the ethics of a person or group of people. While under the influence of this spell, a creature behaves in a manner opposite to the way he normally would behave. Thus, a shopkeeper influenced by inverted ethics will think it perfectly normal for someone to pick up an item from his shop and walk out the door without paying for it. If someone tried to pay for an item, he would be insulted. If the spell is cast on a shopper in a store, he would find it natural to steal the item, thinking that he is behaving in a proper way. If the spell is cast on a professed thief, he will no longer steal, choosing to pay for his goods instead.
	Inverted ethics does not cause a creature to actively commit evil deeds (or good deeds). Thus, an affected creature will not go on a shoplifting rampage; he will steal only as the opportunity presents itself.
	The spell affects one character per level of the caster within a 20' radius. Each target of the spell is allowed a saving throw vs. spell to avoid the effect.
	The material component is a miniature golden balance (i.e., similar to the scales of justice). 

Join With Astral Traveler (Alteration) 
Sphere: Astral
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None

	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.

Leadership (Enchantment/Charm, Alteration) Reversible 
Sphere: War
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: None

	This spell can be cast in one of two variations. The first, appropriate for battlefield use, has a range of 240 yards, duration of 1d4+6 turns, and a casting time of 1 turn. The priest can cast the spell on any single individual (a commander or hero) within his line of sight.
	While under the influence of this spell, the subject's command radius is increased by 50% (round fractions up).
	The reverse of this variation, doubt, requires the target to make a saving throw vs. spell. If failed, doubt halves the command radius (round fractions down) of the targeted individual for 1d3+4 turns.
	The material component for this variation is a pinch of steel dust.
	The second variation must take place in or within 100' of a place of worship officially dedicated to the casting priest's deity. Both the priest and the individual to be affected must be present. The casting time is 5 turns and involves an intricate ritual and many prayers. At the conclusion of the spell, the subject's command radius is doubled. This effect lasts 2d12 hours.
	The priest can cast either aspect (but not both at once) on himself. No individual can be the subject of more than one casting of this spell at one time, whether different aspects or cast by different priests. If more than one spell is attempted on the individual, only the most recent casting takes effect. 
	The material component for the second variation is the priest's holy symbol. 

Mental Domination (Enchantment/Charm) 
Sphere: Thought
Range: 50 yards
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.

	This spell is similar to the wizard spell domination in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject's bodily movements. There are some significant differences between the spells, however.
	Elves and half-elves have no innate resistance to this spell. Priest and subject need not share a common language. The priest can force the subject into combat, but the subject's attack rolls suffer a -2 penalty. The priest cannot force the subject to cast spells or use any innate magical or magiclike abilities. The priest can force the subject to speak, although the priest cannot inject a full range of emotions into the subject's voice (everything said by the subject is in a monotone).
	This spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. Thus, the priest cannot see through the subject's eyes. To control the subject, the priest must be within the range of the spell and must be able to see the subject. Breaking either of these conditions causes the spell to terminate immediately.
	This spell requires a moderate level of concentration by the priest. While maintaining this spell, he can move or enter combat, but cannot cast another spell. If the priest is wounded, rendered unconscious, or killed, the spell immediately terminates.
	If the priest is 10th level or lower, he or she cannot force the subject to perform particularly delicate actions, such as picking a lock. At 11th level or higher, however, this restriction is removed. The priest could thus force a thief to pick a lock. Any such delicate actions suffer a -15% penalty (or -3 on 1d20) to reflect the "remote control" nature of the action.
	The material component is a mesh of fine threads that the priest loops around the fingertips of one hand and manipulates in the way that a puppeteer controls a puppet. 

Modify Memory (Enchantment/Charm) 
Sphere: Time
Range: 30 feet
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One creature
Saving Throw: Neg.

	This spell enables the caster to reach into the subject's mind and modify up to five minutes of his memory in one of the following ways:
	•Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, suggestion, geas, quest, or similar spells.
	•Allow the subject to recall with perfect clarity an event he actually experienced. For instance, he could recall every word from a five-minute conversation or every detail from a passage in a book.
	•Change the details of an event the subject actually experienced.
	•Implant a memory of an event the subject never experienced.
	Casting the spell takes one round. If the subject fails to save vs. spell, the caster proceeds with the spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. If the caster's concentration is disturbed before the visualization is complete, the spell is lost.
	Modified memory will not necessarily affect the subject's actions, particularly if they contradict his natural inclinations. An illogical modified memory, such as the subject recalling how much he enjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of modified memory include implanting memories of friendly encounters with the caster (inclining the subject to act favorably toward the caster), changing the details of orders given to the subject by a superior, or causing the subject to forget that the caster cheated him in a card game. The DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject. 

Omniscient Eye
(Divination)

Sphere: Divination
Range: 0
Duration: 1 turn + 1 rd./level
Area of Effect: The caster
Subtlety: +5
Sensory: None
Components: V, S, M
Casting Time: 7
Saving Throw: None
Knockdown: None
Critical: None
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.

Probability Control (Alteration) 
Sphere: Numbers
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.

	This spell allows the priest to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll--an attack, a saving throw, an attempt to use thieving skills, an ability check, or even an attempt to successfully teleport on target. The action must be something performed by a single creature.
	The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels of the caster. This modification can be either positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest can modify a subject's saving throw or attack roll by +5 or -5, or a thief's "climb walls" roll by +25% or -25%. The priest may cast this spell on himself.
	For a noncombat action such as an attempt to climb a wall, the priest simply casts the spell on the subject immediately before the action is attempted, informing the DM whether the modification is positive or negative. To use this spell in combat, the priest must specify the action to be affected (e.g., the target's next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster's level passes. If the latter occurs, the spell ends without effect.
	Once the spell is cast, the priest does not need to maintain any level of concentration; the spell will function even if the casting priest is killed before the spell takes effect.
	The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative (or even whether he was the subject of the spell at all). Thus, a lying priest could claim to raise a thief's chance of climbing the wall, while actually lowering it. The thief would be none the wiser. However, an unwilling subject of this spell receives a normal saving throw to negate its effect.
	The material components are a small cube of a thickened sugar-and-milk mixture and a cubic die of matching size. Both are consumed in the casting. 
 
Rapport (Divination, Alteration) 
Sphere: Thought
Range: 30 yards
Components: V, S
Duration: 1 turn+1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None

	This spell is a deeper and more intense version of telepathy. It allows the priest to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than with telepathy, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations.
	The participants can quickly share such personal concepts as plans, hopes, and fears, but they cannot share skills or spells. Thus, it is impossible to communicate the procedure for casting a particular spell or for picking a lock.
	Communication through rapport is approximately 15 times faster than verbal communication. As with telepathy, the priest can establish separate "channels" to multiple individuals; each such linkage costs one casting of the spell. There is no "crosstalk" between the channels, however.
	Rapport cannot be used on unwilling subjects. 

Recitation
(Abjuration, Invocation/Evocation)

Sphere: Combat
Range: 0
Duration: 1 rd./level
Area of Effect: 60-ft. radius
Subtlety: +5
Sensory: Moderate audio
Components: V, S, M
Casting Time: 7
Saving Throw: None
Knockdown: None
Critical: None
By reciting a sacred passage or declaration, the priest invokes his deity's blessing upon himself and his allies, while causing confusion and weakness among his enemies. All creatures within the area of effect at the instant of the spell's completion are affected. Allies of the priest gain a +2 bonus to attack rolls and saving throws, or a +3 bonus if they are of the same faith (not just alignment) as the caster. Enemies suffer a -2 penalty to attack rolls and saving throws. After the recitation, the priest is free to take further actions during the spell's duration as he sees fit—he need not concentrate to maintain the spell. As a result, it is possible for the priest to cast a prayer spell, which increases the bonuses and penalties provided to +3 and -3 respectively. If another priest is using chant at the same time, then the bonuses and penalties given by it are also allowed to add to the total.
The material spell component is the priest's holy symbol and a copy of whatever text or scroll he holds sacred. Neither are consumed by the spell.

Solipsism (Alteration) 
Sphere: Thought
Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 100 sq. ft.+100 sq. ft./level
Saving Throw: Special

	This unusual spell is similar to phantasmal force and other illusion magic, except that the priest who casts the spell is the only creature who automatically believes the results of the spell. The spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other sensory stimuli are created.
	Solipsism is the opposite of normal illusions in that anyone other than the caster must make an active effort to believe (rather than dis believe) the illusion. Characters trying to believe the reality of a solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense adjustment for Wisdom. A successful save means that the character believes the illusion and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion's reality, and the illusion has no effect on him. A character can make a single attempt to believe each round.
	Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is real for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and those who believed. All others would see the priest apparently walking out onto nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it.
	The illusion remains in effect for as long as the priest continues to concentrate on it, until the priest is struck in combat, or until he is rendered  unconscious. The level of concentration required is not extreme; the priest can move normally and may engage in combat, but is unable to cast any spell while maintaining a solipsistic illusion.
	Solipsism can create only illusions that are external to the priest. Thus, the priest cannot create an illusion that he is the size of a giant, is unwounded, or has sprouted wings.
	The material components are a lotus blossom that the priest must swallow and a bit of fleece. 

Suspended Animation
(Necromancy)

Sphere: Necromantic
Range: Touch
Duration: Special
Area of Effect: Creature touched
Subtlety: +8
Sensory: None
Components: V, S, M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
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.

Tanglefoot (Alteration, Abjuration) Reversible 
Sphere: War
Range: 240 yards
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2 turns
Area of Effect: 100 sq. yards/level
Saving Throw: None

	This spell temporarily doubles the movement cost of one region of ground. Units allied to the priest are unaffected and movement is made at normal cost; only enemy units suffer the penalty.
	A variety of effects result from the spell depending on the terrain: grass twists hinderingly around troops' ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc.
The spell affects only units--that is, groups of soldiers moving in regular or irregular formation. The spell does not affect individuals or monsters moving and operating alone. (When using the BATTLESYSTEM™ rules, figures that represent individual heroes are not affected by this spell.)
	When casting this spell, the priest must have an uninterrupted line of sight to the terrain to be affected. The priest can choose the shape of the area, up to the maximum area of effect. This spell can create only one continuous area of tanglefoot. There is no way of detecting that a particular area is under the influence of this spell simply by looking at the area. Detect magic will reveal that the area is magically affected.
	The reverse of this spell, selective passage, cuts the movement cost of an area in half (round fractions up) for friendly units. Again, individual heroes and creatures are not affected by this spell (which means that advancing troops must be careful not to leave their leader behind!).
	The material component is a drop of molasses for tanglefoot, and a pinch of powdered graphite for selective passage.

