

  Priest's Spells


  FIRST-LEVEL SPELLS
    ANIMAL FRIENDSHIP (ENCHANTMENT/CHARM)
    BLESS (CONJURATION/SUMMONING)
    COMBINE (EVOCATION)
    COMMAND (ENCHANTMENT/CHARM)
    CREATE WATER (ALTERATION)
    CURE LIGHT WOUNDS (NECROMANCY)
    DETECT EVIL (DIVINATION)
    DETECT MAGIC (DIVINATION)
    DETECT POISON (DIVINATION)
    DETECT SNARES & PITS (DIVINATION)
    ENDURE COLD/ENDURE HEAT (ALTERATION)
    ENTANGLE (ALTERATION)
    FAERIE FIRE (ALTERATION)
    INVISIBILITY TO ANIMALS (ALTERATION)
    INVISIBILITY TO UNDEAD (ABJURATION)
    LIGHT (ALTERATION)
    LOCATE ANIMALS OR PLANTS (DIVINATION)
    MAGICAL STONE (ENCHANTMENT)
    PASS WITHOUT TRACE (ENCHANTMENT/CHARM)
    PROTECTION FROM EVIL (ABJURATION)
    PURIFY FOOD & DRINK (ALTERATION)
    REMOVE FEAR (ABJURATION)
    SANCTUARY (ABJURATION)
    SHILLELAGH (ALTERATION)

  SECOND-LEVEL SPELLS
    AID (NECROMANCY, CONJURATION)
    AUGURY (DIVINATION)
    BARKSKIN (ALTERATION)
    CHANT (CONJURATION/SUMMONING)
    CHARM PERSON OR MAMMAL (ENCHANTMENT/CHARM)
    DETECT CHARM (DIVINATION)
    DUST DEVIL (CONJURATION/SUMMONING)
    ENTHRALL (ENCHANTMENT/CHARM)
    FIND TRAPS (DIVINATION)
    FIRE TRAP (ABJURATION, EVOCATION)
    FLAME BLADE (EVOCATION)
    GOODBERRY (ALTERATION, EVOCATION)
    HEAT METAL ALTERATION)
    HOLD PERSON (ENCHANTMENT/CHARM)
    KNOW ALIGNMENT (DIVINATION)
    MESSENGER (ENCHANTMENT/CHARM)
    OBSCUREMENT (ALTERATION)
    PRODUCE FLAME (ALTERATION)
    RESIST FIRE/RESIST COLD (ALTERATION)
    SILENCE, 15' RADIUS (ALTERATION)
    SLOW POISON (NECROMANCY)
    SNAKE CHARM (ENCHANTMENT/CHARM)
    SPEAK WITH ANIMALS (ALTERATION)
    SPIRITUAL HAMMER (INVOCATION)
    TRIP (ENCHANTMENT/CHARM)
    WARP WOOD (ALTERATION)
    WITHDRAW (ALTERATION)
    WYVERN WATCH (EVOCATION)

  THIRD-LEVEL SPELLS
    ANIMATE DEAD (NECROMANCY)
    CALL LIGHTNING (ALTERATION)
    CONTINUAL LIGHT (ALTERATION)
    CREATE FOOD & WATER (ALTERATION)
    CURE BLINDNESS OR DEAFNESS (ABJURATION)
    CURE DISEASE (ABJURATION)
    DISPEL MAGIC (ABJURATION)
    FEIGN DEATH (NECROMANCY)
    FLAME WALK (ALTERATION)
    GLYPH OF WARDING (ABJURATION, EVOCATION)
    HOLD ANIMAL (ENCHANTMENT/CHARM)
    LOCATE OBJECT (DIVINATION)
    MAGICAL VESTMENT (ENCHANTMENT)
    MELD INTO STONE (ALTERATION)
    NEGATIVE PLANE PROTECTION (ABJURATION)
    PLANT GROWTH (ALIENATION)
    PRAYER (CONJURATION/SUMMONING)
    PROTECTION FROM FIRE (ABJURATION)
    PYROTECHNICS (ALTERATION)
    REMOVE CURSE (ABJURATION)
    REMOVE PARALYSIS (ABJURATION)
    SNARE (ENCHANTMENT/CHARM)
    SPEAK WITH DEAD (NECROMANCY)
    SPIKE GROWTH (ALTERATION, ENCHANTMENT)
    STARSHINE (EVOCATION, ILLUSION/PHANTASM)
    STONE SHAPE (ALTERATION)
    SUMMON INSECTS (CONJURATION/SUMMONING)
    TREE (ALTERATION)
    WATER BREATHING (ALTERATION)
    WATER WALK (ALTERATION)

  FOURTH-LEVEL SPELLS
    ABJURE (ABJURATION)
    ANIMAL SUMMONING I (CONJURATION, SUMMONING)
    CALL WOODLAND BEINGS (CONJURATION/SUMMONING)
    CLOAK OF BRAVERY (CONJURATION/SUMMONING)
    CONTROL TEMPERATURE, 10' RADIUS (ALTERATION)
    CURE SERIOUS WOUNDS (NECROMANCY)
    DETECT LIE (DIVINATION)
    DIVINATION (DIVINATION)
    FREE ACTION (ABJURATION/ENCHANTMENT)
    GIANT INSECT (ALTERATION)
    HALLUCINATORY FOREST (ILLUSION/PHANTASM)
    HOLD PLANT (ENCHANTMENT/CHARM)
    IMBUE WITH SPELL ABILITY (ENCHANTMENT)
    LOWER WATER (ALTERATION)
    NEUTRALIZE POISON (NECROMANCY)
    PLANT DOOR (ALTERATION)
    PRODUCE FIRE (ALTERATION)
    PROTECTION FROM EVIL, 10' RADIUS (ABJURATION) REVERSIBLE
    PROTECTION FROM LIGHTNING (ABJURATION)
    REFLECTING POOL (DIVINATION)
    REPEL INSECTS (ABJURATION, ALTERATION)
    SPEAK WITH PLANTS (ALTERATION)
    SPELL IMMUNITY (ABJURATION)
    STICKS TO SNAKES (ALTERATION)
    TONGUES (ALTERATION)

  FIFTH-LEVEL SPELLS
    AIR WALK (ALTERATION)
    ANIMAL GROWTH (ALTERATION)
    ANIMAL SUMMONING II (CONJURATION/SUMMONING)
    ANTI-PLANT SHELL (ABJURATION)
    ATONEMENT (ABJURATION)
    COMMUNE (DIVINATION)
    COMMUNE WITH NATURE(DIVINATION)
    CONTROL WINDS (ALTERATION)
    CURE CRITICAL WOUNDS(NECROMANCY)
    DISPEL EVIL (ABJURATION)
    FLAME STRIKE (EVOCATION)
    INSECT PLAGUE (CONJURATION/SUMMONING)
    MAGIC FONT (DIVINATION)
    MOONBEAM (EVOCATION, ALTERATION)
    PASS PLANT (ALTERATION)
    PLANE SHIFT (ALTERATION)
    QUEST (ENCHANTMENT/CHARM)
    RAINBOW (EVOCATION, ALTERATION)
    RAISE DEAD (NECROMANCY)
    SPIKE STONES (ALTERATION, ENCHANTMENT)
    TRANSMUTE ROCK TO MUD (ALTERATION)
    TRUE SEEING (DIVINATION)
    WALL OF FIRE (CONJURATION/SUMMONING)

  SIXTH-LEVEL SPELLS
    AERIAL SERVANT (CONJURATION/SUMMONING)
    ANIMAL SUMMONING III (CONJURATION, SUMMONING)
    ANIMATE OBJECT (ALTERATION)
    ANTI-ANIMAL SHELL (ABJURATION)
    BLADE BARRIER (EVOCATION)
    CONJURE ANIMALS (CONJURATION/SUMMONING)
    CONJURE FIRE ELEMENTAL (CONJURATION/SUMMONING)
    FIND THE PATH (DIVINATION)
    FIRE SEEDS (CONJURATION)
    FORBIDDANCE (ABJURATION)
    HEAL (NECROMANCY)
    HEROES FEAST (EVOCATION)
    LIVEOAK (ENCHANTMENT)
    PART WATER (ALTERATION)
    SPEAK WITH MONSTERS (ALTERATION)
    STONE TELL (DIVINATION)
    TRANSMUTE WATER TO DUST (ALTERATION)
    TRANSPORT VIA PLANTS (ALTERATION)
    TURN WOOD (ALTERATION)
    WALL OF THORNS (CONJURATION/SUMMONING)
    WEATHER SUMMONING (CONJURATION/SUMMONING)
    WORD OF RECALL (ALTERATION)

  SEVENTH-LEVEL SPELLS
    ANIMATE ROCK (ALTERATION)
    ASTRAL SPELL (ALTERATION)
    CHANGESTAFF (EVOCATION, ENCHANTMENT)
    CHARIOT OF SUSTARRE (EVOCATION)
    CONFUSION (ENCHANTMENT/CHARM)
    CONJURE EARTH ELEMENTAL (CONJURATION/SUMMONING) REVERSIBLE
    CONTROL WEATHER (ALTERATION)
    CREEPING DOOM (CONJURATION/SUMMONING)
    EARTHQUAKE (ALTERATION)
    EXACTION (EVOCATION, ALTERATION)
    FIRE STORM (EVOCATION)
    GATE (CONJURATION/SUMMONING)
    HOLY WORD (CONJURATION/SUMMONING)
    REGENERATE (NECROMANCY)
    REINCARNATE (NECROMANCY)
    RESTORATION (NECROMANCY)
    RESURRECTION (NECROMANCY)
    SUCCOR (ALTERATION, ENCHANTMENT)
    SUNRAY (EVOCATION, ALTERATION)
    SYMBOL (CONJURATION/SUMMONING)
    TRANSMUTE METAL TO WOOD (ALTERATION)
    WIND WALK (ALTERATION)


  Priest Spells Note

    Following the name of each priest spell, notice that a magical school is
  given in parentheses. This is for reference purposes only.  For  instance,
  Wisdom bonuses apply to saving throws vs. enchantment/charm spells. If the
  appropriate magical school were not listed with priest spells, it would be
  hard to figure out which spells were considered to be  enchantment/charms.
  There are a few other reasons one might need to know this information. The
  priest spells are not really organized into magical  schools,  but  rather
  into spheres of influence,  as described on page 34 and in Chapter 7:  Ma-
  gic.
    See Appendix 2 on page 129-for explanations of what the spell parameters
  (Range, Components, etc.) mean.


  First-Level Spells


  Animal friendship (Enchantment/Charm)

   Sphere: Animal
   Range: 10 yards
   Components: V, S, M
   Duration: Permanent
   Casting Time: 1 hour
   Area of Effect: 1 animal
   Saving Throw: Neg.

    By means of this spell, the caster is able to show any animal of  animal
  intelligence to semi-intelligence (i.e., Intelligence 1-4) that he desires
  friendship. If the animal does not roll  a  successful  saving  throw  vs.
  spell immediately when the spell is begun, it  stands  quietly  while  the
  caster finishes the spell.
    Thereafter, it follows the caster about. The spell functions only if the
  caster actually wishes to be  the  animal's  friend.  If  the  caster  has
  ulterior motives, the animal always senses them (e.g., the caster  intends
  to eat the animal, send it ahead to set off traps, etc.).
    The caster can teach the befriended  animal  three  specific  tricks  or
  tasks for each point of Intelligence it possesses. Typical tasks are those
  taught to a dog or similar pet (i.e., they cannot  be  complex).  Training
  for each such trick must be done over a period of one week, and  all  must
  be done  within  three  months  of  acquiring  the  creature.  During  the
  three-month period, the animal will  not  harm  the  caster,  but  if  the
  creature is left alone for more than a week, it will revert to its natural
  state and act accordingly.
    The caster can use this spell to attract up to 2 Hit Dice  of  animal(s)
  per experience level he possesses. This is also the maximum total Hit Dice
  of the animals that can be attracted and trained at one time: no more than
  twice the  caster's  experience  level.  Only  unaligned  animals  can  be
  attracted, befriended, and trained.
    The material components of this spell are the caster's holy symbol and a
  piece of food the animal likes.