Thought Broadcast (Alteration) 
Sphere: Thought
Range: 30 yards
Components: V, S, M
Duration: 1 turn+3 rounds/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.

	This spell turns the subject into a "thought broadcaster." For the duration of the spell, everyone within 30 yards of the subject senses the subject's thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts, on the other hand, knows their source.
	This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, everyone within range knows what spell is being cast before it takes effect, but no one learns any knowledge about how the spell is cast.
	If the broadcaster is invisible or hiding in shadows, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster's location, the broadcaster's thoughts will inevitably reveal his general position ("Oh no, he's looking right at me," etc.). A character hiding in shadows will be automatically detected, while attacks against an invisible broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally negates the chance of surprise by the broadcaster.
	The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a "normal" mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving throw vs. spell to avoid the effects. A willing subject can waive this saving throw.
	The material component is small balloon that the priest inflates upon casting. This balloon is consumed in the casting. 

Tree Steed (Alteration, Enchantment/Charm) 
Sphere: Travelers
Range: 10 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 4
Area of Effect: One log or plank
Saving Throw: None

	This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable.
	When the spell is cast, the log sprouts four wooden, horselike legs. The tree steed may be ridden like a normal horse and may be used to carry equipment. The tree steed can carry up to 600 pounds of riders and gear before breaking. If the tree steed breaks under the weight of the riders or gear, the enchantment instantly ends and the tree steed again becomes a normal (although broken) log or plank.
	The tree steed obeys all of the caster's verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and paddling with its legs. The tree steed must remain within 10 yards of the caster in order to move; if the distance between the tree steed and the caster exceeds 10 yards, the tree steed stops until the caster is again within range.
	The tree steed will not fight for the caster and is incapable of any action other than movement. The tree steed does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, including fire, and can be damaged by both magical and physical attacks. It has AC 8 and 20 hit points.
	The material components are a log or plank of suitable size and a horseshoe.

Unfailing Endurance
(Necromancy)

Sphere: Necromantic
Range: Touch
Duration: 1 day/level
Area of Effect: 1 creature/level
Subtlety: +5
Sensory: None
Components: V, S
Casting Time: 1 round
Saving Throw: None
Knockdown: None
Critical: None
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.

Windborne
(Conjuration/Summoning)

Sphere: Elemental (Air)
Range: 0
Duration: Special
Area of Effect: The caster
Subtlety: +5
Sensory: Moderate visual
Components: V, S, M
Casting Time: 7
Saving Throw: None
Knockdown: None
Critical: None
This spell provides a priest of elemental air with the ability to conjure a powerful column of wind that can bear his weight, permitting him to fly or glide for long distances. If used from a high place such as a mountainside or tower, the caster can glide a maximum horizontal distance of 20 feet per foot of initial altitude—for example, if the priest used this spell and launched himself from a hilltop 800 feet high, he could glide a maximum distance of 16,000 feet, or about 3 miles.
If windborne is cast by a priest on level ground, the initial gust carries him aloft to a maximum altitude of 10 feet per caster level. From that point, he may then glide 10 feet per foot of initial altitude. For example, a 7th-level priest would ascend to an altitude of 70 feet and thus be able to glide for a total horizontal distance of 700 feet. He can choose to glide for a much shorter distance, but never less than his initial altitude.
While gliding, the priest moves at a rate of 15 (or about 450 feet) with a maneuverability class of D. Each round, he drops between 20 and 40 feet. He can choose to descend at a much more rapid pace, dropping up to 200 feet per round without risk of a damaging impact upon landing. The caster doesn't gain a mastery of aerial combat with this spell and suffers a -2 penalty to his attack rolls and Armor Class if he becomes involved in combat while gliding.
The material component for this spell is the feather from a giant eagle.

Uplift (Alteration) 
Sphere: All
Range: 0
Components: V, M
Duration: 1 turn
Casting Time: 12 hours
Area of Effect: One priest
Saving Throw: None

	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. 

Weather Stasis (Abjuration) 
Sphere: Wards, Weather
Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 10-foot cube/level
Saving Throw: None

	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. 

Fifth-Level Spells 

Age Object (Alteration) Reversible 
Sphere: Time
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 cubic foot/level
Saving Throw: None

	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. 

Animate Flame
(Alteration)

Sphere: Elemental (Fire)
Range: 120 yds.
Duration: 1 rd./level
Area of Effect: 1-ft. diameter/level
Subtlety: +4
Sensory: Large visual, moderate tactile/olfactory
Components: V, S
Casting Time: 8
Saving Throw: None
Knockdown: None
Critical: Varies
While using this spell, the priest can command a flame to leave its source of fuel and move at his direction. The flame is magically preserved at the intensity it possessed when animated and does not weaken or fail even if it has nothing to burn. The priest can affect any natural fire within range, but magical fires (including breath weapons) can only be animated and controlled on a roll of 11 or higher on a d20, -1 per level or Hit Dice difference between the caster and the creature or spellcaster who created the flame in question. For example, a 9th-level priest can animate a flaming sphere cast by a 4th level wizard on a roll of 6 or better on 1d20. In order to animate instantaneous effects such as a red dragon's breath or a fireball, the priest must beat his opponent's initiative in the round he casts this spell and succeed in his attempt to take control of the flame.
Under the priest's direction, an animated flame can move at a rate of 12, although it cannot cross water or wet or muddy ground. If the priest directs the flame to leave the spell's range, the spell ends and the flame stops and burns whatever it may be resting on. Animate flame can be a very effective weapon; the fire attacks with a THAC0 of 10 and may be able to strike several creatures in the same round, depending on its size. It inflicts damage as shown below:

       Number of
Size               	Diameter 	Targets   	Damage
Torch or lantern   	less than 1 ft. 	1        	1d3
Small campfire       	1-2 ft.         	1        	1d4
Large campfire       	3-5 ft.         	2        	1d6
Bonfire              	6-10 ft.        	4        	2d6
Conflagration       	11-20 ft.        	8        	3d6
Inferno           	21 ft. or more 	20        	5d6

Creatures actually caught within the fire's diameter are automatically hit (without an attack roll) for the listed damage. Very hot or unusually cold fires may inflict damage (at the DM's discretion) as if they were one category larger or smaller. In addition to attacking the caster's enemies, the fire will naturally cause any combustibles it comes into contact with to burn, as well; an animated fire can easily torch a small town, given a few rounds to move from building to building.
The animated flame can be dispelled normally. It can also be defeated by contact with a significant volume of water, ice, cold, or earth or dirt, just as a normal fire can be drowned or smothered.
The priest can affect a single fire of up to 1 foot in diameter per level of experience; if a natural fire is too large for him to animate, he can animate a smaller portion of it and command the portion he controls. Magical fires cannot be divided in this way, so it requires a very high-level priest to deflect the breath weapon of a red dragon!

Barrier of Retention (Abjuration) 
Sphere: Wards
Range: Special
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 10'-cube/level
Saving Throw: Neg.

	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. 

Blessed Abundance (Conjuration) 
Sphere: Creation
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 cubic foot/level
Saving Throw: None

	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. 

Champion's Strength (Alteration) 
Sphere: Law
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None

	Champion's strength bestows one member of a group with attack and damage bonuses from the rest of the group. The recipient of the spell can then fight as the group's champion.
	The spell draws bonuses from one person for every two levels of the priest. All characters involved must be within a 30'-radius of the priest. At the time of casting, the priest designates the recipient of the spell and the contributors. All characters who contribute to the spell must do so willingly.
	When the spell is completed, the designated character (the group's champion) gains any non-magical bonuses to THAC0 and damage possessed by the characters who contributed to the spell. Characters without bonuses or with combat penalties could conceivably be included in the spell; such characters count against the maximum number of creatures that can be affected. Penalties are likewise applied to the champion; contributors to this spell must be chosen carefully.
	The bonuses gained through this spell are added to the character's own bonuses (if any). The champion channels the energy of others through himself, improving his fighting ability.
	The champion must be in the line of sight and within 30 feet of the characters aiding him. Characters who contribute their bonuses must concentrate on the champion for the duration of the spell. If this concentration is broken (by moving more than 10 feet per round, fighting, being struck, or losing sight of the champion), that character's contribution is immediately lost.
	The spell expires when the last character contributing power to the champion ceases concentration.
	A champion may benefit from only one champion's strength spell at one time. Contributors can aid only one champion at one time.
	The material component is a chain of five gold links worth at least 1,000 gp. 

Chaotic Commands (Enchantment/Charm) 
Sphere: Chaos
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Special

	Chaotic commands renders a creature immune to magical commands. Taunt, forget, suggestion, domination, geas, demand, succor, command, enthrall, quest, exaction, and other spells that place a direct verbal command upon a single individual automatically fail.
	In addition, anyone casting one of these spells on a creature protected by chaotic commands must save vs. spell. Failure means that the caster must obey his own magic; the spell's effect has backfired on the caster.
	The material component is a piece of eelskin. 

Clear Path (Alteration) Reversible 
Sphere: Travelers
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

	This spell clears away weeds, stones, and other debris in a 10-foot-wide path extending 10 feet in front of the caster. The caster can create a continuous path for the duration of the spell, clearing a 10-foot-square ahead of him as long as he continues to move forward. The spell affects jungles, forests, rocky ground, and snow.
	The result of the cleared path is that movement costs are reduced by half. This is reflected in a reduction of the penalty against movement in rough terrain. (See Table 74 of the Dungeon Master's Guide for terrain costs for movement.) For example, if clear path is used in heavy jungle, the movement cost is reduced from 8 to 4. In no case can clear path reduce movement cost below 1.
	Clear path has no effect on rivers, lakes, or other bodies of water, nor does it affect quicksand, lava, or similar natural obstacles. It also has no effect on magically-created terrain or manmade barricades.
	A priest using the clear path spell can be tracked easily. Tracking proficiency is not required.
	The material components are a knife blade and a straw from a broom.
	The reverse, clutter path, causes weeds, small stones, and similar debris to litter a 10-foot path extending 10 feet behind the caster. This hides a trail, making tracking more difficult. The caster can create a continuous path for the duration of the spell. The chance to successfully track on a cluttered path is reduced by 50%.
	The material components are a handful of pebbles and a handful of weeds. 

Cloud of Purification (Evocation) 
Sphere: Elemental Air, Water
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20-foot cube
Saving Throw: None

	This spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing wind at a rate of 20 feet per round. A strong wind (greater than 15 miles per hour) breaks it up in 4 rounds, and a greater wind (25 MPH or more) prevents the use of the spell. Thick vegetation disperses the cloud in 2 rounds.
	The cloud of purification transmutes organic filth, garbage, and vermin (mice, rats, rot grubs, and so on) into an equal quantity of pure water. For example, a nest of rot grubs caught in the cloud would "melt," becoming small puddles of clean water. If the spell is cast over a body of water, the cloud merges with a portion of the water equal to its own size, transmuting any filth, microbes, small fish, or other "impurities" into clean water.
	The cloud's vapors are heavier than air, so they sink to the lowest level of the land (even down holes in the ground). Thus, this spell is perfect for cleansing a sewer or well.
	This spell in no way affects magical creatures or creatures larger than a normal rat. 

Consequence (Divination) 
Sphere: Numbers, Divination
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	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. 

Dimensional Translocation
(Alteration)

Sphere: Numbers, Summoning
Range: 60 yds.
Duration: 1 rd./level
Area of Effect: 1 creature
Components: S
Casting Time: 3
Saving Throw: Special
Subtlety: +1
Sensory: Small visual
Knockdown: None
Critical: None
By using this spell, the priest seals off the multidimensional existence of a magical, undead, or extraplanar creature. The affected creature can be forced entirely into its extraplanar dimension, which removes it from the physical world, or its extraplanar existence can be severed, forcing it entirely into the Prime Material Plane. If the priest's level exceeds the subject's level or Hit Dice, the subject is not allowed a saving throw, but creatures of higher level or Hit Dice than the caster are entitled to a saving throw vs. spell to negate the effect. Also note that magic resistance may apply, as well.
If used to banish an extraplanar or multidimensional creature, dimensional translocation prevents the creature from returning to the Prime Material Plane for the duration of the spell. The creature may be able to take other actions, such as using magical items or spell-like abilities on itself while it waits to return. If the caster instead forces an extradimensional creature into the Prime Material Plane, one or more of the following effects may apply, at the DM's option:
•	The creature's Armor Class may be reduced by 1d6 points for the duration of the spell.
•	The quality of a magical weapon needed to strike the creature may be reduced by one "plus"; for example, a monster normally hit by +2 or better weapons may become vulnerable to +1 weapons for the spell's duration.
•	The creature may suffer permanent death upon the loss of all its hit points.
•	Use of 1d6 spell-like powers (such as gating in allies) may be limited or negated.
•	Undead creatures lose the ability to drain life energy levels.
This spell does not prevent extradimensional travel on the Prime Material Plane (i.e., dimension door, blinking, teleport, or similar effects), but it does prevent the subject from plane shifting or becoming ethereal while in effect.

Disguise (Illusion/Phantasm) 
Sphere: War
Range: 200 yards
Components: V, S, M
Duration: 1 turn/3 levels
Casting Time: 2 turns
Area of Effect: One unit up to 300 individuals
Saving Throw: None

	This spell changes the appearance of a single unit so it resembles another unit. The disguise can cause the affected creatures to appear to be of another class, nationality, rank, race, alignment, or military affiliation (i.e., a unit from one army may appear wearing the armor and carrying the colors of another army). Disguise cannot change the size category of the unit's members. Thus, a unit of humans may appear to be a unit of elves, but may not appear as a unit of giants or halflings. The spell does not affect the size of the overall unit; a unit of 50 creatures will still appear to be a unit of 50 creatures.
	The disguised unit may appear to be carrying any melee or personal missile weapons (e.g., axes, long swords, crossbows, etc.), and may appear to be wearing any type of armor. In combat, however, the unit attacks and defends with its real weapons and armor regardless of the gear they may appear to be carrying.
	Disguise is most effective at long range. If another unit moves within 20 yards of a disguised unit, it automatically sees through the illusion.
	The caster automatically sees through the illusion. Members of the subject unit see no change in their appearance. True seeing or similar magic is required for other individuals to see through the disguise (unless they move within 20 yards of the unit).
	The material components are a fine silk veil and a length of woven platinum wire. The wire is consumed during the casting. 

Easy March (Invocation) 
Sphere: Travelers
Range: 50 feet
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: One creature/level
Saving Throw: None

	This spell enables a number of creatures equal to the caster's level to force march for a number of days equal to the caster's level. Creatures affected by easy march can travel 2 ½ times their normal movement rate without any risk of fatigue; thus, they are not required to make a Constitution check at the end of the day.
	All creatures affected by this spell suffer a -1 penalty to their attack rolls for the duration of the spell; this modifier is not cumulative (that is, a party experiencing its second day of easy march suffers only a -1 penalty). The modifier cannot be negated by resting. 
	Easy march has no effect on modifiers to movement due to terrain, fatigue, weather, or other normal factors. (Refer to Chapter 14 of the Player's Handbook for more about force marching.)
	The material component is a piece of shoe leather. 

Elemental Forbiddance (Abjuration) 
Sphere: Wards, Elemental--Air, Earth, Fire, Water
Range: Special
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 5'-cube/level
Saving Throw: None

	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. 

Extradimensional Manipulation (Alteration) 
Sphere: Numbers
Range: 10 yards
Components: V, S, M
Duration: 2d12 rounds+4 rounds/level
Casting Time: 5
Area of Effect: One extradimensional space up to
20 feet x 20 feet
Saving Throw: Special

	This spell allows the priest to alter the characteristics of certain extradimensional spaces such as those created by rope trick and similar spells or those contained in items like bags of holding or portable holes. 
Extradimensional manipulation can increase or reduce the size of a single extradimensional space. The amount of increase or decrease depends on the level of the caster:
 
 Level 	Multiplier 
 Up to 10 	    x2 
 11 to 16 	    x3 
 17 or above 	    x4 

	This means that a 10th-level priest can double the capacity of a bag of holding or decrease it to half its normal size. A 15th-level priest can triple the capacity or reduce it to one-third capacity.
	If the size and capacity of an extradimensional space is decreased, any contents of the space that exceed the current capacity are expelled (determined randomly). These contents are expelled from the space in the same way they originally entered it, if that path is still open. If the path is closed, as it would be if a bag of holding were tied shut or a portable hole were folded up, the "extra" contents are expelled into the Astral plane. Any items in an enlarged space when the spell duration expires suffer the same fate.
	Placing an extradimensional space inside another such space, such as placing a bag of holding inside a portable hole (see the Dungeon Master's Guide), is a dangerous undertaking. Extradimensional manipulation may be cast for the purpose of removing this danger. When used in this manner, the size of the space cannot be affected. However, while this version is in effect, the affected extradimensional space can be placed within another such space (or another extradimensional space may be placed within the affected space) with no adverse consequences. If one space is within the other when the spell expires, the usual consequences ensue immediately.
	If the space to be affected is being maintained by a spellcaster, as in the case of a rope trick, that spellcaster receives a saving throw to resist the manipulation. If the space is created by a magical item, however, no saving throw is allowed.
	The material component is a strip of gold tissue worth at least 5 gp that is twisted into a Moebius strip. The strip is consumed in the casting. 

Extradimensional Pocket (Alteration) 
Sphere: Numbers
Range: Touch
Components: V, S, M
Duration: 1d12 rounds+2 turns/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	This spell allows the priest to create a single extradimensional space or pocket like the one inside  a bag of holding. The spell must be cast on a container such as a sack, bag, or backpack. Once under the influence of the spell, the container opens into a nondimensional space and is much larger inside than its outside dimensions. The container always weighs a fixed amount, regardless of what is put inside. This weight and the capacity of the extradimensional space depend on the level of the caster:

  	Apparent 	Weight 	Volume 
 Level 	Weight 	Cap. 	Cap. 
 9-13 	15 lbs 	   250 lbs 	  30 cu.ft. 
 14-16	25 lbs 	   500 lbs 	  70 cu.ft. 
 17-19	35 lbs 	   750 lbs 	100 cu.ft. 
 20+ 	60 lbs 	1,000 lbs 	150 cu.ft. 

	If the container is overloaded or if it is pierced by a sharp object, the bag immediately ruptures and the contents are lost into the Astral plane. Any items within the bag when the spell duration ends are also lost in the Astral plane.
	The material components, in addition to the container, are 200 gp worth of powdered diamond and a sheet of platinum worth 500 gp. The platinum sheet must be inscribed with a drawing of a Klein bottle (a paradoxical figure with only one surface--the three-dimensional analogue of the Moebius strip). The diamond dust is consumed during the casting--the platinum sheet is not. 
 
Grounding (Abjuration) 
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 10-yard square/priest
Saving Throw: None

	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. 

Illusory Artillery (Enchantment/Charm) 
Sphere: War
Range: 300 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: 30 yard x 30 yard square
Saving Throw: None

	This spell creates a vivid illusion of incoming artillery fire (ballista bolts, catapult stones, etc.) at a target indicated by the caster. The illusion is complete, comprising both audial and visual elements. It is impossible for victims to determine where the missiles were fired from; creatures under attack notice the missiles only when they are about to strike.
	The missiles never actually strike--they vanish inches above the victims' heads and do no damage. The illusion is so terrifying, however, that victims must immediately make a morale check. The first time a group or unit is the target of this spell, this morale check is made with no modifier. The second and subsequent times that the same unit is attacked with this spell, the unit receives a +1 bonus to its morale score (for checks against this effect only) unless the unit has been the target of real artillery fire in the interim. In this case, the bonus does not apply.
	The material component is a small, empty cylinder made of brass. 

Impeding Permission (Enchantment/Charm) 
Sphere: Law
Range: 150 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Neg. 

	This spell may be cast only on creatures with Intelligence of 2 or greater and the ability to communicate with the caster. The spell interferes with the victim's ability to make decisions. It prevents the victim from performing any action without first gaining the permission of the caster or a character designated by the caster. The victim will heed only the person designated by the caster. 
	Before the victim undertakes any action, he must gain permission. He will not follow through with an action until he gains permission. If permission is denied, the victim cannot act until he thinks of an alternate action and gains permission for that action.
	Every round, the victim must decide his action for that round; at the victim's initiative, he must ask permission to perform his action. If permission is denied, the victim can take no other action that round.
	The only actions exempt from the need for permission are involuntary actions such as breathing. 
	Asking and gaining permission takes only a short amount of time in most cases. A simple request, such as asking for permission to swing a sword in the middle of combat, can be accomplished quickly. Complicated requests, such as getting permission to act on a complicated plan, will naturally take more time. The DM may consider adding a modifier to the victim's initiative roll in such cases. 
Impregnable Mind
(Enchantment/Charm)

Sphere: Protection, Thought
Range: Touch
Duration: 1 turn + 1 rd./level
Area of Effect: Creature touched
Subtlety: +2
Sensory: None
Components: V, S
Casting Time: 1
Saving Throw: None
Knockdown: None
Critical: None
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.