  Bless (Conjuration/Summoning) Reversible

   Sphere: All
   Range: 60 yards
   Components: V, S, M
   Duration: 6 rounds
   Casting Time: 1 round
   Area of Effect: 50-foot cube
   Saving Throw: none

    Upon uttering the bless spell, the caster raises the morale of  friendly
  creatures and any saving throw rolls they make against fear effects by +1.
  Furthermore, it raises their attack dice rolls by +1. A blessing, however,
  affects only those  not  already  engaged  in  melee  combat.  The  caster
  determines at what range (up to 60 yards) he will cast the spell.  At  the
  instant the spell is completed, it affects all creatures in a 50-foot cube
  centered on the point selected by the  caster  (thus,  affected  creatures
  leaving the area are still subject to the spell's effect;  those  entering
  the area after the casting is completed are not).
    A second use of this spell is to bless a single  item  (for  example,  a
  crossbow bolt for use against a rakshasa).  The  weight  of  the  item  is
  limited to one pound per caster level and the effect lasts until the  item
  is used or the spell duration ends.
    Multiple bless spells are not cumulative.
    In addition to the verbal and  somatic  gesture  components,  the  bless
  spell requires holy water.
    This spell can be reversed by the priest to a  curse  spell  upon  enemy
  creatures that lowers their morale and  attack  rolls  by  -1.  The  curse
  requires the sprinkling of unholy water.


  Combine (Evocation)

   Sphere: All
   Range: Touch
   Components: V, S
   Duration: Special
   Casting Time: 1 round
   Area of Effect: The circle of priests
   Saving Throw: None

    Using this spell, three to five priests combine their abilities so  that
  one of them casts spells and  turns  undead  at  an  enhanced  level.  The
  highest level priest (or one of them, if two or more are tied for highest)
  stands alone, while the others join hands in  a  surrounding  circle.  The
  central priest casts the combine spell. He temporarily gains one level for
  each priest in the circle, up to a maximum gain of four levels. The  level
  increase affects turning undead and  spell  details  that  vary  with  the
  caster's level. Note that the central priest gains  no  additional  spells
  and that the group is limited to his currently memorized spells.
    The encircling priests  must  concentrate  on  maintaining  the  combine
  effect. They lose all Armor Class bonuses for shield and Dexterity. If any
  of them has his concentration broken, the combine spell ends  immediately.
  If the combine spell is broken while the central priest is in the  act  of
  casting a spell, that spell is ruined just as if the caster was disturbed.
  Spells cast in combination have the full  enhanced  effect,  even  if  the
  combine is broken before the duration of the  enhanced  spell  ends.  Note
  that the combination  is not broken if only the  central caster is distur-
  bed.


  Command (Enchantment/Charm)

   Sphere: Charm
   Range: 30 yards
   Component: V
   Duration: 1 round
   Casting Time: 1
   Area of Effect: 1 creature
   Saving Throw: None

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


  Create Water (Alteration) Reversible

   Sphere: Elemental (Water)
   Range: 30 yards
   Components: V, S, M
   Duration: Permanent
   Casting, Time: 1 round
   Area of Effect: Up to 27 cubic feet
   Saving Throw: None

    When the priest casts a create water spell, up to four gallons of  water
  are generated for every experience level of the caster (e.g., a  2nd-level
  priest creates up to eight gallons of water, a 3rd-level up to 12 gallons,
  etc.)
    The water is clean and drinkable (it  is  just  like  rain  water).  The
  created water can be dispelled within a round of its  creation,  otherwise
  its  magic  fades,  leaving  normal  water  that  can  be  used,  spilled,
  evaporated, etc.
    Reversing the spell, destroy water, obliterates without trace (no vapor,
  mist, fog, or stesm) a like quantity of water. Water  can  be  created  or
  destroyed in an area as small as will actually contain the liquid,  or  in
  an area as large as 27 cubic feet (1 cubic yard).
    The spell requires at least a drop of water to create,  or  a  pinch  of
  dust to destroy water.
    Note that water can neither be created nor destroyed within a  creature.
  For reference purposes, water weighs about 8 1/2 pounds per gallon, and  a
  cubic foot of water weighs approximately 64 pounds.


  Cure Light Wounds (Necromancy) Reversible

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

    When casting this spell and laying his hand upon a creature, the  priest
  causes 1d8 points of wound or other injury damage to the  creature's  body
  to be healed. This  healing  cannot  affect  creatures  without  corporeal
  bodies, nor can it cure wounds of creatures not living or  of  extraplanar
  origin.
    The reversed spell, cause light wounds, operates  in  the  same  manner,
  inflicting 1d8 points of damage. If a creature is avoiding this touch,  an
  attack roll is needed to  determine  if  the  priest's  hand  strikes  the
  opponent and causes such a wound.
    Curing is permanent only  insofar  as  the  creature  does  not  sustain
  further damage; caused wounds will heal or can be cured just as any normal
  injury.


  Detect Evil (Divination) Reversible

   Sphere: All
   Range: 120 yards
   Components: V, S, M
   Duration: 1 turn + 5 rounds/level
   Casting Time: 1 round
   Area of Effect: 10-foot path
   Saving Throw: None

    This spell discovers emanations of evil, or of good in the case  of  the
  reverse spell, from any creature, object, or  area.  Character  alignment,
  however, is revealed only under unusual circumstances: characters who  are
  strongly aligned, who do not stray from their faith, and  who  are  of  at
  least 9th level might radiate good or  evil  if  intent  upon  appropriate
  actions. Powerful monsters,  such  as  rakshasas  or  ki-rin,  send  forth
  emanations of evil or good, even if polymorphed.
    Aligned undead radiate evil, for it is this  power  and  negative  force
  that enable them to continue existing. An evilly cursed object  or  unholy
  water radiates evil, but a hidden trap or an unintelligent viper does not.
    The degree of evil (faint, moderate, strong, overwhelming) and  possibly
  its general nature (expectant, malignant, gloating, etc.) can be noted. If
  the evil is overwhelming, the  priest  has  a  10%  chance  per  level  of
  detecting its general bent (lawful, neutral, chaotic). The duration  of  a
  detect evil (or detect good) spell is one turn plus five rounds per  level
  of the priest. Thus a priest of 1st experience level can cast a spell with
  a 15-round duration, at 2nd level he can cast a  20round  duration  spell,
  etc. The spell has a path of detection 10 feet wide in  the  direction  in
  which the priest is facing. The priest must concentrate stop, have  quiet,
  and intently seek to detect the aura for at least one round to  receive  a
  reading.
    The spell requires the use of the priest holy  symbol  as  its  material
  component with the priest holding it before him.


  Detect Magic (Divination)

   Sphere: Divination
   Range: 30 yards
   Components: V, S, M
   Duration: 1 turn
   Casting Time: 1 round
   Area of Effect: 10-foot path
   Saving Throw: None


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


  Detect Poison (Divination)

   Sphere: Divination
   Range: 0
   Components: V, S, M
   Duration: 1 turn + 1 round/level
   Casting Time: 4
   Area of Effect: Special
   Saving Throw: None

    This spell enables the  priest  to  determine  if  an  object  has  been
  poisoned or is poisonous. One object, or  a  5-foot  cubic  mass,  can  be
  checked per round. The priest has a 5% chance per level of determining the
  exact type of poison.
    The material component is a strip of  specially  blessed  vellum,  which
  turns black if poison is present.


  Detect Snares & Pits (Divination)

   Sphere: Divination
   Range: 0
   Components: V, S, M
   Duration: 4 rounds/level
   Casting Time: 4
   Area of Effect: 10-foot path, 40 feet long
   Saving Throw: None

    Upon casting this spell, the caster is  able  to  detect  snares,  pits,
  deadfalls and similar hazards along a 10-foot-wide  by  40-footlong  path.
  Such  hazards  include  simple  pits,  deadfalls,  snares  of  wilderness
  creatures (e.g., trapdoor spiders, giant sundews, ant  lions,  etc.),  and
  primitive traps constructed of natural materials (mantraps, missile trips,
  hunting snares, etc.). The spell is directional the caster must  face  the
  desired direction to determine if a pit exists or a trap is laid  in  that
  direction. The caster experiences a feeling of danger from  the  direction
  of a detected hazard, which increases as the  danger  is  approached.  The
  caster learns the general nature of the danger (pit, snare,  or  deadfall)
  but not its exact operation, nor how  to  disarm  it.  Close  examination,
  however, enables the caster to sense what intended actions  might  trigger
  it. The spell detects certain natural hazards quicksand (snare), sinkholes
  (pit), or unsafe walls of natural rock (deadfall). Other hazards, such  as
  a cavern that floods during rain, an unsafe construction, or  a  naturally
  poisonous plant, are not revealed. The spell does not detect magical traps
  (save those that operate by pit, deadfall, or snaring; see  the  2nd-level
  spell  trip  and  the  3rd-level   spell,  snare),   nor  those  that  are
  mechanically complex, nor does it detect snares  or  deadfalls  that  have
  been rendered safe or inactive.
    The caster must have his holy symbol to complete the spell.


  Endure Cold/Endure Heat (Alteration)

   Sphere: Protection
   Range: Touch
   Components: V, S
   Duration: 1 1/2 hours/level
   Casting Time: 1 round
   Area of Effect: Creature touched
   Saving Throw: None

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


  Entangle (Alteration)

   Sphere: Plant
   Range: 80 yards
   Components: V, S, M
   Duration: 1 turn
   Casting Time: 4
   Area of Effect: 40-foot cube
   Saving Throw: 1/2

    By means of this spell, the caster is able to cause plants in  the  area
  of effect to entangle creatures  within  the  area.  The  grasses,  weeds,
  bushes, and even trees wrap,  twist,  and  entwine  about  the  creatures,
  holding them fast for the duration of the spell. Any creature entering the
  area is subject to this effect. A creature that rolls a successful  saving
  throw vs. spell, can escape the area, moving at only  10  feet  per  round
  until  out  of  the  area.  Exceptionally  large  (gargantuan)  or  strong
  creatures may suffer little or no distress from this spell,  at  the  DM's
  option, based on the strength at the entangling plants.
    The material component is the caster's holy symbol.


  Faerie Fire (Alteration)

   Sphere: Weather
   Range: 80 yards
   Component: V, M
   Duration: 4 rounds/level
   Casting Time: 4
   Area of Effect: 10 sq. feet/level within
   a 40-foot radius
   Saving Throw: None

    This spell enables  the  caster  to  outline  one  or  more  objects  or
  creatures with a pale glowing  light.  The  number  of  subjects  outlined
  depends upon the number of square feet the caster can  affect.  Sufficient
  footage enables several objects or creatures to be outlined by the  faerie
  fire spell, but one must be fully outlined before the next is  begun,  and
  all must be within the area of effect. Outlined objects or  creatures  are
  visible at 80 yards in the dark, 40 yards if the viewer is near  a  bright
  light source. Outlined creatures are easier to strike, thus opponents gain
  a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1
  bonus in twilight or better. Note  that  outlining  can  render  otherwise
  invisible creatures visible.  However,  it  cannot  outline  noncorporeal,
  ethereal, or gaseous creatures. Nor does the light come anywhere close  to
  sunlight. Therefore it has no special effect on  undead  or  dark-dwelling
  creatures. The faerie fire can be blue, green, or violet according to  the
  word of the caster at the time of casting. The faerie fire does not  cause
  any harm to the object or creature thus outlined.
    The material component is a small piece of foxfire.


  Invisibility to Animals (Alteration)

   Sphere: Animal
   Range: Touch
   Components: S, M
   Duration: 1 turn + 1 round/level
   Casting Time: 4
   Area of Effect: 1 creature touched/level
   Saving Throw: None

    When an invisibility to animals spell  is  cast,  the  creature  touched
  becomes totally undetectable by normal animals with Intelligences under 6.
  Normal animals includes giant-sized varieties, but it  excludes  any  with
  magical abilities or powers. The enchanted  individual  is  able  to  walk
  among such animals or pass through them  as  if  he  did  not  exist.  For
  example, this individual could stand before the hungriest of  lions  or  a
  tyrannosaurus Rex  and  not  be  molested  or  even  noticed.  However,  a
  nightmare, hell hound, or winter wolf would  certainly  be  aware  of  the
  individual. For every level the caster has achieved, one creature  can  be
  rendered invisible. Any recipient attacking while this spell is in  effect
  ends the spell immediately (for himself only). The material  component  of
  this spell is holly rubbed over the recipient.