Meld (Enchantment) 
Sphere: Charm
Range: 10 yards
Components: V, S, M
Duration: 12 hours
Casting Time: 1 turn
Area of Effect: One priest
Saving Throw: Special

	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). 

Memory Wrack (Alteration, Enchantment/Charm) 
Sphere: Thought
Range: 10 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.

	This nasty spell "disconnects" the subject's short-term and long-term memory. While the spell is in effect, the subject is incapable of storing information in long-term memory. Every moment is virtually an independent event for the subject; he or she can remember recent events, thoughts, and sensations for no more than a few seconds (the amount of time they remain in short-term memory).
	Memories of events that happened before the onset of the spell are not affected at all; these are safely stored in long-term memory. This means that the subject can cast any spells memorized before the memory wrack took effect, but he is likely to have difficulty casting the spell as described below.
	The subject of this spell has a limited ability to act. He is restricted to one action at a time and must concentrate mightily to keep the situation and any planned actions in short-term memory. As long as the subject is able to maintain concentration, he may act normally within these limits.
	If the subject is distracted (he is struck in combat, affected by a spell, startled, surprised, or a similar event occurs), he forgets everything that occurred from the onset of the spell to the moment of distraction. The subject must re-evaluate the situation as if it had just come to pass.
	Consider the following example. The subject of the spell is a soldier assigned to guard the entrance to a building. The priest arrives and casts memory wrack on the guard. The guard has no problem remembering his orders, since he received them before the onset of the spell. He also remembers the arrival of the priest. The priest now tries to convince the guard that he is authorized to enter the building. The guard refuses him entry. The priest now picks up a rock and throws it at the guard, striking him and distracting him. The guard forgets everything that happened between the onset of the spell and the moment the rock struck. He forgets that the priest has already tried to con him and that he threw a rock at him. He must reevaluate the situation as though the priest had just arrived. The priest is free to make another attempt at entering the building.
	When the spell expires, the subject remembers nothing that happened while the spell was in effect, possibly leading to amusing consequences ("By the gods, how did I get here?").
	The material component is a ruby of at least 200 gp value, which is crushed during the casting. 

Mindshatter (Enchantment/Charm) 
Sphere: Thought
Range: 3 yards/level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.

	This spell allows the priest to create one specific form of insanity in the subject. Five forms of insanity are possible through this spell.
	Schizophrenia: This form of insanity is characterized by personality loss. The subject has no personality of his own, so he selects a role model and makes every possible attempt to behave like that character. The chosen role model will be as different from the subject as possible. (Thus, an insane wizard might begin to follow the habits of a warrior.) Obviously, a warrior who believes himself to be a wizard will be unable to cast spells (he might think that he's casting spells, or he might construct a sophisticated series of excuses explaining why he's "not in the mood for magic" at the moment). A character who emulates a member of another class does not gain any of the skills of that class and makes all attacks and saving throws as appropriate to his true class. Certain consequences might arise if the character's emulation causes him to break restrictions of his class. For example, a priest emulating a warrior might break his deity's prohibition against edged weapons, or a paladin might emulate a Neutral Evil thief. Both will suffer the appropriate consequences as if they had been compelled to violate their beliefs while charmed. Such characters will certainly have to atone for their actions once they return to normal.
	Dementia praecox: The subject is totally uninterested in any undertaking. Nothing seems worthwhile, and the individual is lethargic and filled with tremendous feelings of boredom and dissatisfaction. No matter how important the situation, it is 50% likely that the subject will ignore it as meaningless.
	Delusional insanity: The subject is convinced that he is a famous figure: a monarch, demi-god, or similar personage. Characters who fail to recognize the subject with the honor he deserves incur great hostility or disbelief. The subject acts appropriately to a station that he does not hold. He directs orders at real and imaginary creatures and draws upon resources that do not exist.
	Paranoia: The subject is convinced that "they" (whoever they are) are spying on him and plotting against him. Everyone around the subject, even friends and allies, is part of the plot. If any other character acts in a way that the subject can interpret as reinforcing this delusion, the subject has a 20% chance of reacting with violence.
	Hallucinatory insanity: The subject sees, hears, and otherwise senses things that do not exist. The more stressful the situation is to the subject, the more likely he will hallucinate. Although most hallucinations are external to the subject (that is, he perceives creatures, objects, and conditions that do not exist), there is a 10% chance that any hallucination will involve the subject's self-perception. For example, the subject might suddenly believe and act as if he had sprouted wings, grown to giant size, etc.
	When this spell is cast by a priest of 13th level or lower, the DM chooses or randomly selects one of these forms of insanity (and should feel free to invent other interesting symptoms). If the priest is 14th level or higher, he can personally select the form of insanity to afflict the subject.
	While under the effect of this spell, the subject can cast spells and use innate powers; the use of these abilities will be in accordance with the symptoms of the insanity, however. Player characters affected by this spell should be encouraged to role-play the appropriate effects to the limit.
	The duration of this spell depends on the sum of the subject's Intelligence and Wisdom scores. A saving throw is allowed on a periodic basis depending on this total. The spell is broken if a successful saving throw is rolled. Refer to the table that follows. 

Int+Wis 	Time Between Checks 
8 or less 		1 month 
9 to 18 		3 weeks 
19 to 24		2 weeks 
25 to 30		1 week 
31 to 35		3 days 
36 or more		1 day 

	The effects of this spell can be removed by a limited wish, wish (or equally powerful magic), or by a heal spell cast for this specific purpose.
	The material component is a small bust of a human head, about 3" in height, made from fine, delicate china. The priest shatters this bust during the casting. 

Othertime
(Alteration)

Sphere: Time
Range: 0
Duration: Special
Area of Effect: The caster
Subtlety: +5
Sensory: Small visual
Components: V, S, M
Casting Time: 7
Saving Throw: None
Knockdown: None
Critical: None
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.

Produce Ice
(Conjuration/Summoning)

Sphere: Elemental (Water)
Range: 60 yds.
Duration: 2 rds./level
Area of Effect: Cube 1 ft./level
Subtlety: +5
Sensory: Moderate visual, small tactile
Components: V, S, M
Casting Time: 8
Saving Throw: Special
Knockdown: None
Critical: None
This spell creates supernatural cold in the area of effect, condensing all atmospheric and standing water into a thick rime of ice. If there is no source of water or even enough humidity to support this spell, then the DM can rule that the spell has no effect. The caster affects a cubic area of 1 foot per level to a side, so a 12th-level caster affects a 12-foot by 12-foot by 12-foot cube (up to a maximum of 25 feet to a side). This can have several effects; first of all, any creature caught in the area of effect when the temperature is lowered suffers 2d4 damage plus 1 point per level of the caster (or 2d4+12, for the 12th-level caster described above), or half that damage with a successful saving throw vs. spell. Any fires in the area are suppressed and may (50% chance) be extinguished.
Creatures entering the area of effect after the initial creation of ice suffer no additional damage, although the air will be noticeably dry and cold. However, the ice formed by the spell coats all surfaces and may cause creatures to slip and fall. Any creature moving into or out of the affected area must make a saving throw vs. spell or fall, losing their action for the round. The ice lasts at least 2 rounds per caster level, and then begins to melt at whatever rate nature decrees.
If cast on a body of water, this spell creates an iceberg of the stated dimensions. A swimmer or aquatic creature could be caught in the ice and trapped until the ice melts; most air-breathers will suffocate from this treatment, but a few aquatic creatures (fish, amphibians, etc.) may survive being frozen, at the DM's discretion. The material component is a scale from a white dragon.

Righteous Wrath of the Faithful
(Enchantment/Charm)

Sphere: War
Range: 0
Duration: 1 rd./level
Area of Effect: 30-ft. radius
Subtlety: +5
Sensory: None
Components: V, S, M
Casting Time: 8
Saving Throw: None
Knockdown: None
Critical: None
When a priest casts this spell, he fires his allies and companions with a divine madness or fury that greatly enhances their combat ability. Allies who are fighting on the side of the priest are affected as if they had received an aid spell, gaining a +1 bonus to attack rolls and saving throws, plus 1d8 additional hit points for the duration of the spell.
Allies who share the same faith (not just alignment) of the caster are transported into the righteous wrath; they gain one additional melee attack each round and a +2 bonus to saving throws and attack and damage rolls. Creatures under the influence of the righteous wrath gain 1d8 additional hit points, which are the first points lost if the subject sustains any injury (see aid, on page 257 of the PHB). Characters in a state of divine frenzy are difficult to charm or hold. Against spells or effects that target the subject's mind or emotions, the saving throw bonus increases to +3.
When the spell ends, all remaining additional hit points are lost. Characters who fought under the righteous wrath find themselves extremely fatigued and must rest for one full turn before exerting themselves again; if forced to fight in this state, they are treated as if they were exhausted under the Combat & Tactics fatigue rules. The material component of this spell is the priest's holy symbol.

Repeat Action (Enchantment/Charm) 
Sphere: Time
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.

 	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. 

Shrieking Walls (Enchantment) 
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: 20'-cube
Saving Throw: None

	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:
	•Creatures whose levels or Hit Dice are greater than the level of the caster are stunned for 2-8 (2d4) rounds.
	•Creatures whose levels or Hit Dice are less than or equal to the level of the caster become deaf for 1-4 hours, suffering a -1 penalty to surprise; deafened spellcasters have a 20% chance of miscasting any spell with a verbal component.
	The material components are a small golden bell and a bee's wing.  

Thoughtwave (Divination) 
Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: Special

	This cooperative spell can be cast by either a single priest or a group of priests. Thoughtwave allows the priest to send a short but powerful message to one or more specific individuals, informing them of his situation and general location. The spell instantly generates a powerful mental impulse indicative of the caster's general mental state--anger, fear, pain, despair, etc.
	The caster can designate as many as ten persons to receive this message, provided they can all be specifically named or grouped in a general category. Thus, the caster could designate a group of characters by name or could target "fellow priests," "superiors," "adventuring companions," "knights of Lord Harcourt," or "villagers of Dopp." If more than ten individuals are in the group, those closest to the source will receive the impulse.
	There is no range limitation to the spell, although it cannot be projected outside the plane occupied by the caster.
	Creatures receiving the impulse automatically know who sent it (even if they have never met the priest before) and gain a clear indication of the mood and situation of the caster. Recipients also intuitively know the general source of the spell, although they are unable to pinpoint rooms, dungeon levels, or landmarks. For example, a fighter could suddenly be struck by an image of Father Rastibon, who is injured and in great pain somewhere along the forest road. A priest might suddenly sense that his patriarch is being tortured in the dungeons of Castle Varrack.
	The spell can also be cast by more than one priest, allowing them to either contact greater numbers of individuals or increase the intensity of the message. If greater numbers are desired, ten characters are contacted per priest involved in the casting.
	Increasing the intensity of the message makes it more compelling. Doubling the intensity (requiring at least three priests) causes the message to act as a suggestion. In this case, the effect is limited to a single target. Tripling the intensity (requiring at least five priests) gives the spell the force of a quest. This effect is also limited to a single target. In both cases, the target is allowed a saving throw to avoid the effect of the suggestion or quest. 

Time Pool (Divination) 
Sphere: Time
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	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%:
	•Add 5% for each point of the caster's Wisdom above 15.
	•Add 20% if the caster has successfully used time pool to observe the same event 
	before. 
	Only one of the following may apply:
	•Add 20% if the event is one in which the caster participated.
	•Add 10% if the caster is well informed about the event.
	•Add 5% if the caster is slightly informed about the event.
	The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the time pool.
	The material components are a suitable reflective surface and a pinch of powdered quartz. 

Unceasing Vigilance of the Holy Sentinel (Alteration) 
Sphere: Guardian
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 5-foot-radius sphere
Saving Throw: None

	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. 

Undead Ward (Abjuration, Necromancy) 
Sphere: Wards
Range: Special
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2 turns
Area of Effect: 5-foot cube/level
Saving Throw: None

	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.

Sixth-Level Spells 

Age Creature (Alteration)  Reversible 
Sphere: Time
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.

	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. 
Command Monster
(Enchantment/Charm)

Sphere: Charm
Range: 60 yds.
Duration: 1 rd./2 levels
Area of Effect: 1 creature
Subtlety: +1
Sensory: Small audio
Components: V
Casting Time: 1
Saving Throw: Special
Knockdown: None
Critical: None
This spell allows the priest to issue a command to any one creature within the spell's range. The magic of the spell translates the priest's order into a language or form the subject creature can understand. The creature must have an Intelligence of at least 1 in order to be affected by this spell; nonintelligent creatures (those with a score of 0) cannot comprehend any order, no matter how the priest phrases it. Other creatures gain a saving throw vs. spell to resist command monster, but only if they have an Intelligence of Exceptional (15) or better, or the creature's levels or Hit Dice are equal to or greater than the caster's.
Just like the 1st-level spell command, this spell coerces the subject into obeying the priest's one-word order to the best of its ability. The order must be absolutely clear and unequivocal; the subject will continue to obey for one round per two caster levels—six rounds at 12th level, seven at 14th, and so on. If this action places the subject in mortal peril, he may attempt a saving throw (whether he was originally entitled to one or not) in order to break free of the spell's power. Therefore, ordering a character standing at the edge of a cliff to "jump" will create an opportunity for the subject to break free. A command to "die" or "sleep" renders the creature unconscious for the spell's duration. Undead creatures are immune to this spell.

Crushing Walls (Enchantment) 
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: Permanent until activated
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

	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:
	•A creature with sufficient Strength (minimum score of 19) stops the enchanted surface from moving by succeeding a Strength check. Such a creature suffers no damage from the enchanted surface. If the creature prevents the enchanted surface from moving for three consecutive rounds, the wall returns to its original position and the spell is negated. If multiple creatures attempt to stop the wall, the highest strength score is used as a base score; one point is added to that score for every creature assisting. Thus, a creature with 16 Strength assisted by three creatures could attempt to stop the wall.
	•A strong or heavy object made of stone, wood, or metal is placed in the path of the wall. If the item survives a saving throw vs. crushing  blow, the object successfully braces the wall. If the object holds for three consecutive rounds, the surface returns to its original position and the spell is negated. The DM must use discretion in determining the types of objects that will brace the wall.
	•Dispel magic or a similar spell or magical item is used to cancel the crushing wall.
	Creatures can avoid being crushed by using a potion of diminution, potion of gaseous form, or other devices or spells that reduce size. The crushing wall almost never touches the opposite wall, usually being stopped by debris. A gap of two inches or more usually remains between the walls.
	If the wall is not stopped, it causes crushing damage to everyone in the room. All creatures must make a saving throw vs. death. Those who fail are crushed to death. Those who save successfully suffer 5d10 points of damage. When the wall can move no farther, it returns to its original position and the spell is negated.
	The material components are a 1-inch iron cube and a walnut shell. 

Disbelief (Enchantment/Charm) 
Sphere: Thought
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

	This spell allows the caster to temporarily convince himself that certain objects or as many as four creatures within the area of effect do not actually exist. While disbelief remains in effect, these objects or creatures cannot harm or hinder the caster. He can pass through them as if they did not exist and takes no damage from their attacks or actions. However, since these objects or creatures temporarily do not exist for the priest, he can take no action against them. If the creatures attack, the caster receives no Dexterity bonus to armor class (since this bonus represents dodging, and the priest is unable to dodge a creature that does not exist for him).
	The caster can attempt to disbelieve as many as four creatures within 60 feet of his position at the time of casting. He disbelieves the same four creatures for the duration of the spell. Alternatively, the priest can disbelieve any or all inanimate objects of up to 20-cubic-yard volume (thus, he may disbelieve a 12 foot by 15 foot area of 3-foot-thick wall). This volume must be centered on a point no more than 20 yards from the caster. These two options are mutually exclusive; the priest can disbelieve only creatures or objects, not a combination of both.
	Disbelieving a creature includes all gear, equipment, or treasure carried or worn by that creature; it does not include other objects that come into contact with that creature, such as walls, doors, chairs, etc.
 Disbelief is not automatic; it requires an extreme effort. To successfully disbelieve, the priest must make a saving throw vs. paralyzation. A successful save means the priest has disbelieved; an unsuccessful check means that the spell has failed and the priest has not convinced himself of the creatures' or objects' non-existence.
	While this spell is in effect, the DM must record any damage suffered by the priest from disbelieved creatures. When the spell ends, the caster makes a saving throw vs. spell. If the saving throw is successful, the priest suffers only one-eighth of any damage inflicted by the creatures (round all fractions down); if the priest fails the saving throw, he suffers one-half of any damage inflicted (round fractions down). 

Entropy Shield
(Abjuration)

Sphere: Chaos
Range: 0
Duration: 1 rd./level
Area of Effect: The caster
Subtlety: +5
Sensory: Moderate visual/tactile
Components: V, S, M
Casting Time: 9
Saving Throw: None
Knockdown: None
Critical: None
This potent defense surrounds the caster in a chaotic maelstrom of energy and demimatter that blocks or deflects many attacks. The entropy shield extends about two feet in all directions from the caster's body. The warping effect of the field causes any melee or hand-to-hand attack to miss 50% of the time—even if the roll allows an attack to continue, the priest still gains a -2 bonus to his Armor Class. Normal missiles or hurled weapons miss automatically as the entropy shield deflects them from the caster. Even magical missile attacks (produce flame, magic missile, or Melf's acid arrow, for example), siege engines, and giant-thrown boulders may be deflected as if they were hand-to-hand attacks.
Against spells or effects that produce energy, gas, or other physical attack forms (fireball, lightning bolt, cloudkill, and other such spells) the entropy shield provides a 50% chance that the attack simply does not affect the protected priest. Even if the harmful energy or matter penetrates the shield, the caster gains a +2 bonus on his saving throw. This does not cause a spell to fizzle or fail; a priest standing in the middle of afireball is simply not touched by the spell, which will inflict its normal damage on anyone else in the area of effect. Any spell or effect that does not create matter or energy to harm or hinder the victim can pass through the entropy shield normally, so mind-based attacks and magical effects such as petrification, paralyzation, enfeeblement, or polymorph (to name a few) can still affect the priest.
In addition to its defensive benefits, the entropy shield has the ability to repel normal or giant-sized animals and creatures of lawful alignment, such as extraplanar monsters from the lawful planes. Any such creature attempting to attack the shielded priest in hand-to-hand combat must roll a saving throw vs. spell at the end of the round. If the creature fails, it recoils from the priest and cannot attack him physically for the remainder of the spell's duration (although it could decide to turn on one of the priest's companions).
The material component for this spell is a gemstone worth at least 100 gold pieces that has been exposed to the chaotic energies of Limbo.

Dragonbane (Abjuration) 
Sphere: Wards
Range: 10 yards/level
Components: V, S, M
Duration: 1d4 rounds+1 round/2 levels
Casting Time: 1 round
Area of Effect: 5'-cube/level
Saving Throw: Neg.

	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.    

Gravity Variation (Alteration) 
Sphere: War
Range: 10 yards/level
Components: V, S, M
Duration: 1 turn/3 levels
Casting Time: 2 turns
Area of Effect: 120-yard x 120-yard square
Saving Throw: None

	This spell changes the characteristics of a square region of terrain. The area can be no more than 120 yards on a side. The priest can effectively turn a flat plain into a slope of any direction, or may flatten an existing slope. The spell does not allow the priest to alter the pull of gravity, however.
	This spell lets the priest create or negate a height differential of as much as 20 feet (a 2" slope in BATTLE SYSTEM™ rules measurements) within the area of effect. This can have various consequences; the best way to discuss the effects is by example.
	Example 1: Two units face each other on a flat plain. The priest can alter the slope of the terrain so that one unit is 2" of elevation higher than the other. The unit that is upslope gains the combat benefits for higher ground, and the unit that is downslope must pay the movement cost for moving uphill if it wishes to approach the other unit.
	Example 2: One unit is on flat terrain; another unit, 6" away, is on a hill of 2" elevation. Using this spell, the priest can effectively eliminate this difference in elevation (raising the low ground or lowering the high ground). All combat and movement involving these two units is then conducted as if there were no elevation difference (i.e., no movement penalty, no combat benefit for higher ground, etc.). Alternatively, the priest could increase the height differential by 2". Combat and movement would now be conducted as if the total difference in elevation were 4".
	Example 3: A unit faces a hill of 3" elevation. The priest casts gravity variation, decreasing the effective elevation of the hill to 1". The unit pays a lower movement point cost to climb the hill. Alternatively, if the unit facing the hill were an enemy unit, the priest could increase the effective elevation to 5".
	The priest must specify the degree and direction of change at the moment of casting. These parameters cannot be changed while the spell remains in effect.
	Gravity variation can have dramatic effects on siege engines and towers. Most siege engines can be moved only on the most gentle of slopes. By raising or lowering the effective elevation of siege engines by 2", the priest can totally immobilize them by positioning them on a slope too steep to negotiate. In the case of siege towers, there is a 50% chance that the structures will topple over (totally destroying them).
	The material component is a tiny plumb bob; the plumb line must be made of platinum wire while the bob itself must be a gem of at least 1,000 gp value. The device is consumed in the casting.