  Invisibility to Undead (Abjuration)

   Sphere: Necromantic
   Range: Touch
   Components: V, S, M
   Duration: 6 rounds
   Casting Time: 4
   Area of Effect: Creature touched
   Saving Throw: Special

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


  Light (Alteration) Reversible

   Sphere: Sun
   Range: 120 yards
   Components: V, S
   Duration: 1 hour + 1 turn/level
   Casting Time: 4
   Area of Effect: 20-foot-radius globe
   Saving Throw: Special

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


  Locate Animals or Plants (Divination)

   Sphere: Divination (Animal, Plant)
   Range: 100 yards + 20 yd./level
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: l round
   Area of Effects: 20-foot-wide path 20 yards long/level
   Saving Throw: None

    The caster can find the direction and distance of any one type of animal
  or plant he desires. The caster, facing in  a  Direction,  thinks  of  the
  animal or plant, and then knows if any such animal or plant is within ran-
  ge.
    If so, the exact distance and approximate  number  present  is  learned.
  During each round of the spell's duration, the caster can face in only one
  direction, i.e., only a 20-foot-wide path can be known.  The  spell  lasts
  one round per level of experience of the caster, while the length  of  the
  path is 100 yards plus 20 yards per level  of  experience.  (At  the  DM's
  option, some casters may be able to locate only those animals (or  plants)
  associated closely with their own mythos.)
    The material component is the caster's holy symbol.
    While the exact chance of locating a specific type of  animal  or  plant
  depends on the details  and  circumstances  of  the  locale,  the  general
  frequency of the subject can  be  used  as  a  guideline;  common  =  50%,
  uncommon = 30%, rare = 15%, and  very  rare  =  5%.  Most  herbs  grow  in
  temperate regions, while most spices grow in tropical regions. Most plants
  sought as spell components or for magical research are rare or very  rare.
  The results of this spell are always determined by the DM.


  Magical Stone (Enchantment)

   Sphere: Combat
   Range: 0
   Components: V, S, M
   Duration: Special
   Casting Time: 4
   Area of Effect: Special
   Saving Throw: None

    By using this spell, the priest can  temporarily  enchant  up  to  three
  small pebbles, no larger than sling bullets. The magical stones  can  then
  be hurled or slung at an opponent.
    If hurled, they can be thrown up to 30  yards,  and  all  three  can  be
  thrown in one round. The character using them must roll normally  to  hit,
  although the magic of the stones enables any character  to  be  proficient
  with them. The stones are considered  +1  weapons  for  determining  if  a
  creature can  be  struck  (those  struck  only  by  magical  weapons,  for
  instance), although they do not have an attack or damage bonus. Each stone
  that hits inflicts 1d4 points of damage, 2d4 points  against  undead.  The
  magic in each stone lasts for but one-half hour or until used.
    The material components are the priest's holy  symbol  and  three  small
  pebbles, unworked by tools or magic of any type.


  Pass Without Trace (Enchantment/Charm)

   Sphere: Plant
   Range: Touch
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 1 round
   Area of Effect: Creature touched
   Saving Throw: None

    When this spell is cast, the recipient can  move  through  any  type  of
  terrain-mud, snow, dust, etc.-and leave neither footprints nor scent.  The
  area that is passed over radiates magic for 1d6 turns after  the  affected
  creature passes. Thus, tracking a person or other creature covered by this
  spell is impossible by  normal  means.  Of  course,  intelligent  tracking
  techniques, such as using a spiral  search  pattern,  can  result  in  the
  trackers picking up the trail at a point where the spell has worn off.
    The material component of this spell is a sprig of  pine  or  evergreen,
  which must be, burned and the ashes powdered and scattered when the  spell
  is cast.


  Protection From Evil (Abjuration) Reversible

   Sphere: Protection
   Range: Touch
   Components: V, S, M
   Duration: 3 rounds/level
   Casting Time: 4
   Area of Effect: Creature touched
   Saving Throw: None

    When this spell is  cast,  it  creates  a  magical  barrier  around  the
  recipient at a distance of one foot. The barrier moves with the  recipient
  and has three major effects:
    * First, all attacks made by evil or evilly enchanted creatures  against
  the protected creature receive a penalty of -2 to each  attack  roll,  and
  any saving throws caused  by  such  attacks  are  made  by  the  protected
  creature with a +2 bonus.
    * Second, any attempt to exercise  mental  control  over  the  protected
  creature (if, for example, it had been charmed by a vampire) or to  invade
  and take over its mind (as by a ghost's magic jar attack)  is  blocked  by
  this spell. Note that the protection does not prevent  a  vampire's  charm
  itself, nor end it, but it does prevent the vampire from exercising mental
  control through the barrier. Likewise, an outside  life  force  is  merely
  kept out, and would not be expelled if  in place before the protection was
  cast.
    *  Third,  the  spell  prevents  bodily  contact  by  creatures  of  an
  extraplanar or conjured nature (such as aorial servants, elementals, imps,
  invisible stalkers, salamanders, water weirds,  xorn,  and  others).  This
  causes the natural (body) weapon attacks of such creatures to fail and the
  creature  to  recoil  if  such  attacks  require  touching  the  protected
  creature. Animals or monsters summoned or conjured by  spells  or  similar
  magic are likewise hedged from the character. This protection ends if  the
  protected character makes a melee attack against or  tries  to  force  the
  barrier against the blocked creature.
    To complete this spell, the priest uses holy water or burning incense.
    This spell can be reversed to become protection from  good;  the  second
  and third benefits remain unchanged.
    The material components for the reverse are a circle of unholy water  or
  smoldering dung.


  Purify food & Drink (Alteration)  Reversible

   Sphere: All
   Range: 30 yards
   Components: V, S
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect: 1 cubic foot/level, 10-foot-square area
   Saving Throw: None

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


  Remove Fear (Abjuration) Reversible

   Sphere: Charm
   Range: 10 yards
   Components: V, S
   Duration: Special
   Casting Time: 1
   Area of Effect: 1 creature/4 levels
   Saving Throw: Special

    The  priest  instills  courage  in  the  spell  recipient,  raising  the
  creature's saving throw rolls against magical fear attacks by +4  for  one
  turn. If the recipient has recently  (that  day)  failed  a  saving  throw
  against such an attack, the spell immediately grants another saving throw,
  with a +4 bonus to the die roll. For every four levels of the caster,  one
  creature can be affected by the spell (one creature at levels 1 through 4,
  two creatures at levels 5 through 8, etc.).
    The reverse of the spell, cause fear, causes one  creature  to  flee  in
  panic at maximum movement speed away from the caster  for  1d4  rounds.  A
  successful saving throw against the reversed effect negates  it,  and  any
  Wisdom adjustment also applies. Of course, cause fear can be automatically
  countered by remove fear and vice versa.
    Neither spell has any effect on undead of any sort.


  Sanctuary (Abjuration)

   Sphere: Protection
   Range: Touch
   Components: V, S, M
   Duration: 2 rounds +1 round/level
   Casting Time: 4
   Area of Effect: Creature touched
   Saving Throw: None

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


  Shillelagh (Alteration)

   Sphere: Combat, Plant
   Range: Touch
   Components: V, S, M
   Duration: 4 rounds + 1 round/level
   Casting Time: 2
   Area of Effect: 1 normal oaken club
   Saving Throw: None

    This spell enables the caster to change his own oaken cudgel  or  unshod
  staff into a magical weapon that gains a +1 bonus to its attack  roll  and
  inflicts 2d4 points of damage on opponents  up  to  man-sized,  and  1d4+1
  points of damage on larger opponents. The spell inflicts no damage to  the
  staff or cudgel. The caster must wield the shillelagh, of course.
    The material components of this  spell  are  a  shamrock  leaf  and  the
  caster's holy symbol.


  Second-Level Spells


  Aid (Necromancy, Conjuration)

   Sphere: Necromantic
   Range: Touch
   Components: V, S, M
   Duration: 1 round + 1 round/level
   Casting Time: 5
   Area of Effect: Creature touched
   Saving Throw: None

    The recipient of this spell gains the benefit of a bless  spell  (+1  to
  attack rolls and saving throws) and a special bonus of 1d8 additional  hit
  points for the duration of the spell. The aid spell enables the  recipient
  to actually have more hit points than his full normal total. The bonus hit
  points are lost first when the recipient takes damage;  they  can  not  be
  regained by curative magic. Example: A 1st-level fighter has 8 hit points,
  suffers 2 points of damage (8-2=6), and then receives an  aid  spell  that
  gives 5 additional hit points. The fighter now has 11  hit  points,  5  of
  which are temporary. If he is then hit for 7 points of  damage,  2  normal
  hit points and all 5 temporary hit points are lost.  He  then  receives  a
  cure light wounds spell that heals 4 points of damage,  restoring  him  to
  his original 8 hit points.
    Note that the operation of the spell  is  unaffected  by  permanent  hit
  point losses due to energy drain, Hit Die losses, the less of a  familiar,
  or the operation of certain artifacts; the temporary  hit  point  gain  is
  figures from the new, lower total.
    The material components of this spell are a tiny strip  of  white  cloth
  with a sticky substance (such as tree sap) on the ends, plus the  priest's
  holy symbol.


  Augury (Divination)

   Sphere: Divination
   Range: 0
   Components: V, S, M
   Duration: Special
   Casting Time: 2 rounds
   Area of Effect: Special
   Saving Throw: None

    The priest casting an augury spell seeks to divine whether an action  in
  the immediate future (within one-half hour) will be for the benefit of, or
  harmful to, the  party.  For  example,  if  a  party  is  considering  the
  destruction of a weird seal that closes a portal, an augury spell  can  be
  used to find if weal or woe will be the immediate result. If the spell  is
  successful, the DM yields some indication of the probable outcome: "weal,"
  "woe," or possibly  a  cryptic  puzzle  or  rhyme.  The  base  chance  for
  receiving a meaningful reply is 70%, plus 1% for each level of the  priest
  casting the spell, e.g., 71% at 1st  level,  72%  at  2nd,  etc.  Your  DM
  determines any adjustments for the particular conditions of each augury.
    For example, if the question is "Will we do well if we  venture  to  the
  third level and a terrible troll guarding 10,000 SP. and a shield +1 lurks
  near the entrance to the level (which the DM  estimates  the  party  could
  beat after a hard fight) the augury might be:  "Great  risk  brings  great
  reward." If the troll is too strong for the party, the  augury  might  be:
  "Woe and destruction await!" Likewise, a party  casting  several  auguries
  about the same action in quick succession might receive identical answers,
  regardless of the dice rolls.
    The material component for augury is a set of gem-inlaid sticks,  dragon
  bones, or similar tokens of  at  least  1,000  GP  value  (which  are  not
  expended in casting).


  Barkskin (Alteration)

   Sphere: Protection, Plant
   Range: Touch
   Components: V. S. M
   Duration: 4 rounds + 1 round/level
   Casting Time: 5
   Area of Effect: Creature touched
   Saving Throw: None

    When a priest casts the barkskin spell upon a creature, its skin becomes
  as tough as bark, increasing its base Armor Class to AC 6, plus 1  AC  for
  every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4
  at 8th, and so on. This spell does not function in combination with normal
  armor or any magical protection. In addition, saving throw rolls  vs.  all
  attack forms except magic gain a +1 bonus. This spell can be placed on the
  caster or on any other creature he touches.
    In addition to his holy symbol, the caster must have a handful  of  bark
  from an oak as the material component of the spell.


  Chant (Conjuration/Summoning)

   Sphere: Combat
   Range: 0
   Components: V, S
   Duration: Time of chanting
   Casting Time: 2 rounds
   Area of Effect: 30-foot radius
   Saving Throw: None

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


  Charm Person or Mammal (Enchantment/Charm)

   Sphere: Animal
   Range: 80 yards
   Components: V, S
   Duration: Special
   Casting Time: .S
   Area of Effect: 1 person or mammal
   Saving Throw: Neg.

    This spell affects any single person or mammal  it  is  cast  upon.  The
  creature then regards the caster as a trusted friend and ally to be heeded
  and protected. The term person includes any bipedal  human,  demihuman  or
  humanoid of man-size or  smaller,  including  brownies,  dryads,  dwarves,
  elves,  gnolls,   gnomes,  goblins,   half-elves,  halflings,   half-orcs,
  hobgoblins, humans, kobolds, lizard men, nixies,  orcs,  pixies,  sprites,
  troglodytes, and others. Thus, a 10th-level fighter is included, while  an
  ogre is not. The spell does not enable the caster to control  the  charmed
  creature as if it were an automaton, but any word or action of the  caster
  is viewed in the most favorable way. Thus a  charmed  creature  would  not
  obey a suicide command, but might believe the caster if assured  that  the
  only chance to save the caster's life is for the creature to hold back  an
  onrushing red dragon for just a round or two and if the charmed creature's
  view of the situation suggests that this course of action still  allows  a
  reasonable chance of survival.
    The subject's attitudes and priorities are changed with respect  to  the
  caster, but basic personality and alignment are  not.  A  request  that  a
  victim make itself defenseless, give up a  valued  item,  or  even  use  a
  charge from a valued item (especially against former associates or allies)
  might allow an immediate saving throw to see if the charm is  thrown  off.
  Likewise, a charmed creature does not  necessarily  reveal  everything  it
  knows or draw maps of entire areas. Any request may be  refused,  if  such
  refusal is in character  and  does  not  directly  harm  the  caster.  The
  victim's regard for the caster does not necessarily extend to the caster's
  friends or allies. The victim does not react well to the charmer's  allies
  making suggestions such as, "Ask  him  this  question...,"  nor  does  the
  charmed creature put up with verbal or physical abuse from  the  charmer's
  associates, if this is out of character.
    Note also that the spell does not empower  the  caster  with  linguistic
  capabilities beyond those he normally has. The duration of the spell is  a
  function of the charmed creature's Intelligence, and it  is  tied  to  the
  saving throw. The spell can be broken if  a  successful  saving  throw  is
  rolled. This saving throw is checked on a periodic basis according to  the
  creature's Intelligence, even if the caster has not  overly  strained  the
  relationship.