The Great Circle (Abjuration)  Reversible 
Sphere: Sun
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 6 turns
Area of Effect: Special
Saving Throw: Special

	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. 

Group Mind (Divination, Enchantment/Charm) 
Sphere: Thought
Range: 0
Components: V, S
Duration: 1 turn+1 round/level
Casting Time: 1 round
Area of Effect: 30-yard-diameter circle
Saving Throw: None

	This spell is a deeper and more extensive version of rapport, in that it lets the priest communicate silently and instantly with several willing subjects. The number of subjects (in addition to the priest) depends on the caster's level:

Level  	Number of participants 
13 and below 		2 
14-16 		4 
17 		6 
18 		7 
19+ 		8 

	As with rapport, the spell lets the participants share thoughts, emotions, and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such "vicarious" experiences feel weak and cannot be mistaken for direct sensations. Participants can shut off these experiences at will if they find them confusing or distracting.
	The participants can share such personal concepts as plans, hopes, and fears, although they cannot communicate complex or detailed information. It is impossible to communicate the procedure for casting a spell or picking a lock.
	Communication through group mind is approximately 30 times faster than verbal communication. The priest can maintain only one group mind spell at any time; thus, he cannot communicate with multiple groups.
	This spell cannot be used on unwilling subjects. 

Land of Stability (Abjuration) 
Sphere: Wards
Range: 10 yards/level
Components: V, S, M
Duration: 1 day/level
Casting Time: 6
Area of Effect: 10-foot-cube/level
Saving Throw: None

	Land of stability protects the area of effect and all creatures and objects within it from the following natural disasters:
	•Earthquakes--vibrations do not affect the warded area and fissures will not open beneath the warded area;
	•Floods--the warded area remains dry, even if submerged;
	•Windstorms--the warded area suffers no damage from strong winds and objects cannot be blown into the warded area;
	•Lava and ash eruptions--lava and ash flow around the warded area; and
	•Avalanches--stones and snow will not fall on the warded area.

	Land of stability offers no protection against magically-generated disasters or spells that duplicate natural disasters. Disasters in progress in the area when the spell is cast are not affected.
	This spell affects a cubic area whose sides equal the caster's level times 10 feet; thus, a 15th-level caster could affect a 150' x 150' x 150' cube.
	The material components are the priest's holy symbol and a pinch of volcanic ash. 

Legal Thoughts (Enchantment/Charm) 
Sphere: Law
Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Neg.

	A priest casting this spell forces the victim of the spell to follow one specific law. The priest may choose any law prevalent in the area in which the priest and the victim currently reside. Thus, if a city has no laws about murder, the priest cannot command the person not to kill.
	The victim of the spell is forced to obey the letter of the law to the best of his ability. Thus, if a victim were commanded not to commit murder, he would go to any length to avoid murdering someone.
	Since the essence of this spell is tied to legal (and not moral) interpretation, characters may find loopholes that will allow them to work around the law in specific cases or to ignore the law in light of extenuating circumstances.
	When casting the spell, the priest must speak the law to the recipient in such a way that he can hear it. The victim is allowed a saving throw vs. spell to avoid the effect. If the save is failed, the victim will never willingly violate the stated law as long as the spell is in effect.
	Legal thoughts can be negated by dispel magic. The victim of this spell never perceives anything wrong with adhering to the law, and therefore never seeks to have the spell removed. 

Monster Mount (Enchantment/Charm) 
Sphere: Travelers
Range: 30 yards
Components: V, S
Duration: 1 hour/level
Casting Time: 6
Area of Effect: 20-foot radius circle
Saving Throw: Neg.

	This spell compels one or more living creatures to serve as mounts for the caster and his companions. The spell affects up to 10 Hit Dice or levels of creatures with Intelligence of 4 or lower. Creatures used as mounts must be of suitable size to carry at least one rider; smaller creatures can be used as pack animals.
	Each intended mount receives a saving throw vs. spell. Creatures failing their rolls become docile and obedient, allowing riders to mount them, and moving at the speed and direction indicated by the caster.
	To maintain the enchantment, the caster must remain within 10 yards of one of the affected creatures, and each affected creature must remain within 10 yards of another. The affected creatures will do nothing for the caster other than carrying riders and gear; they will not fight (although they will fight to defend themselves), nor will they intentionally endanger themselves. Any overtly hostile act by the caster or a rider against any mount breaks the enchantment for all the mounts. 
	When the enchantment ends or is broken, the creatures take no action for one round, then behave as their natural instincts direct. 

Physical Mirror (Alteration) 
Sphere: Numbers
Range: 30 yards
Components: V, S, M
Duration: 1d4+8 rounds
Casting Time: 6
Area of Effect: Special
Saving Throw: None

	This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the spell or missile finds himself the target of his own attack.
	The physical mirror operates from only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may direct spells and missile attacks normally through the space occupied by the mirror.
	In the case of physical attacks, the attacker must roll to hit himself (without the armor class benefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. his own spell. In both of these cases, range is important.  If the distance between the initiator of the attack and the physical mirror is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again.
	When the priest casts the spell, he must specify the location and orientation of the physical mirror disk. Once it is created, the disk cannot be moved.
	If two physical mirror disks touch or intersect, they destructively interact and both immediately vanish. The resulting "ripples" in the space-time continuum are exceedingly destructive and inflict 3d10 hit points of damage on any creature within 35 yards (a saving throw is allowed for half-damage). This always includes the casters of the physical mirror spells.
	The material component is a tiny mirror of polished platinum, worth at least 500 gp.

Reverse Time (Alteration) 
Sphere: Time
Range: 30 yards
Components: V, S, M
Duration: 1-4 rounds
Casting Time: 6
Area of Effect: One creature
Saving Throw: Neg.

	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. 

Seclusion (Alteration) 
Sphere: Numbers
Range: Touch
Components: V, S, M
Duration: 3d12 rounds+4 rounds/level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Neg.

	This spell encloses one individual in an extradimensional space. Creatures to be affected must be of size M or smaller. The space can contain only one creature, regardless of size. The priest may use the spell on himself or any creature he touches. Unwilling targets are allowed a saving throw vs. spell to avoid the entrapment.
	While inside the space, the enclosed character is invisible and totally undetectable by any form of scrying. Powerful magic such as contact other plane will indicate that the character is "elsewhere," but will give no more information.
	The creature within the extradimensional space can see and hear everything that occurs around him. However, he cannot cast spells, and no action of his can affect anyone or anything in the "real world."
	While occupied, the extradimensional space is totally immobile. If the caster chooses to occupy the space, he can pass in and out of the space at will. Other creatures can leave or reenter the space only if the caster allows it. To an outside observer, an enclosed character who exits the space simply appears from nowhere.
	If the space is occupied when the spell terminates, the occupant is immediately ejected back into the real world and suffers 1d6 hit points of damage in the process.
	Any time the extradimensional space is empty, or when the occupant is someone other than the priest, the space follows the priest around. Thus, the priest may seclude a comrade in the extradimensional space, walk past some guards into a building, then release the comrade.
	If any other form of extradimensional space (such as a bag of holding ) is taken into the space created by seclusion, both spaces are ruptured and all contents are expelled onto the Astral plane. Extradimensional manipulation can temporarily prevent this. 
	The material components are a tiny crystal box of the finest workmanship (worth at least 1,500 gp) and a gem of at least 250 gp value. The gem is consumed in the casting; the box is not. 

Skip Day (Invocation/Evocation) 
Sphere: Time
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: Neg.

	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). 

Sol's Searing Orb (Invocation) 
Sphere: Sun
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: One gem
Saving Throw: Special

	This spell must be cast upon a topaz. When the spell is complete, the stone glows with an inner light. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. (The acts of casting and throwing occur in the same round.) It is not possible for the priest to give the stone to another character to throw.
	The stone can be hurled up to 30 yards. The priest must roll normally to hit; he gains a +3 bonus to his attack roll and suffers no penalty for nonweapon proficiency. In addition, the glowing gem is considered a +3 weapon for determining whether a creature can be struck (creatures hit only by magical weapons, for example). There is no damage bonus, however.
	When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds him for 1d6 rounds. The victim is allowed a saving throw vs. spell. If successful, only half damage is sustained and the target is not blinded. Undead creatures suffer 12d6 points of damage and are blinded for 2d6 rounds (if applicable) if their save is failed. They receive 6d6 points of damage and are blinded for 1d6 rounds if the save is successful.
	If the gem misses its target, it explodes immediately, causing 3d6 points of damage (or 6d6 against undead) to all creatures within a 3' radius. It blinds them for 1d3 rounds (1d6 rounds vs. undead). All victims are allowed a saving throw vs. spell, with success indicating half damage and no blindness. The DM should use the rules for grenade-like missiles found in the Dungeon Master Guide for determining where the stone hits. 
	The material component is a topaz gemstone worth at least 500 gp.  

Spiritual Wrath (Invocation) 
Sphere: Combat
Range: 300 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: 1/2

	This powerful cooperative spell is rarely invoked since it requires the concerted effort of six or more high-level priests. The casting effort severely weakens the priests, discouraging casual use of this spell.
	To cast the spell, six or more priests must be within a 15-foot radius. Each priest must cast spiritual wrath at the same time. Before beginning the spell, the priests must decide upon the area of effect. The spell causes 10d6+1d6 points of damage per priest casting the spell. (The minimum damage, therefore, is 16d6.) Creatures within the area of effect are allowed a saving throw vs. spell to reduce the damage to half.
	The spell strikes as a great wave of force that descends from the sky. Small objects must save vs. crushing blow. Structures suffer damage as if hit by a heavy catapult (2d12). The force of this spell often raises a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds.
	The spell's area of effect is determined by the number of casters. Each priest contributes 10 feet to the radius of the spell. Six casters would create a spell with a radius of 60 feet. No more than twelve casters can cooperate to cast this spell (maximum of 22d6 damage and a 120-foot radius area of effect). This converts to an 8-inch circle in the BATTLESYSTEM™ rules ground scale.
	The spell is difficult to cast, physically taxing the spellcasters so much that each caster suffers 3d10 points of damage from the effort. There is no saving throw allowed to avoid this damage. 