   Intelligence      Period
      Score      Between Checks

    3 or less       3 months
     4 to 6         2 months
     7 to 9         1 month
    10 to 12        3 weeks
    13 to 14        2 weeks
    15 to 16        1 week
       17           3 days
       18           2 days
   19 or more       1 day

    If the caster harms, or attempts to harm, the charmed creature  by  some
  overt action, or if a dispel magic spell is  successfully  cast  upon  the
  charmed creature, the charm is broken automatically.
    If the subject of the charm person/charm mammal spell successfully rolls
  its saving throw vs. the spell, the effect is negated. This spell, if used
  in conjunction with the animal friendship spell, can keep the animal  near
  the caster's home base, if the caster must leave for an extended period.


  Detect Charm (Divination) Reversible

   Sphere: Divination
   Range: 30 yards
   Components: V, S
   Duration: 1 turn
   Casting Time: 1 round
   Area of Effect: 1 creature/round
   Saving Throw: None

    When used by a priest, this spell can detect if a person or  monster  is
  under the influence of a charm spell, or similar control such as hypnosis,
  suggestion, beguiling, possession, etc. The creature rolls a saving  throw
  vs. spell and,  if  successful,  the  caster  learns  nothing  about  that
  particular creature from the casting. A caster who learns that a  creature
  is being influenced has a 5% chance per level to determine the exact  type
  of influence. Up to 10 different creatures can be checked before the spell
  wanes. If the creature is under  more  than  one  such  effect,  only  the
  information that the charms exist is gained. The  type  (since  there  are
  conflicting emanations) is impossible to determine.
    The reverse of the  spell,  undetectable  charm,  completely  masks  all
  charms on a single creature for 24 hours.


  Dust Devil (Conjuration/Summoning)

   Sphere: Elemental (Air)
   Range: 30 yards
   Components: V, S
   Duration: 2 rounds/level
   Casting Time: 2 rounds
   Area of Effect: Special
   Saving Throw: None

    This spell enables a priest to conjure up a weak  air elemental - a dust
  devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4  points  of
  damage, which can be hit by normal weapons. The dust devil  appears  as  a
  small whirlwind one foot in diameter at its  base,  five  feet  tall,  and
  three to four feet across at the top. It moves as directed by the  priest,
  but dissipates if it is ever separated from the caster  by  more  than  30
  yards. Its winds are sufficient  to  put  out  torches,  small  campfires,
  exposed lanterns, and other small, open flames of non-magical origin.  The
  dust devil can hold a gas cloud or a creature in gaseous form  at  bay  or
  push it away from the caster (though it cannot damage or disperse  such  a
  cloud). If skimming along the ground in an area of loose  dust,  sand,  or
  ash, the dust devil picks up those particles and disperses them in  a  10-
  foot-diameter cloud centered on itself. The cloud obscures normal  vision,
  and creatures caught within are blinded while inside  and  for  one  round
  after they emerge. A spellcaster caught in the dust  devil  or  its  cloud
  while   casting   must  make  a  saving   throw  vs.  spell  to  keep  his
  concentration, or  the  spell  is  ruined.  Any  creature  native  to  the
  elemental plane of Air-even another dust devil-can disperse a  dust  devil
  with a single hit.


  Enthrall (Enchantment/Charm)

   Sphere: Charm
   Range: 0
   Components: V, S
   Duration: Special
   Casting Time: 1 round
   Area of Effect: 90-foot radius
   Saving Throw: Neg.

    A priest using this spell  can  enthrall  an  audience  that  can  fully
  understand his language. Those in the area of effect must save  vs.  spell
  or give the caster  their  undivided  attention,  totally  ignoring  their
  surroundings. Those of a race or religion unfriendly to the caster's  have
  a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with
  4 or more levels or Hit Dice,  or with a Wisdom of 16 or better, are unaf-
  fected.
    To cast the spell, the caster must speak without interruption for a full
  round. Thereafter, the enchantment lasts as long as the priest speaks,  to
  a maximum of one hour. Those enthralled take no action  while  the  priest
  speaks, and for 1d3 rounds thereafter while they discuss the matter. Those
  entering the area of effect must also save or become enthralled. Those not
  enthralled are 50% likely every turn to hoot and jeer in unison. If  there
  is excessive jeering, the rest are allowed a new saving throw. The  speech
  ends (but the 1d3 round delay still) applies if the priest is successfully
  attacked or performs any action other than speaking.
    If the audience is attacked, the spell  ends  and  the  audience  reacts
  immediately, rolling a reaction check with respect to the  source  of  the
  interruption, at a penalty of -10.
    Note: When  handling  a  large  number  of  saving  throws  for  similar
  creatures, the DM can assume an average to save time: e.g., a crowd of  20
  men with a base saving throw of 16 (25% success chance) will have  15  men
  enthralled and five not.


  Find Traps (Divination)

   Sphere: Divination
   Range: 30 yards
   Components: V, S
   Duration: 3 turns
   Casting Time:5
   Area of Effect: 10-foot path
   Saving Throw: None

    When a priest casts a find traps spell, all traps-concealed normally  or
  magically-of magical or mechanical nature become  apparent  to  him.  Note
  that this spell is directional, and  the  caster  must  face  the  desired
  direction in order to determine if a trap is laid in that particular dire-
  ction.
    A trap is any device or magical ward that meets three criteria:  it  can
  inflict a sudden or unexpected result,  the  spellcaster  would  view  the
  result as undesirable or harmful, and the harmful  or  undesirable  result
  was specifically intended as such  by  the  creator.  Thus  traps  include
  alarms, glyphs, and similar spells or devices.
    The caster learns the general nature of the trap (magical or mechanical)
  but not its exact effect, nor how to disarm it.  Close  examination  will,
  however, enable the caster to sense what intended  actions  might  trigger
  it. Note that the caster's divination is limited to his knowledge of  what
  might be unexpected and harmful.  The  spell  cannot  predict  actions  of
  creatures (hence a concealed murder hole or ambush is not a trap), nor are
  natural hazards considered traps (a cavern that floods during rain, a wall
  weakened by age, a naturally poisonous plant). If the DM is using specific
  glyphs or signs to identify  magical  wards  (see  the  glyph  of  warding
  spell), this spell shows the form of the glyph or mark. The spell does not
  detect traps that have been disarmed or are otherwise inactive.


  Fire Trap (Abjuration, Evocation)

   Sphere: Elemental (Fire)
   Range: Touch
   Components: V, S, M
   Duration: Permanent until discharged
   Casting Time: 1 turn
   Area of Effect: Object touched
   Saving Throw: 1/2

    Any closeable item (book, box,  bottle,  chest,  coffer,  coffin,  door,
  drawer, and so forth) can be warded by a fire trap  spell.  The  spell  is
  centered on a point selected by  the  spellcaster.  The  item  so  trapped
  cannot have a second closure or warding spell  placed  upon  it.  A  knock
  spell cannot affect a fire trap in any way-as soon as the offending  party
  opens the item, the trap discharges. As with most magical traps,  a  thief
  has only half his normal find traps score to detect a fire  trap.  Failure
  to remove it successfully detonates it immediately. An unsuccessful dispel
  magic spell will not detonate the spell.  When  the  trap  is  discharged,
  there will be an explosion of five-foot radius from  the  spell's  center.
  All creatures within this area must roll saving throws vs.  spell.  Damage
  is 1d4 points plus 1 point per level of the caster; half that total amount
  for creatures successfully saving. (Underwater, this  ward  inflicts  half
  damage and creates a large cloud of steam.) The item trapped is not harmed
  by this explosion.
    The caster can use the trapped object without discharging it, as can any
  individual to whom the spell  was  specifically  attuned  when  cast  (the
  method usually involves a keyword).
    To place this spell, the caster must trace the outline  of  the  closure
  with a stick of charcoal and touch the center of the effect. Attunement to
  another individual requires a hair or similar object from the individual.
    The material components are holly berries.


  Flame Blade (Evocation)

   Sphere: Elemental (Fire)
   Range: 0
   Components: V, S, M
   Duration: 4 rounds + 1 round/2 levels
   Casting Time: 4
   Area of Effect: 3' long, sword-like blade
   Saving Throw: None

    With this spell, the caster causes a blazing  ray  of  red-hot  fire  to
  spring forth from his hand. This blade-like ray is wielded as if it were a
  scimitar. If the caster successfully hits with the flame  blade  in  melee
  combat, the creature struck suffers 1d4 +  4  points  of  damage;  with  a
  damage bonus of +2 (i.e., 7-10 points) if the creature  is  undead  or  is
  especially vulnerable to fire. If the creature is protected from fire, the
  damage inflicted is reduced by 2 (i.e., 1d4 + 2 points). Fire dwellers and
  those using fire as an innate attack form suffer no damage from the spell.
  The flame blade can ignite combustible materials such as parchment, straw,
  dry sticks, cloth, etc. However, it is not a magical weapon in the  normal
  sense of the term, so creatures (other than undead) struck only by magical
  weapons are not harmed by it. This spell does not function underwater.
    In addition to the caster's holy symbol, the spell requires  a  leaf  of
  sumac as a material component.


  Goodberry (Alteration, Evocation) Reversible

   Sphere: Plant
   Range: Touch
   Components: V, S, M
   Duration: 1 day + 1 day/level
   Casting Time: 1 round
   Area of Effect: 2d4 fresh berries
   Saving Throw: None

    Casting a goodberry spell upon a handful of freshly picked berries makes
  2d4 of them magical. The caster (as well as any other caster of  the  same
  faith and 3rd or higher level) can immediately discern which  berries  are
  affected. A detect magic spell discovers this also. Berries with the magic
  either enable a hungry creature of approximately man-size to eat  one  and
  be as wellnourished as if a full normal meal were eaten, or  else  cure  1
  point of physical damage from wounds or other similar causes, subject to a
  maximum of 8 points of such curing in any 24-hour period.
    The reverse of the spell, badberry, causes 2d4 rotten berries to  appear
  wholesome, but each actually delivers 1 point of poison damage (no  saving
  throw) if ingested. The material component of the spell  is  the  caster's
  holy symbol passed over the freshly picked, edible berries to be enspelled
  (blueberries, blackberries, raspberries, currants, gooseberries, etc.).