Whirlwind
(Invocation/Evocation)

Sphere: Elemental (Air)
Range: 60 yds. + 10 yds./level
Duration: 1 rd./level
Area of Effect: Cone 10 ft. wide at base and 30 ft. tall
Subtlety: +6
Sensory: Huge visual/audio, large tactile
Components: V, S, M
Casting Time: 9
Saving Throw: Special
Knockdown: d20
Critical: Large (1d3 hits) crushing
This spell creates a powerful cyclone of raging wind that moves as directed by the priest. The whirlwind can move by zigzagging along the ground or over water at a movement rate of 6. The whirlwind always moves after all other creatures have moved, and many creatures can avoid it simply by keeping their distance. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds—possibly endangering the caster or his allies—and then dissipates.
Any creature of size L (large) or smaller that comes in contact with the whirlwind must make a saving throw vs. breath weapon or suffer 2d8 damage. Size M (man-sized) or smaller creatures who fail their first saving throw must attempt a second one, or be picked up bodily by the whirlwind and held suspended in its powerful winds, suffering 1d8 points of damage each round with no save allowed. The caster may direct the cyclone to eject any carried creatures whenever he wishes, depositing the hapless souls wherever the whirlwind happens to be when they are released.
Maintaining the whirlwind requires the caster's full attention, and he cannot cast other spells or make any attacks while directing the spell's course. If his concentration fails for some reason, he cannot simply cancel the spell. Instead, the spell becomes uncontrolled as described above and dissipates after 1d3 rounds.
In truly desperate circumstances, priests of elemental air have been known to deliberately overrun their companions in order to carry them out of the path of some certain doom. Few care to repeat the experience. The material component for this spell is a handful of dust collected from a zephyr or snow from a williwaw.

Seventh-Level Spells 

Age Dragon (Alteration) 
Sphere: Time
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One dragon
Saving Throw: Neg. 

	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. 

Antimineral Shell
(Abjuration)

Sphere: Protection, Elemental (Earth)
Range: 0
Duration: 1 turn/level
Area of Effect: 10-ft. radius
Subtlety: +6
Sensory: None
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
Knockdown: None
Critical: None
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.

Breath of Life (Necromantic)  Reversible 
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None 

	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. 

Conjure Air or Water Elemental
(Conjuration/Summoning)
Reversible

Sphere: Elemental (Air/Water)
Range: 80 yds.
Duration: 1 turn/level
Area of Effect: Special
Subtlety: +5
Sensory: Moderate visual
Components: V, S
Casting Time: 6 rds.
Saving Throw: None
Knockdown: None
Critical: None
Priests of elemental air or elemental water can summon elementals from their respective spheres, just as druids can conjure fire or earth elementals. The summoned elemental is 60% likely to have 12 Hit Dice, 35% likely to have 16 Hit Dice, and 5% likely to have 21 to 24 Hit Dice (20+1d4). Unlike the wizard version of this spell, the caster does not need to concentrate to maintain control of the elemental since the creature regards the caster as a friend and obeys him implicitly. The elemental remains until destroyed, dispelled, sent away by a dismissal or a holy word spell, or the spell duration expires.

Divine Inspiration (Divination) 
Sphere: Thought, Divination
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

	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. 

Hovering Road (Conjuration/Summoning) 
Sphere: Travelers
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

	This spell enables the caster to create a magical 10-foot-wide road extending 10 feet in front of him. The caster can create an unbroken road for the duration of the spell, creating a 10-foot area ahead of him as long as he continues to move forward.
	The road is approximately one foot thick and hovers in the air. It has the texture and color of black granite. Characters and creatures can move on the hovering road at their normal movement rate, ignoring the effects of surrounding terrain.
	The hovering road must originate from a solid surface. Once anchored, the caster controls the contour of the road, causing it to rise and fall as he wishes. The road can thus be used to traverse rivers (if the road is anchored on the shore), swamps, and similarly hostile terrain. The caster can cause the hovering road to rise over a jungle or cross a chasm.
	The road has AC 0. It is impervious to non-magical weapons. If the road suffers 100 points of damage (from magical weapons or other magical forces), it dissipates in a black mist; all those on the road fall to the ground below.
	Unless the road is destroyed, the entire hovering road remains intact from beginning to end for the duration of the spell, even if the caster is killed or incapacitated. At the end of the spell's duration, the entire road dissipates.
	The material components are a chunk of black marble and a loop of gold wire. 

Illusory Fortification (Illusion/Phantasm) 
Sphere: War
Range: 240 yards
Components: V, S, M
Duration: Special
Casting Time: 10 turns
Area of Effect: Special
Saving Throw: None

	The ritual required to cast this spell is time-consuming and extremely complex. As its name implies, illusory fortification creates an illusion of a wall of heavy stonework up to 30 feet tall and 160 yards long, topped with crenellations. The illusory wall can be of any color and apparent age, potentially allowing the caster to match the false wall with the real walls of an existing castle. The illusory wall must be continuous (it cannot form two or more shorter walls), but it can follow any corners or bends that the caster desires.
	In addition to the wall, the spell creates the illusion of constant movement among the crenellations, as if defending troops were moving atop the wall. The formation of the crenellations makes it impossible for a distant observer to determine exactly how many and what types of defenders are present on the illusory fortification.
	The illusory wall remains in existence for 2d12 hours unless the spell is terminated earlier.
	The spell has one very significant limitation: it is strictly two-dimensional and is visible from only one side (the side that the caster deems to be the "outside"). When viewed from the outside, the wall appears real; when viewed from the end, from above, or from the "inside," the wall is totally invisible except for a faint outline of the shape of the wall. This means that friendly troops, concealed from enemy view by the illusory wall, can see their opponents clearly. The wall is most effective if friendly troops are informed of the wall's presence and are careful not to walk through the illusion. Such an occurrence does not end the spell, but it will probably advise the enemy of the nature of the wall.
	Spells cast at the wall and shots fired at the illusory fortification by siege engines appear to strike the wall and inflict normal damage. In reality, the missiles or spells pass through the illusion, possibly striking troops or real fortifications beyond. Such "hits" do not disturb the illusion.
	As soon as an enemy unit moves within 10 yards of the illusory fortification, the spell terminates and the wall vanishes.
	There are two ways in which the spell can be terminated before it expires. First, the priest can terminate the spell at any time. Second, if a friendly unit makes an attack, whether melee or missile combat, through the illusory wall from the "inside" to the "outside," the spell terminates instantly.
	Once the illusory fortification has been created, the priest does not need to concentrate on the wall. The spell remains in effect even if the casting priest is killed in the interim.
	The material components are the priest's holy symbol, a handful of stones, powdered mortar, and a gem worth at least 3,000 gp. All components except the holy symbol are consumed in the casting. 

Impervious Sanctity of Mind
(Abjuration)

Sphere: Protection, Thought
Range: 0
Duration: 1 turn/level
Area of Effect: The caster
Subtlety: +6
Sensory: None
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
Knockdown: None
Critical: None
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

Mind Tracker (Divination) 
Sphere: Divination
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 turn/3
Area of Effect: One creature
Saving Throw: Special

	The mind tracker is a magically-created creature which exists only on the Ethereal plane. It is called into existence when the first portion of this spell is cast.
	When seen (which is seldom), the mind tracker has an indistinct body. It seems to be a near-solid coalescence of the vaporous atmosphere of the Ethereal plane itself. It is a roughly elliptical body with three or more limbs protruding at seemingly random locations. The number and size of these appendages shifts slowly, however, as new ones appear from the mist and old ones disappear. The body of the creature averages 2 feet across and 3 feet long, though this, too, tends to vary from minute to minute. The mind tracker has no discernible eyes, ears, nose, or other organs. It cannot be engaged in combat; if attacked, it simply disappears, to reappear after the danger has passed, or somewhere else entirely if its quarry has moved on. 
	The ceremony which creates the mind tracker takes one turn to perform. Its material components are a whiff of the Ethereal plane's atmosphere and the brain of a lizard.
	Once the tracker is manifested, it must be assigned a quarry within one hour. If no quarry is designated, the tracker dissipates and the spell is wasted.
	To assign a quarry to the tracker, the priest must have the quarry within his sight. This includes magical sight such as true seeing, but not remote sighting devices such as crystal balls. With the quarry in sight, the priest mouths the final phrases of the spell. From that point on, the mind tracker is mentally tethered to the victim. It follows its quarry (staying always in the Ethereal plane) wherever it goes. It constantly relays information about the subject to the priest: what it is doing, where it is. The priest does not actually see an image of the quarry, he receives `reports' from the mind tracker. These reports contain only such information as the tracker can gather by looking. It cannot identify people the quarry is talking to, but can describe them in great detail. Nor can it hear anything the quarry or anyone else says, or read writing, but it recognizes and can report the fact that speaking or reading is happening. 
	While the tracker is dogging its quarry, its presence can be felt as an eery, creepy sensation of being watched. If the victim makes an initial save vs. paralyzation, each of the following stages lasts three hours instead of two. For the first two hours, the quarry has a general feeling of ill ease. In the third and fourth hours, the victim is distracted and nervous, and suffers a -1 penalty on all saving throws. In the fifth and sixth hours, the victim is convinced someone or something is following him and suffers a -3 penalty on saving throws and a -2 (or -10%) penalty on all other dice rolls. After six hours the victim is near his breaking point. He is unable to concentrate to cast spells or use any of his class's special abilities. All die rolls have a -5 (or -25%) penalty. After eight hours, he must make a saving throw vs. paralyzation. If he fails, he collapses, fevered and delirious. This state persists until the tracker ceases to exist. 
	The mind tracker continues to exist for as long as the priest remains conscious of its input. If the priest is knocked out or falls asleep, or simply dismisses his creation, the tracker dissipates. 

Shadow Engines (Illusion/Phantasm) 
Sphere: War
Range: 240 yards
Components: V, S, M
Duration: 8 turns
Casting Time: 3 turns
Area of Effect: 180-yard x 180-yard square
Saving Throw: None

	This spell creates the illusion of as many as four siege engines. The casting priest may choose from ballistae, siege towers, catapults, rams, or any combination thereof. Like the creatures created by the spell shadow monsters, these illusory engines have at least a tenuous reality and can inflict damage on enemies.
	Shadow engines are accompanied by illusory crews of the appropriate number and race. The engines can move at a rate of 20 yards per turn and are unaffected by terrain considerations. (The caster can choose to slow them when passing through rough terrain to aid the illusion of reality.) 
	Shadow engines cannot carry real troops. They can be fired at the same rate as real engines of the appropriate type, but a hit causes only one-half the damage normal for that type of engine (round fractions down).
	A shadow engine remains in existence until the spell duration expires, until an enemy unit approaches within 10 yards, or until it suffers damage from an enemy missile attack. When any of these conditions occur, the engine vanishes. If a single spell has created multiple engines, only the engine struck vanishes; the others remain.
	The crew associated with a shadow engine must remain with that engine; it cannot move more than 5 yards away from the engine itself.
	Shadow engines can move independently of other engines created by the spell as long as they remain within the area of effect and remain within 240 yards of the caster. The caster must maintain concentration to control the shadow engines. He cannot cast any other spells, and he is limited to a movement rate of 6. If the caster is struck for damage, the shadow engines vanish.
	The material component is a finely detailed miniature model of a siege engine (of any type), which is consumed during the casting.  