  Heat Metal Alteration) Reversible

   Sphere: Elemental (Fire)
   Range: 40 yards
   Components: V, S, M
   Duration: 7 rounds
   Casting Time: 5
   Area of Effect: Special
   Saving Throw: Special

    By means of the heat metal spell, the caster is  able  to  make  ferrous
  metal (iron, iron alloys, steel) extremely hot. Elven chain  mail  is  not
  affected, and magical metal  armor  receives  an  item  saving  throw  vs.
  magical fire.  If this is successful, the heat metal spell does not affect
  it.
    On the first round of the spell, the metal merely becomes very warm  and
  uncomfortable to touch (this is also the effect on the last melee round of
  the spell's duration). During the second and  sixth  (next  to  the  last)
  rounds, heat causes blisters and damage; in the third, fourth,  and  fifth
  rounds, the metal becomes searing hot, causing damage to exposed flesh, as
  shown below:

       Metal        Damage per
    Temperature       Round

    very warm         none
       hot          1d4 points
     searing        2d4 points

    * On the final round of searing, the  afflicted  creature  must  roll  a
  successful  saving  throw  vs.  spell  or  suffer  one  of  the  following
  disabilities: hand or foot-unusable for 2d4 days, body-disabled 1d4  days,
  head-unconscious 1d4 turns. This effect can be completely removed  by  the
  5th-level priest heal spell or by normal rest.
    Note also that materials such  as  wood,  leather,  or  flammable  cloth
  smolder and burn if exposed to searing hot  metal.  Such  materials  cause
  searing damage to exposed flesh on the next round. Fire resistance (spell,
  potion, or ring) or a protection  from  fire  spell  totally  negates  the
  effects of a heat metal spell, as does immersion  in  water  or  snow,  or
  exposure to a cold or ice storm spell. This version of the spell does  not
  function underwater. For every two experience levels of  the  caster,  the
  metal of one man-sized creature can be affected (i.e., arms and armor,  or
  a single mass of metal equal to 50 pounds weight). Thus, a 3rdlevel caster
  would affect one such creature, a 4th- or 5th-level caster two, etc.
    The reverse of the spell, chill metal, counters a heat  metal  spell  or
  else causes metal to act as follows:

       Metal        Damage per
    Temperature       Round

       cold           none
       icy        1-2 hit points
     freezing     1d4 hit points

    * On the final round of freezing, the afflicted  creature  must  roll  a
  successful saving throw vs. spell or suffer from the  numbing  effects  of
  the cold. This causes the loss of all feeling in a hand (or hands, if  the
  DM rules the saving throw was failed badly)  for  1d4  days.  During  this
  time, the character's grip is extremely weak and he cannot use  that  hand
  for fighting or any other activity requiring a firm grasp.
    The chill metal spell is countered by a resist cold  spell,  or  by  any
  great heat-proximity to a blazing fire  (not  a  mere  torch),  a  magical
  flaming sword, a wall of fire spell, etc. Underwater, this version of  the
  spell inflicts no damage, but ice immediately forms  around  the  affected
  metal, exerting an upward buoyancy.


  Hold Person (Enchantment/Charm)

   Sphere: Charm
   Range: 120 yards
   Components: V, S, M
   Duration: 2 rounds/level
   Casting Time: 5
   Area of Effect: 1d4 persons in a 20-foot cube
   Saving Throw: Neg.

    This spell hold 1d4 humans, demihumans, or  humanoid  creatures  rigidly
  immobile and in place for five or more rounds.
    The hold person spell affects any bipedal human, demihuman, or  humanoid
  of man-size  or  smaller,  including  brownies,  dryads,  dwarves.  elves,
  gnolls, gnomes, goblins,  half-elves,  halflings,  half-orcs,  hobgoblins,
  humans, kobolds, lizard men, nixies, orcs, pixies,  sprites,  troglodytes,
  and others. Thus. a 10th-level fighter could be held, while an ogre could
  not.
    The effect is centered on a point selected by the caster, and it affects
  persons selected by the caster within the area of effect. If the spell  is
  cast at three persons, each gets  a  normal  saving  throw;  if  only  two
  persons are being enspelled,  each  rolls  his  saving  throw  with  a  -1
  penalty; if the spell is cast at but one person, the saving throw die roll
  suffers -2 penalty, Saving throws  are  adjusted  for  Wisdom.  Those  who
  succeed on their saving throws are totally unaffected by the spell. Undead
  creatures cannot be held. Held creatures cannot move or  speak,  but  they
  remain aware of events around them and can  use  abilities  not  requiring
  motion or speech. Being  held  does  not  prevent  the  worsening  of  the
  subjects condition due to wounds, disease, or poison. The  priest  casting
  the hold person spell can end the spell with a  single  utterance  at  any
  time; otherwise the duration is two rounds at 1st level,  four  rounds  at
  2nd level, six rounds at 3rd level, etc.
    The spellcaster needs a small, straight piece of iron  as  the  material
  component of this spell.


  Know Alignment (Divination) Reversible

   Sphere: Divination
   Range: 10 yards
   Components: V, S
   Duration: 1 turn
   Casting time: 1 round
   Area of Effect: 1 creature or object
   Saving Throw: Neg.

    A know alignment spell enables the priest to exactly read the aura of  a
  creature or an aligned object  (unaligned  objects  reveal  nothing).  The
  caster must remain stationary and concentrate on the subject  for  a  full
  round. If the creature rolls a successful  saving  throw  vs.  spell,  the
  caster learns nothing about that particular  creature  from  the  casting.
  Certain magical devices negate the power of the know alignment spell.
    The reverse, undetectable alignment, conceals the alignment of an object
  or creature for 24 hours.


  Messenger (Enchantment/Charm)

   Sphere: Animal
   Range: 20 yards/level
   Components: V, S
   Duration: 1 day/level
   Casting Time: l round
   Area of Effect: 1 creature
   Saving Throw: Neg.

    This spell enables the priest to call upon a tiny (size T)  creature  of
  at least animal intelligence to act as his messenger. The spell  does  not
  affect giant animals and it does not work on creatures of  low  (i.e.,  5)
  Intelligence or higher. If the creature is within range, the priest, using
  some type of food desirable to the animal as a lure, can call  the  animal
  to come. The animal is allowed a saving throw vs.  spell,  if  the  saving
  throw is failed, the animal advances toward  the  priest  and  awaits  his
  bidding. The priest can communicate with the animal in  a  crude  fashion,
  telling it to go to a certain place, but directions must  be  simple.  The
  spellcaster can attach some small item  or  note  to  the  animal.  If  so
  instructed, the animal will then wait at that location until the  duration
  of the spell expires. (Note  that  unless  the  intended  recipient  of  a
  message is expecting a messenger in the form of a small  animal  or  bird,
  the carrier may be ignored.) When the spell's duration expires, the animal
  or bird returns to its normal activities.  The  intended  recipient  of  a
  message gains no communication ability.


  Obscurement (Alteration)

   Sphere: Weather
   Range: 0
   Components: V, S
   Duration: 4 rounds/level
   Casting Time: 5
   Area of Effect: Special
   Saving Throw: None

    This spell causes a misty vapor to arise around the caster. It  persists
  in this locale for four rounds per caster level and reduces the visibility
  ranges of all types of vision (including infravision)  to  2d4  feet.  The
  ground area affected by the spell is a square  progression  based  on  the
  caster's level: a 10' x 10' area at 1st level, a 20' x 20 '  area  at  2nd
  level, a 30' x 30' area at 3rd level, and so on.
    The height of the vapor is restricted to 10  feet,  although  the  cloud
  will otherwise expand to fill confined spaces. A strong wind (such as  the
  3rd-level wizard  spell,  gust  of  wind,  can  cut  the  duration  of  an
  obscurement spell by 75%. This spell does not function under water.


  Produce Flame (Alteration)

   Sphere: Elemental (Fire)
   Range: 0
   Components: V, S
   Duration: 1 round/level
   Casting Time: 5
   Area of Effect: Special
   Saving Throw: None

    A bright flame, equal in brightness to a torch, springs forth  from  the
  caster's palm when he casts a produce flame spell. The flame does not harm
  the caster, but it is hot  and  it  causes  the  combustion  of  flammable
  materials (paper, cloth, dry wood, oil, etc.). The caster is,  capable  of
  hurling the magical  flame  as  a  missile,  with  a  range  of  40  yards
  (considered   short  range).   The  flame  flashes  on  impact,   igniting
  combustibles within a three-foot diameter of its  center  of  impact,  and
  then it goes out. A creature struck by the flame suffers 1d4+1  points  of
  damage and, if combustion occurs, must spend  a  round  extinguishing  the
  fire or suffer additional damage assigned by the  DM  until  the  fire  is
  extinguished. A miss  is  resolved  as  a  grenade-like  missile.  If  any
  duration remains to the spell, another flame immediately  appears  in  the
  caster's hand. The caster can hurl a maximum of one flame per  level,  but
  no more than one flame per round.
    The caster can snuff out magical flame any time  he  desires,  but  fire
  caused by the flame  cannot  be  so  extinguished.  This  spell  does  not
  function under water.


  Resist Fire/Resist Cold (Alteration)

   Sphere: Protection
   Range: Touch
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 5
   Area of Effect: Creature, touched
   Saving Throw: None

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


  Silence, 15' Radius (Alteration)

   Sphere: Guardian
   Range: 120 yards
   Components: V, S
   Duration: 2 rounds/level
   Casting Time: 5
   Area of Effect: 15-foot-radius sphere
   Saving Throw: None

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


  Slow Poison (Necromancy)

   Sphere: Healing
   Range: Touch
   Components: V, S, M
   Duration: 1 hour/level
   Casting Time: 1
   Area of Effect: Creature, touched
   Saving Throw: None

    When this spell is placed upon a poisoned individual, it  greatly  slows
  the effects of venom, if it is cast upon  the  victim  before  the  poison
  takes full effect. (This period, known as the onset time, is known to  the
  DM.) While this spell does not neutralize the venom, it  does  prevent  it
  from substantially harming the individual for the duration of its magic in
  hopes that, during that period, a full cure can be accomplished.
    The material components of the slow poison spell are the  priest's  holy
  symbol and a bud of garlic that must be crushed and smeared on  the  wound
  (or eaten if poison was ingested).


  Snake Charm (Enchantment/Charm)

   Sphere: Animal
   Range: 30 yards
   Components: V, S
   Duration: Special
   Casting Time: 5
   Area of Effect: 30-foot cube
   Saving Throw: None

    When this spell is cast, a hypnotic pattern is set up that causes one or
  more snakes to cease all activity except a semi-erect,  swaying  movement.
  If the snakes are charmed while in a torpor, the duration of the spell  is
  1d4+ 2 turns; if the snakes are not torpid, but are not aroused and angry,
  the charm lasts ld3 turns; if the snakes are angry or attacking, the snake
  charm spell lasts 1d4+4 rounds. The priest casting  the  spell  can  charm
  snakes whose total hit points are less than  or  equal  to  those  of  the
  priest. On the average, a 1st level priest cou1d charm snakes with a total
  of 4 or 5 hit points; a 2nd-level priest could charm 9  hit  points,  etc.
  The hit points can be those of a single snake or those of several  of  the
  reptiles, but the total hit points  cannot  exceed  those  of  the  priest
  casting the spell. A 23-hit point caster  charming  a  dozen  2-hit  point
  snakes would charm 11 of them. This spell is also  effective  against  any
  ophidian or ophidianoid monster, such as naga, couatl,  etc.,  subject  to
  magic resistance, hit points, and so forth.
    Variations of this spell may exist, allowing other creatures significant
  to a particular mythos to be affected. Your DM will  inform  you  if  such
  spells exist.


  Speak With Animals (Alteration)

   Sphere: Animal, Divination
   Range: 0
   Components: V, S
   Duration: 2 rounds/level
   Casting Time: 5
   Area of Effect: 1 animal within 30-foot radius of priest
   Saving Throw: None

    This spell empowers the priest to comprehend and  communicate  with  any
  warm- or cold-blooded normal or giant animal that  is  not  mindless.  The
  priest is able to ask questions  and  receive  answers  of  the  creature,
  although  friendliness  and  cooperation  are  by  no  means  assured.
  Furthermore, terseness and evasiveness are likely in  basically  wary  and
  cunning creatures (the more stupid ones will instead make inane comments).
  If the animal is friendly or of the same general alignment as the  priest,
  there is a possibility that the animal will do some favor or  service  for
  the priest. This possibility is determined by the DM. Note that this spell
  differs from  the  speak  with  monsters  spell,  for  this  spell  allows
  conversation only with normal or giant, non-fantastic  creatures  such  as
  apes, bears, cats, dogs, elephants, and so on.


  Spiritual Hammer (Invocation)

   Sphere: Combat
   Range: 10 yards/level
   Components: V, S, M
   Duration: 3 rounds + 1 round/level
   Casting Time: 5
   Area of Effect: Special
   Saving Throw: None

    By calling upon his deity, the caster of a spiritual hammer spell brings
  into existence a field of force shaped vaguely like a hammer. As  long  as
  the caster concentrates upon the hammer, it strikes at any opponent within
  its range, as desired. Each round the caster can choose to attack the same
  target as the previous round or switch to a new target  that  he  can  see
  anywhere within his  maximum  range.  The  spiritual  hammer's  chance  to
  successfully hit is equal to that of  the  caster,  without  any  Strength
  bonuses. In addition, it strikes as a magical weapon with a  bonus  of  +1
  for every six experience levels (or fraction) of the spellcaster, up to  a
  total of +3 to the attack roll and +3 to the damage roll for a  13th-level
  caster. The base damage inflicted when it scores a hit is exactly the same
  as a normal war hammer (1d4+1 vs. opponents of man size  or  smaller,  1d4
  upon larger opponents, plus the magical bonus). The hammer strikes in  the
  same direction as the caster is facing, so if he is behind the target, all
  bonuses  for  rear  attack  are  gained  along  with  the  loss  of  any
  modifications to the target's AC for shield and Dexterity.
    As soon as the caster ceases concentration, the spiritual  hammer  spell
  ends. A dispel magic spell that includes either the caster or the force in
  its area of effect has a chance to dispel  the  spiritual  hammer.  If  an
  attacked creature has magic resistance,  the  resistance  is  checked  the
  first time the spiritual hammer strikes. If  the  hammer  is  successfully
  resisted, the spell is lost. If not, the hammer has its normal full effect
  for the duration of the spell.
    The material component of this spell is a normal  war  hammer  that  the
  priest must hurl toward opponents while uttering a plea to his deity.  The
  hammer disappears when the spell is cast.