Spacewarp (Alteration) 
Sphere: Numbers
Range: 50 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 50-foot-diameter sphere
Saving Throw: None

	According to one view of the universe, what we perceive as gravity is actually a localized warping of the fabric of space-time. The spacewarp spell creates a temporary but very intense warping in a limited area.
	When the priest casts this spell, he selects a specific point to be the center of effect. This point may be anywhere within 50 yards of the caster, including in midair.
	When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50 feet of this center that is not attached to something immovable will fall toward the selected point.
	This localized gravity affects only loose objects and creatures capable of movement (i.e., not trees, whose roots are buried in the ground). It does not affect the ground itself--soil, plants, desert sand, lake water, etc. are immune to the effect.
	An object falling toward the center of gravity gains speed exactly as it would if it were falling toward the ground. When the object reaches the center, it instantly ceases its movement. If objects are already at the center, newly arriving objects will slam into them, causing normal falling damage (1d6 per 10 feet) to the newly arriving objects. Objects previously at the center must save vs. paralyzation or suffer half that amount of damage.
	Consider the following example. An orc is 10 feet away from the center of effect when the spell is cast. He falls 10 feet to the center and stops. His companion, a bandit, is 30 feet from the center. It takes him longer to fall to the center, so the orc is already there when he arrives, and the two characters collide forcefully. The bandit suffers 3d6 hit points of damage--the falling damage associated with a 30-foot fall. The orc must save vs. paralyzation or suffer half that amount.
	Other things are caught in the effect as well. The bandit's horse was 50 feet away from the center of effect, so it arrives at the center after the orc and the bandit. It falls 50 feet, suffering 5d6 points of damage, and potentially inflicting half that amount on both the orc and the bandit.
	The center of effect can be anywhere within 50 yards of the priest. Possibly one of the most destructive uses of this spell is to cast it directly on an enemy creature. Everyone and everything within 50 feet of that creature falls toward him and strikes him, inflicting damage.
	When the spell terminates, gravity returns to normal. If the spell has lifted any characters or objects off the ground, they immediately fall back to the ground, suffering the appropriate amount of falling damage.
	The material components are a lodestone and a sphere of obsidian, both of which are consumed in the casting. 

Spirit of Power (Summoning, Invocation) 
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 hour
Casting Time: 3 turns
Area of Effect: The casters
Saving Throw: None

	This cooperative spell is rarely used or spoken of, since its requirements are strict and the outcome is uncertain. The spell must be cast by six priests of the same faith. All six must touch hands at the time of casting. At the completion of the spell, the priests fall into a trance. The life essences of the priests leave their bodies and merge at a point within 10 feet of the casters. The spirits of the priests meld together to form the avatar of the priests' deity.
	In this manner, the six characters become a single being with all the powers and abilities allowed to that avatar. The only stipulation is that the priests' deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails and the priests are drained as described below.
	If the spell succeeds, the priests have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the priests retain the ability to make most of their own decisions. (The six must work in harmony or allow one of their number to decide all actions.) However, the deity can assume direct control of the avatar at any time it desires--the avatar is, after all, an earthly manifestation of the deity.
	Although the spell has a duration of one hour, the deity is not obliged to release the priests at that time. If the priests are not released at the end of the spell's duration, they instantly die. A deity can choose to sacrifice its priests in order to maintain its avatar on the Prime Material plane. Such a cruel and unjust action is almost never undertaken by good deities or those that have any respect for life, free will, or mercy. For dark and sinister gods, the question is much more uncertain. If a deity chooses to maintain the avatar longer than one hour, control of the avatar instantly and permanently passes to the DM. (Clearly, a DM should seldom if ever exercise this power.)
	While the priests are formed into the avatar, their bodies remain in a death like trance. The priests have no idea what might be happening to their real bodies (unless the avatar can observe them). Any damage to a priest's body requires an instant system shock roll. If successful, the damage is recorded normally, but the damage does not take effect until the spell ends (at which point the priest will almost certainly die). If the system shock roll is failed, the character instantly dies and the spell ends. Characters who die in this manner cannot be raised, resurrected, or reincarnated. They have been taken to the ultimate reward (or punishment) for the service they have rendered. If the bodies are moved from their positions, the spell ends.
	Even if the deity releases the priests, they are left severely drained. All spells memorized are lost until the priest can rest and perform his prayers once again. The physical drain leaves each priest with only 1 hit point upon awakening, regardless of the number of hit points the character had when the spell was cast. Since damage suffered during the spell takes effect instantly, any priest who is hurt dies immediately (although quick action by others might save him).
	Each priest who survives the spell will be bound by a quest (a duty that must be completed in exchange for calling upon their god).
	The material component is an offering appropriate to the deity. The DM determines the exact nature of this offering.  

Tentacle Walls (Enchantment) 
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving Throw: None

	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. 

Timelessness (Alteration) 
Sphere: Numbers
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 7
Area of Effect: One creature
Saving Throw: Neg.

	This spell totally stops the flow of time for a single individual. All signs of life stop and the subject is incapable of any movement or thought. While the spell is in effect, the subject is totally immovable and cannot be affected by any physical or magical forces. Weapons simply bounce off the subject as they would bounce off the hardest stone. Spells, including dispel magic, are totally incapable of affecting the subject in any way. The subject does not age.
	Aside from the fact that the subject remains visible, frozen in place like a statue, he is effectively no longer part of the universe. (DMs may rule that the most powerful of magics, such as wishes, and creatures of demigod or higher status can affect the subject.)
	When the priest casts the spell, he or she states the duration for which the spell will remain in effect (the maximum is one full day per level of the caster). Once the spell is cast, this duration cannot be changed; the priest cannot terminate the spell before the stated time has elapsed.
	If the subject is unwilling to be affected by the spell, the priest must touch the victim for the spell to take effect; the subject receives a normal saving throw to resist the effects. A willing subject need not make a saving throw.
	The priest may cast this spell on himself if desired. This spell can provide a powerful defensive maneuver; while the spell is in effect, the subject is totally invulnerable. Timelessness is also an effective form of long-term imprisonment, as long as the priest is around to cast the spell again at the appropriate time.
	This is an exceptionally powerful spell. Casting it puts a significant strain on the priest. Each time he casts timelessness, the priest must make a system shock roll. If the priest fails this throw, he or she permanently loses 1 point of Constitution.
The material components are a gem worth at least 1,000 gp and a small cylinder of obsidian. Both are crushed during the casting. 
Tsunami
(Conjuration/Summoning)

Sphere: Elemental (Water)
Range: 200 yds. + 50 yds./level
Duration: Special
Area of Effect: Wave 2 ft. high and 10 ft. long per level
Subtlety: +6
Sensory: Gargantuan visual, huge audio
Components: V, S, M
Casting Time: 3 rds.
Saving Throw: None
Knockdown: Special
Critical: None
This mighty spell summons a tsunami, or gigantic wave, from any major body of water. The body of water must be at least 1 mile in width, so in most circumstances the tsunami can only be summoned from the sea, large lakes, or extremely big rivers. The wave is 2 feet high and 10 feet long for each level of experience of the caster, so a 15th-level priest would summon a tsunami 30 feet high and 150 feet wide. The wave can appear anywhere within the spell's range and immediately sweeps forward in the direction specified by the caster. This may take it out of the allowed range or even back at the casting priest. The tsunami moves at a rate of 24 (240 yards per round) and lasts one round at 14th level, two rounds at 18th level, or three rounds at 22nd or higher level.
Ships caught by the tsunami must make a seaworthiness check (see Table 77: Ship Types in the DMG) with a penalty equal to the wave's height in feet. For example, a tsunami created by a 15th-level caster would inflict a -30% penalty to a vessel's seaworthiness check. If the check is failed, the vessel capsizes and sinks in 1d10 rounds, with the possible loss of those aboard. Human or humanoid swimmers caught in the wave must make a saving throw vs. death magic or be drowned in the wave; any creature in the water in the wave's path will be carried along as long as it lasts.
If the priest sent the wave towards the shore, the tsunami loses 5 feet of height for every 20 yards it travels; a 30-foot wave could wash 120 yards inland before there was nothing left of it. Creatures caught in the area sustain 1d4 points of damage for every 5 feet of height the tsunami currently possesses and are carried along until it ends. Air-breathing creatures must make saving throws vs. death magic or be drowned outright by this treatment. Wooden buildings have a chance equal to three times the wave's current height of being destroyed by the tsunami (90% for a 30-foot wave, for example) while stone buildings have a chance equal to the wave's height (or 30% for a 30-foot wave). Topography may influence or channel the wave's advance, so a good-sized hill could stop a tsunami cold, although its seaward face may be denuded of creatures and vegetation by the wave.
Note that this spell in the hands of a high-level character can blanket an awesome amount of territory and literally destroy or drown anything in its path. The tsunami is so strenuous a spell that the priest is exhausted and helpless for 1d6 hours after summoning it.

Uncontrolled Weather  (Conjuration/Summoning) 
Sphere: Chaos
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 4d4 square miles
Saving Throw: None

	This spell allows the caster to summon weather that is either appropriate or inappropriate to the climate and season of the region. The summoned effects are always dramatic--cool breezes or light fog will not appear. Instead, torrential floods will assault a desert, a heat wave will rage in polar wastelands, and tornadoes and hurricanes will rip across gentle landscapes. A blizzard might spring up in summer or a tornado might materialize in the winter.
	The spellcaster has no influence over the weather pattern that emerges. He cannot control the area of effect or the duration of the weather.
	Four turns after the spell is cast, the trend of the weather will become apparent--a sudden chill, gust of wind, overcast sky, etc. The uncontrolled weather arrives on the fifth turn. Once the weather has arrived, it cannot be dispelled. If the spell is canceled by the caster before the beginning of the fifth turn, the weather slowly reverts to its original condition.
	The effects of the spell are the decision of the DM. The effects should be grand and impressive. Following are suggested effects of the weather.
	Torrential Rain/Blizzard: Visibility is reduced to 100 yards or less; travel is nearly impossible due to water or heavy snow on the ground.
	Storm/Hurricanes: All flying creatures are driven from the skies; trees are uprooted; roofs are torn off; ships are endangered.
	Heat Wave: Intense heat immediately causes ice bridges to melt; avalanches of snow and ice roll down mountains.
	The DM determines the area of effect randomly. The maximum duration of the spell is one turn per level of the caster; however, the DM may cancel the effect after a shorter time.