  Trip (Enchantment/Charm)

   Sphere: Plant
   Range: Touch
   Components: V, S
   Duration: 1 turn/level
   Casting Time: 5
   Area of Effect: 1 object up to 10 feet long
   Saving Throw: Neg.

    This magic must be cast upon a normal object a length of vine, a  stick,
  a pole, a rope, or a similar object. The spell causes the object  to  rise
  slightly off the ground or floor it is resting on to trip  most  creatures
  crossing it, if they fail their saving throws vs. spell. Note that only as
  many creatures  can  be  tripped  as  are  actually  stepping  across  the
  enchanted object. Thus a three-foot-long piece of rope could trip only one
  man-sized creature. Creatures moving at a very rapid pace  (running)  when
  tripped suffer 1 point of damage and are stunned for 1d4 + 1 rounds if the
  surface they fall upon is very hard (if it is turf or other soft material,
  they are merely stunned for the rest of that round). Very large creatures,
  such as elephants, are not at all affected by a trip. The object continues
  to trip all creatures passing over it, including the spellcaster,  for  as
  long as the spell duration lasts. A creature aware of the object  and  its
  potential adds a +4 bonus to its  saving  throw  roll  when  crossing  the
  object. The enchanted object is  80%  undetectable  unless  a  means  that
  detects magical traps is  employed  or  the  operation  of  the  spell  is
  observed. This spell does not function under water.


  Warp Wood (Alteration) Reversible

   Sphere: Plant
   Range: 10 yards/level
   Components: V, S
   Duration: Permanent
   Casting Time: 5
   Area of Effect: Special
   Saving Throw: Special

    When this spell is cast, the priest causes a volume of wood to bend  and
  warp, permanently destroying its  straightness,  form  and  strength.  The
  range of a warp wood spell is 10 yards for each level of experience of the
  caster. It affects approximately a 15-inch shaft of wood of up to one-inch
  diameter per level of the caster. Thus, at 1st level, a  caster  might  be
  able to warp an hand axe handle or four crossbow bolts; at 5th  level,  he
  could warp the shaft of a typical spear.
    Note that boards or planks can also be affected, causing a  door  to  be
  sprung or a boat or ship to leak.  Warped  missile  weapons  are  useless;
  warped melee weapons suffer a -4 penalty to their attack rolls.
    Enchanted wood is affected only if the spellcaster is  of  higher  level
  than the caster of the  prior  enchantment.  The  spellcaster  has  a  20%
  cumulative chance of success per level of difference  (20%  if  one  level
  higher, 40% if two levels higher, etc.). Thus. a door  magically  held  or
  wizard locked by a 5thlevel wizard is 40% likely to be affected by a  warp
  wood spell cast by a 7th-level priest. Wooden magical items are considered
  enchanted at 12th level (or better). Extremely  powerful  items,  such  as
  artifacts, are unaffected by this spell.
    The reversed spell, straighten wood, straightens bent or  crooked  wood,
  or reverses the effects of a warp wood spell, subject to the same restric-
  tions.


  Withdraw (Alteration)

   Sphere: Protection
   Range: 0
   Components: V, S
   Duration: Special
   Casting Time: 5
   Area of Effect: The caster
   Saving Throw: None

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


  Wyvern Watch (Evocation)

   Sphere: Guardian
   Range: 30 yards
   Components: V, S, M
   Duration: 8 hours or until strike
   Casting Time: 5
   Area of Effect: 10-foot-radius sphere
   Saving Throw: Neg.

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


  Third-level Spells


  Animate Dead (Necromancy)

   Sphere: Necromantic
   Range: 10 yards
   Components: V, S, M
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect: Special
   Saving Throw: None

    This spell creates the lowest  of  the  undead  monsters,  skeletons  or
  zombies, usually from the bones or bodies of dead  humans  demihumans,  or
  humanoids. The spell causes these remains to become animated and obey  the
  simple verbal commands of the caster, regardless of how they  communicated
  in life. The skeletons or zombies can follow the caster, remain in an area
  and attack any creature (or just a specific type of creature) entering the
  place, etc. The undead remain animated until they are destroyed in  combat
  or are turned; the magic cannot be dispelled.
    The priest can animate one skeleton or one zombie  for  each  experience
  level he has attained. If  creatures  with  more  than  1+  Hit  Dice  are
  animated, the number is determined by the monster Hit Dice. Skeletal forms
  have the Hit Dice of the original creature, while zombie forms have 1 more
  Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons  (or
  six zombies), four zombie gnolls, or a single zombie fire giant. Note that
  this is based on the standard racial Hit  Die  norm;  thus,  a  high-level
  adventurer would be animated as a skeleton or zombie of 1 or 2  Hit  Dice,
  and  without   special  class  or   racial  abilities.   The  caster  can,
  alternatively, animate two small animal skeletons (1-1 Hit  Die  or  less)
  for every level of experience he has achieved.
    The spell requires a drop of blood, a piece of  flesh  of  the  type  of
  creature being animated, and a pinch of bone powder or  a  bone  shard  to
  complete the spell. Casting this spell is not a good act,  and  only  evil
  priests use it frequently.


  Call Lightning (Alteration)

   Sphere: Weather
   Range: 0
   Components: V, S
   Duration: 1 turn/level
   Casting Time: 1 turn
   Area of Effect: 360-foot radius
   Saving Throw: 1/2

    When a call lightning spell is cast, there must be a storm of some  sort
  in the area - a rain shower, clouds and wind, hot and  cloudy  conditions,
  or even a tornado  (including  a  whirlwind  formed  by  a  djinn  or  air
  elemental of 7 Hit Dice or more). The caster is then  able  to  call  down
  bolts of lightning. The caster can call down one bolt per turn. The caster
  need not call a bolt  of  lightning  immediately  -  other  actions,  even
  spellcasting, can be performed; however, the caster must remain stationary
  and concentrate for a full round each time a bolt is called. The spell has
  a duration of one turn per caster level. Each bolt causes  2d8  points  of
  electrical damage, plus an additional 1d8 points for each of the  caster's
  experience levels.  Thus,  a 4th-level caster calls down a 6d8 bolt (2d8 +
  4d8).
    The bolt of lightning flashes down in  a  vertical  stroke  at  whatever
  distance the spellcaster decides, up  to  360  yards  away.  Any  creature
  within a 10-foot radius of the path  or  the  point  where  the  lightning
  strikes suffers full damage unless a successful saving throw vs. spell  is
  rolled, in which case only one-half damage is taken.
    Because it requires a storm  overhead,  this  spell  can  only  be  used
  outdoors. It does not function under ground or under water.


  Continual Light (Alteration) Reversible

   Sphere: Sun
   Range: 120 yards
   Components. V, S
   Duration: Permanent
   Casting Time: 6
   Area of Effect: 60-foot-radius globe
   Saving Throw: Special

    This spell is similar to a light spell, except that it is as  bright  as
  full daylight and lasts until negated by magical darkness or by  a  dispel
  magic spell. Creatures with penalties in bright light suffer them in  this
  spell's area of effect. As with the light spell, this  can  be  cast  into
  air, onto an object, or at creature. In  the  third  case,  the  continual
  light affects the space about one foot behind a creature that successfully
  rolls its saving  throw  vs.  spell  (a  failed  saving  throw  means  the
  continual light is centered on the creature and moves as it  moves),  Note
  that this spell also blinds a creature if it is successfully cast upon the
  creature's visual organs. If the spell is cast on a small object  that  is
  then placed in a light-proof covering, the spell effects are blocked until
  the covering is removed.
    Continual light brought into an area of magical darkness (or vice versa)
  cancels the darkness so that the  otherwise  prevailing  light  conditions
  exist in the overlapping areas of effect. A direct casting of a  continual
  light spell against a similar or weaker magical darkness cancels both.
    This spell eventually consumes the material it is  cast  upon,  but  the
  process takes far longer than the time in a  typical  campaign.  Extremely
  hard and expensive materials might last hundreds or even thousands of
  years.
    The reverse spell, continual darkness, causes complete absence of  light
  (pitch blackness), similar to the darkness spell but of  greater  duration
  and area.


  Create Food & Water (Alteration)

   Sphere: Creation
   Range: 10 yards
   Components: V, S
   Duration: Special
   Casting Time: 1 turn
   Area of Effect: 1 cubic foot/level
   Saving Throw: None

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


  Cure Blindness or Deafness (Abjuration) Reversible

   Sphere: Necromantic
   Range: Touch
   Components: V, S
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect: Creature touched
   Saving Throw: Special

    By touching the creature afflicted, the priest employing the  spell  can
  permanently cure some forms of blindness or deafness. This spell does  not
  restore or repair visual or auditory organs damaged by injury or disease.
    Its reverse, cause blindness or deafness,  require  a  successful  touch
  (successful attack roll) on the victim. If the victim rolls  a  successful
  saving throw, the effect is negated. If the  saving  throw  is  failed,  a
  nondamaging magical blindness or deafness results.
    A deafened creature suffers a -1 penalty to surprise rolls, a +1 penalty
  to its initiative rolls, a 20% chance of spell  failure  for  spells  with
  verbal components, and can react only to  what  it  can  see  or  feel.  A
  blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to
  its Armor Class, and a +2 penalty to its initiative rolls.


  Cure Disease (Abjuration) Reversible

   Sphere: Necromantic
   Range: Touch
   Components: V, S
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect: Creature touched
   Saving Throw: None

    This spell enables the caster to cure most diseases by placing his  hand
  upon the diseased creature. The affliction rapidly disappears  thereafter,
  making the cured creature whole and well in from  one  turn  to  10  days,
  depending on the type of disease and the state of its advancement when the
  cure took. place. (The DM must adjudicate these conditions.) The spell  is
  also effective against parasitic monsters such as green slime, rot  grubs,
  and others. When cast by a priest of at least 1'th level, this spell cures
  lycanthropy if cast within three days of  the  infection.  Note  that  the
  spell does not prevent reoccurrence of a disease if the recipient is again
  exposed.
    The reverse of the cure disease spell is cause disease. To be effective,
  the priest must touch the intended victim, and  the  victim  must  fail  a
  saving throw vs. spell. The severity of the  disease  is  decided  by  the
  priest (debilitating or fatal). The exactly details  of  the  disease  are
  decided by the DM, but the following are typical:
    Debilitating - The disease takes effect in 1d6 turns,  after  which  the
  creature loses point of Strength per hour until his Strength is reduced to
  2 or less, at which time the recipient is weak and virtually helpless.  If
  creature has no Strength rating, it  loses  10%  of  its  hit  points  per
  Strength loss, down to 10% of its original hit points. If the disease also
  affects hit points, use the more  several  penalty.  Recovery  requires  a
  period of 1d6 weeks.
    Fatal - This wasting disease is effective immediately. Infected creature
  receive no benefit from cure wound spells while the disease is in  effect;
  wounds heal at only 10% of the natural  rate.  The  disease  proves  fatal
  within 1db months and can be cured only by magical means. Each  month  the
  disease progresses, the creature loses 2 points of Charisma, permanently.
    The  inflicted  disease  can  be  cured  by  the  cure  disease  spell.
  Lycanthropy cannot be caused.


  Dispel Magic (Abjuration)

   Sphere: Protection
   Range: 6O yards
   Components: V, S
   Duration: Special
   Casting Time: 6
   Area of Effect: 30-foot cube or 1 item
   Saving Throw: None

    When a priest casts this spell, it has a chance to neutralize or  negate
  the magic it comes in contact with as follows:
    * First, it has  a  chance  to  remove  spells  and  spell-like  effects
  (including device effects and innate abilities) from creatures or objects.
    * Second, it may disrupt the casting, or use of these  in  the  area  of
  effect at the instant the dispel is cast.
    * Third, it may destroy magical potions (which are treated as 12th level
  for purposes of this spell).
    Each effect or potion in the spell's area is checked to determine if  it
  is dispelled. The caster can always dispel his own  magic;  otherwise  the
  chance depends on the difference in level between the magical  effect  and
  the caster. The base chance of successfully dispelling is 11 or higher  on
  1d20. If the caster is higher level than the creator of the effect  to  be
  dispelled, the difference is subtracted from this base number  needed.  If
  the caster is lower level, then the difference is added to the base. A die
  roll of 20 always succeeds and a die roll of 1 always fails.  Thus,  if  a
  caster is 10 levels higher than the magic he is trying to dispel,  only  a
  roll at 1 prevents the effect from being dispelled.
    A dispel magic can affect only a specially enchanted  item  (such  as  a
  magical scroll,  ring,  wand,  rod,  staff,  miscellaneous  item,  weapon,
  shield, or armor) if it is cast directly upon the item. This  renders  the
  item nonoperational for 1d4 rounds. An item  possessed  or  carried  by  a
  creature has the creature's saving throw against this effect; otherwise it
  is automatically rendered nonoperational.  An  interdimensional  interface
  (such as a bag of holding) rendered nonoperational is temporarily  closed.
  Note that an item's physical properties are  unchanged:  a  nonoperational
  magical sword is still a sword.
    Artifacts and relics are not subject to this spell, but  some  of  their
  spell-like effects may be, at the DM's option.

  Summary of Dispel Effects

    Source of         Resists As      Result of
    Effect                            Dispel
    Caster            None            Dispel
                                      automatic
    Other             Level/HD of     Effect
    caster/innate     other caster    negated
    ability
    Wand              6th level       special
    Staff             8th level       special
    Potion            12th level      Potion
                                      destroyed
    Other magical     12th level,     special
    item              unless
    Artifact          DM discretion   DM discretion

    * Effect negated; if cast directly on item, item becomes  nonoperational
  for 1d4 rounds.
    Note that this spell, if successful, will release charmed and  similarly
  beguiled creatures. Certain spells or effects cannot be  dispelled;  these
  are listed in the spell descriptions.


  Feign Death (Necromancy)

   Sphere: Necromantic
   Range: Touch
   Component: V
   Duration: 1 turn + 1 round/level
   Casting Time: 1/2
   Area of effect: Person touched
   Saving Throw: None

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


  Flame Walk (Alteration)

   Sphere: Elemental (Fire)
   Range: Touch
   Components: V, S, M
   Duration: 1 round + 1/level
   Casting Time: 5
   Area of Effect: Creature(s) touched
   Saving Throw: None

    By means of this spell, the caster empowers one  or  more  creatures  to
  withstand nonmagical fires of temperatures up to 2,000 F.  (enabling  them
  to walk upon molten lava). It also confers a +2  bonus  to  saving  throws
  against magical fire and reduces damage from such fires by one-half,  even
  it the saving throw is  failed.  For  every  experience  level  above  the
  minimum required to cast  the  spell  (5th),  the  priest  can  affect  an
  additional creature. This spell is not cumulative with resist fire  spells
  or similar protections.
    The material components of the spell are the priest's holy symbol and at
  least 500 GP of powdered ruby per affected creature.


  Glyph of Warding (Abjuration, Evocation)

   Sphere: Guardian
   Range: Touch
   Components: V, S, M
   Duration: Permanent until discharged
   Casting Time: Special
   Area of Effect: Special
   Saving Throw: Special

    A glyph of warding is a powerful inscription magically drawn to  prevent
  unauthorized or hostile creatures from passing, entering, or  opening.  It
  can be used to guard a small bridge, to ward an entry, or as a trap  on  a
  chest or box.
    The priest must set the conditions of the ward; typically  any  creature
  violating the warded area without  speaking  the  name  of  the  glyph  is
  subject to the magic it  stores.  A  successful  saving  throw  vs.  spell
  enables the creature to escape the effects of the glyph. Glyphs can be set
  according to physical characteristics, such as creature  type,  size,  and
  weight. Glyphs can also be set with respect to good or evil,  or  to  pass
  those of the caster's religion. They cannot be set according to class, Hit
  Dice, or level. Multiple glyphs cannot be cast on the same area;  although
  if a cabinet had three drawers, each could be separately warded. When  the
  spell is cast, the priest weaves a tracery of faintly glowing lines around
  the warding sign. For every five square feet of area to be protected,  one
  round is required to trace the warding lines of the glyph. The caster  can
  affect an area equal to a square the sides of which are the  same  as  his
  level, in feet. The glyph can be placed to conform to any shape up to  the
  limitations of the caster's total square footage. Thus a  6thlevel  caster
  could place a glyph on a 6' x 6' square, shape it into a  rectangle  4'  x
  9', a band 2' by 15', or a single strip 1'  by  36'.  When  the  spell  is
  completed, the glyph and tracery become invisible.
    The priest traces the glyph with incense, which, if the area exceeds  50
  square feet,  must be sprinkled with  powdered diamond  (at least 2,000 GP
  worth).
    Typical glyphs shock for 1d4 points of electrical damage  per  level  of
  the spellcaster, explode for a  like  amount  of  fire  damage,  paralyze,
  blind, deafen, and so forth. The DM may allow  any  harmful  priest  spell
  effect to be used as a glyph, provided the caster is of  sufficient  level
  to cast the spell. Successful  saving  throws  either  reduce  effects  by
  onehalf or negate them, according to the glyph employed. Glyphs cannot  be
  affected or bypassed by such means as physical or magical probing,  though
  they can be dispelled by magic and  foiled  by  high-level  thieves  using
  their find-and remove-traps skill.
    The DM may decide that the exact glyphs available to a priest depend  on
  his religion, and he might make new  glyphs  available  according  to  the
  magical research rules.


  Hold Animal (Enchantment/Charm)

   Sphere: Animal
   Range: 80 yards
   Components: V, 5
   Duration: 2 rounds/level
   Casting Time: 6
   Area of Effect: 1 to 4 animals in a 40-foot cube
   Saving Throw: Neg.

    By means of this spell, the caster holds  one  to  four  animals  rigid.
  Animals affected are normal or giant-sized mammals,  birds,  or  reptiles,
  but not monsters such as centaurs,  gorgons,  harpies,  naga,  etc.  Apes,
  bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals
  are subject to this spell. The hold lasts for two rounds per caster level.
  The caster decides how many animals can be affected, but the  greater  the
  number, the better chance each has to successfully save against the spell.
  Each animal gets a saving throw: if only one is the subject of the  spell,
  it has a penalty of -4 to its roll; if two are subject,  each  receives  a
  penalty of -2 to its roll; if three are subject, each receives  a  penalty
  of -1 to its roll; if four are subject, each gets an unmodified saving
  throw.
    A maximum body weight of 400 pounds  (100  pounds  for  nonmammals)  per
  animal per caster level can be affected - e.g., an  8th-level  caster  can
  affect up to four  3,200 pound mammals or  a  like  number  of  800  pound
  nonmammals, such as birds or reptiles.


  Locate Object (Divination) Reversible

   Sphere: Divination
   Range: 60 yards + 10 yd./level
   Components: V, S, M
   Duration: 8 hours
   Casting Time: 1 turn
   Area of Effect: 1 object
   Saving Throw: None

    This spell helps locate a known or familiar object. The priest casts the
  spell, slowly turns, and will sense when he is facing in the direction  of
  the object to be located, provided the object is within range -  e.g.,  90
  yards for 3rd-level priests, 100 yards for 4th, 110 yards  for  5th,  etc.
  The spell locates such objects  as  apparel,  jewelry,  furniture,  tools,
  weapons, or even a ladder or stairway. Once the caster has  fixed  in  his
  mind the item sought, the spell locates only that item. Attempting to find
  a specific item, such as a kingdom's crown, requires  an  accurate  mental
  image. If the image is not close enough to the actual item, the spell does
  not work; in short, desired but unique objects cannot be located  by  this
  spell unless they are known by the caster. The spell is blocked by lead.
    The casting requires the use of a piece of lodestone.
    The reversal, obscure abject, hides an object from  location  by  spell,
  crystal ball, or similar means for eight hours. The caster must touch  the
  object being concealed.
    Neither application of the spell affects living creatures.


  Magical Vestment (Enchantment)

   Sphere: Protection
   Range: Touch
   Components: V, S, M
   Duration: 5 rounds/level
   Casting Time: 1 round
   Area of Effect: The caster
   Saving Throw: None

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


  Meld Into Stone (Alteration)

   Sphere: Elemental (Earth)
   Range: 0
   Components: V, S, M
   Duration: 8 rounds + 1d8 rounds
   Casting Time: 6
   Area of Effect: Caster
   Saving Throw: None

    This spell enables the priest to meld his body and  possessions  into  a
  single block of stone. The stone must be large enough to  accommodate  his
  body in all three dimensions. When casting is complete.  the  priest,  and
  not more than 100 pounds of nonliving gear merge with the stone. If either
  condition is violated, the spell fails and is wasted.
    While in the stone, the priest remains in contact, however tenuous, with
  the face of the stone through which he melded. The priest remains aware of
  the passage of time. Nothing that goes on outside the stone can,  be  seen
  or heard, however. Minor physical damage to the stone does  not  harm  the
  priest, but its partial destruction, if  enough  so  that  the  caster  no
  longer fits, expels the priest with 4d8  points  of  damage.  The  stone's
  destruction expels the priest and slays him instantly, unless a successful
  saving throw vs. spell is rolled.
    The magic lasts for 1d8+8 rounds, the  variable  part  of  the  duration
  rolled secretly by the DM. At any time before the  duration  expires,  the
  priest can step out of the stone through the stone surface he entered.  If
  the duration runs out, or the effect is dispelled before the priest  exits
  the stone. then he is. violently expelled and suffers 4d8 points of
  damage.
    The following spells harm the priest if cast upon the stone that  he  is
  occupying: stone to flesh expels the priest and  inflicts  4d8  points  of
  damage; stone shape causes 4d4 points of damage, but does  not  expel  the
  priest; transmute rock to mud expels and slays  him  instantly  unless  he
  rolls a successful saving throw vs.  spell;  passwall  expels  the  priest
  without damage.


  Negative Plane Protection (Abjuration)

   Sphere: Protection, Necromantic
   Range: Touch
   Components: V, 5
   Duration: Special
   Casting Time: 1 round
   Area of Effect: 1 creature
   Saving Throw: None

    This spell affords the caster or  touched  creature  partial  protection
  from undead monsters with Negative Material  plane  connections  (such  as
  shadows, wights, wraiths, spectres, or vampires) and certain  weapons  and
  spells that drain energy levels. The negative plane protection spell opens
  a channel to the Positive Material plane, possibly offsetting the  effect,
  of the negative energy attack. A protected creature struck by  a  negative
  energy attack is allowed a saving throw vs. death  magic.  If  successful,
  the energies cancel with a bright flash of light and  a  thunderclap.  The
  protected creature suffers only normal hit point damage  from  the  attack
  and does not suffer any drain of experience or Strength, regardless of the
  number of levels the  attack  would  have  drained.  An  attacking  undead
  creature suffers 2d6 points of damage from the Positive  plane  energy;  a
  draining wizard or weapon receives no damage.
    This protection is proof  against  only  one  such  attack,  dissipating
  immediately whether or not the saving throw was successful. If the  saving
  throw is failed, the spell recipient suffers  double  the  usual  physical
  damage, in addition to the loss of experience or  Strength  that  normally
  occurs. The protection lasts for one turn per level of the priest  casting
  the spell, or until the protected creature is struck by a negative  energy
  attack, This spell cannot be cast on the Negative Material plane.


  Plant Growth (Alienation)

   Sphere: Plant
   Range: 160 yards
   Components: V, S, M
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect: Special
   Saving Throw: Special

    The plant growth spell enables  the  caster  to  choose  either  of  two
  different uses. The first causes normal vegetation to grow,  entwine,  and
  entangle to form a thicket or jungle that creatures must hack or  force  a
  way through at a movement rate of 10 feet per round (or 20 feet per  round
  for larger than-man-sized creatures). Note that the area must  have  brush
  and trees in it in order for this spell to take  effect.  Briars,  bushes,
  creepers, lianas, roots, saplings,  thistles,  thorn,  trees,  vines,  and
  weeds become so thick and overgrown in the area of effect  as  to  form  a
  barrier. The area of effect is a square 20 feet on a  side  per  level  of
  experience of the caster, in any square  or  rectangular  shape  that  the
  caster decides upon at the time of the  spellcasting.  Thus  an  8th-level
  caster can affect a maximum area of 160' x  160'  square,  a  320'  x  80'
  rectangle, a 640' x 40' rectangle, a 1,280'  x  20'  rectangle,  etc.  The
  spell's effects persist in the area until it is cleared by labor, fire, or
  such magical means as a dispel magic spell.
    The second use of the spell affects  a  one-mile  square  area.  The  DM
  secretly makes a saving throw (based on the caster's level) to see if  the
  spell  takes  effect.  If  successful,  the  spell  renders  plant's  more
  vigorous,  fruitful,  and  hardy,  increasing  yields  by  20%  to  50%
  ([1d4+1]*10%), given a normal growing season. The spell does  not  prevent
  disaster in the form of floods, drought, fire, or insects,  although  even
  in these cases the plants survive better than expected. This effect  lasts
  only for the life cycle of one season, the winter "death" marking the  end
  of a life  cycle  even  for  the  sturdiest  of  trees.  In  many  farming
  communities, this spell is normally cast at planting time as part  of  the
  spring festivals.


  Prayer (Conjuration/Summoning)

   Sphere: Combat
   Range: 0
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 6
   Area of Effect: 60-foot radius
   Saving Throw: None

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


  Protection From Fire (Abjuration)

   Sphere: Protection, Elemental (Fire)
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time: 6
   Area of Effect: Creature touched
   Saving Throw: None

    The effect of a protection from fire  spell  differs  according  to  the
  recipient of the magic - either the caster  or  some  other  creature.  In
  either case, the spell lasts no longer than one turn per caster level.
    If  the  spell  is  cast  upon  the  caster,  it  confers  complete
  invulnerability to normal fires (torches, bonfires,  oil  fires,  and  the
  like) and to exposure to magical fires such as fiery dragon breath, spells
  such as burning hands, fireball, fire seeds,  fire  storm,  flame  strike,
  meteor swarm, hell hound or pylohydra breath, etc., until  the  spell  has
  absorbed 12 points of heat or fire damage per  level  of  the  caster,  at
  which time the spell is negated.
    If the spell is cast upon another creature, it gives invulnerability  to
  normal fire, gives a bonus of + 4  to  saving  throw  die  rolls  vs  fire
  attacks, and it reduces damage sustained from magical fires by 50%.
    The caster's holy symbol is the material component.


  Pyrotechnics (Alteration)

   Sphere: Elemental (Fire)
   Range: 160 yards
   Components: V, S, M
   Duration: Special
   Casting Time: 6
   Area of Effect: 10 or 100 times a single fire source
   Saving Throw: Special

    A pyrotechnics spell draws on an existing fire source to produce  either
  of two effects, at the option of the caster.
    * First, it can produce a flashing and fiery burst of  glowing,  colored
  aerial fireworks that lasts one  round.  This  effect  temporarily  blinds
  those creatures in, under, or within 120 feet of the area that  also  have
  an unobstructed line of sight to the effect, for 1d4+1 rounds  unless  the
  creatures roll successful saving throws vs. spell. The  fireworks  fill  a
  volume ten times greater than the original fire source.
    * Second, it can cause a thick, writhing stream of smoke to  arise  from
  the source and  form  a  choking  cloud  that  lasts  for  one  round  per
  experience level of the caster. This covers a roughly hemispherical volume
  from the ground or floor up (or conforming to  (he  shape  of  a  confined
  area) that totally obscures vision beyond two  feet.  The  smoke  fills  a
  volume 100 times that of the fire source.
    The spell uses one fire source within  the  area  of  effect,  which  is
  immediately extinguished. An extremely large  fire  can  be  used  as  the
  source, and it is only partially  extinguished  by  the  casting.  Magical
  fires are not extinguished, although a fire-based creature (such as a fire
  elemental) used as a source suffers 1d4 points of damage, plus 1 point  of
  damage per caster level. This spell does not function under water.


  Remove Curse (Abjuration) Reversible

   Sphere: Protection
   Range: Touch
   Components: V, S
   Duration: Permanent
   Casting Time: 6
   Area of Effect: Special
   Saving Throw: Special

    Upon casting this spell, the priest is usually able to remove a curse on
  an object, on a person, or in the form of some undesired sending  or  evil
  presence. Note that the remove curse spell does not remove the curse  from
  a cursed shield, weapon, or suit of armor, for example, although the spell
  typically enables the person afflicted with any such cursed  item  to  get
  rid of it. Certain special curses may not be countered by this  spell,  or
  may be countered only by a caster of a certain level or more. A caster  of
  12th level or more can cure lycanthropy with this spell by casting  it  on
  the animal form. The werecreature receives a saving throw vs.  spell  and,
  if successful, the spell fails and the priest must  gain  a  level  before
  attempting the remedy on this creature again.
    The reverse of the spell is not permanent; the bestow curse spell  lasts
  for one turn for every experience level of the priest using the spell. The
  curse can have one of the following effects (roll percentile dice): 50% of
  the time it reduces one ability of  the  victim  to  3  (the  DM  randomly
  determines which ability); 25% of the time it lowers the  victim's  attack
  and saving throw rolls by -4; 25% of the time  it  makes  the  victim  50%
  likely to drop whatever he is holding (or  do  nothing,  in  the  case  of
  creatures not using tools) - roll each round.
    It is possible for a priest to devise his own curse, and  it  should  be
  similar in power to those given here. Consult your DM. The  subject  of  a
  bestow curse spell must be touched. If the victim  is  touched,  a  saving
  throw is still applicable; if it is successful, the effect is negated. The
  bestowed curse cannot be dispelled.


  Remove Paralysis (Abjuration)

   Sphere: Protection
   Range: 10 yards/level
   Components: V, S
   Duration: Permanent
   Casting Time: 6
   Area of Effect: 1d4 creatures in a 20' cube
   Saving Throw: None

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


  Snare (Enchantment/Charm)

   Sphere: Plant
   Range: Touch
   Components: V, S, M
   Duration: Permanent until triggered
   Casting Time: 3 rounds
   Area of Effect: 2' diameter circle plus 1/2' per level of the
   spellcaster
   Saving Throw: None

    This spell enables the caster to make a snare that is  90%  undetectable
  without magical aid. The snare can be made from any supple vine, a  thong,
  or a rope. When the snare spell is  cast  upon  it,  the  cordlike  object
  blends with its surroundings. One end of the snare is tied in a loop  that
  contracts around one or more of the limbs of any creature stepping  inside
  the circle (note that the head of a worm or snake could be thus ensnared).
    If a strong and supple tree is nearby, the snare can be fastened to  it.
  The magic of the spell causes the tree to bend and  then  straighten  when
  the loop is triggered, inflicting 1d6 points of  damage  to  the  creature
  trapped, and lifting it off  the  ground  by  the  trapped  member(s)  (or
  strangling it if the head/neck triggered the snare). If no such sapling or
  tree is available, the cord-like object tightens upon the member(s),  then
  wraps around the entire creature, causing no damage, but  tightly  binding
  it. Under water, the cord coils back upon its anchor point. The  snare  is
  magical, so for one hour it is breakable only by cloud  giant  or  greater
  Strength (23); each hour thereafter, the snare material loses magic so  as
  to become 1 point more breakable per hour 22 after  two  hours,  21  after
  three, 20 after four - until six full hours have elapsed, At that time, 18
  Strength will break the bonds, After 12 hours have elapsed, the  materials
  of the snare lose all magical  properties  and  the  loop  opens,  freeing
  anything it held. The snare can be cut with any magical  weapon,  or  with
  any edged weapon wielded with at least a +2 attack bonus  (from  Strength,
  for example).
    The caster must have a snake skin and a piece of  sinew  from  a  strong
  animal to weave into the cord-like object from  which  he  will  make  the
  snare. Only the caster's holy symbol is otherwise needed.


  Speak With Dead (Necromancy)

   Sphere: Divination
   Range: 1
   Components: V, S, M
   Duration: Special
   Casting Time:1 turn
   Area of Effect: 1 creature
   Saving Throw: Special

    Upon casting a speak with dead spell, the priest is able to ask  several
  questions of a dead creature in a set period of time and  receive  answers
  according to the knowledge of that creature. Of course, the priest must be
  able to converse in the language that the dead  creature  once  used.  The
  length of time the creature has been dead is a factor, since  only  higher
  level priests can converse  with  a  long-dead  creature.  The  number  of
  questions that can be answered  and  the  length  of  time  in  which  the
  questions can be asked depend on the level of experience  of  the  priest.
  Even if the casting is  successful,  such  creatures  are  as  evasive  as
  possible when questioned. The  dead  tend  to  give  extremely  brief  and
  limited  answers,  often  cryptic,  and  to  take  questions  literally.
  Furthermore, their knowledge is often limited to what they knew in life.
    A dead creature of different alignment or of higher level  or  Hit  Dice
  than the caster's level receives a saving throw vs. spell. A dead creature
  that successfully saves can refuse to answer questions, ending the  spell.
  At the DM's option, the casting of this spell on a given creature might be
  restricted to once per week.
    The priest needs a holy symbol and burning incense in order to cast this
  spell upon the body, remains, or a portion thereof. The  remains  are  not
  expended. This spell does not function under water.

  Casters Level of    Maximum Length of    Time of    Questions
    Experience           Time Dead        Questioned     

     up to 7th            1 week           1 round        2
      7th-8th            1 month           3 rounds       3
     9th-12th             1 year            1 turn        4
    13th-15th           10 years           2 turns        5
    16th-20th           100 years          3 turns        6
   21st and up         1,000 years          1 hour        7


  Spike Growth (Alteration, Enchantment)

   Sphere: Plant
   Range: 60 yards
   Components: V, S, M
   Duration: 3d4 turns + 1/level
   Casting Time: 6
   Area of Effect: 10-foot square/level
   Saving Throw: None

    Wherever any type of plant growth of moderate size or density is  found,
  this spell can be  used.  The  ground-covering  vegetation  or  roots  and
  rootlets in the area becomes very hard and sharply pointed. In effect  the
  ground cover, while appearing to be unchanged, acts as if  the  area  were
  strewn with caltrops. In areas of bare ground or earthen pits,  roots  and
  rootlets act in the same way. For each 10 feet  of  movement  through  the
  area, the victim suffers 2d4 points of damage. He must also roll a  saving
  throw vs. spell. If this saving throw is  failed,  the  victim's  movement
  rate is reduced by 1/3 from its current total (but a  creature's  movement
  rate can never be less than 1). This penalty lasts  for  24  hours,  after
  which the character's normal movement rate is regained.
    Without the use of a spell such as true seeing, similar magical aids, or
  some other special means of detection (such  as  detect  traps  or  detect
  snares  and  pits),  an  area  affected  by  spike  growth  is  absolutely
  undetectable as such until a victim enters the area  and  suffers  damage.
  Even then, the creature cannot determine the extent of the  perilous  area
  unless some means of magical detection is used.
    The components for this spell are the priest's holy  symbol  and  either
  seven sharp thorns or seven small twigs, each sharpened to a point.


  Starshine (Evocation, Illusion/Phantasm)

   Sphere: Sun
   Range: 10 yd/level
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 6
   Area of Effect: 10-foot square/level
   Saving Throw: None

    A starshine spell enables the caster to softly illuminate an area as  if
  it were exposed to a clear night sky filled with stars. Regardless of  the
  height of the open area in which the spell is cast, the  area  immediately
  beneath it is lit by starshine. Vision ranges are the same as those for  a
  bright moonlit night  -  movement  noted  out  to  100  yards;  stationary
  creatures seen up to 50 yards; general identifications made at  30  yards;
  recognition at 10 yards. The spell creates shadows and has  no  effect  on
  infravision. The area of effect actually appears to be a  night  sky,  but
  disbelief of the illusion merely enables the disbeliever to note that  the
  "stars" are actually evoked lights. This spell does not function under wa-
  ter.
    The material components are  several  stalks  from  an  amaryllis  plant
  (especially Hypoxis) and several holy berries.


  Stone Shape (Alteration)

   Sphere: Elemental (Earth)
   Range: Touch
   Components: V, S, M
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect:3' cube plus 1' cube/level
   Saving Throw: None

    By means of this spell, the caster can form an existing piece  of  stone
  into any shape that suits his purposes. For example. a stone weapon can be
  made, a special trapdoor fashioned, or a crude idol sculpted. 8y the  same
  token, it enables the spellcaster to reshape a stone door, perhaps  so  as
  to escape imprisonment, providing the volume of stone involved was  within
  the limits of the area of effect. While stone coffers can be thus  formed,
  stone doors made, etc., the fineness  of  detail  is  not  great.  If  the
  shaping has moving parts. there is a 30% chance they do not work.
    The material component of this spell is soft clay that  must  be  worked
  into roughly the desired shape of the stone object, and  then  touched  to
  the stone when the spell is uttered.


  Summon Insects (Conjuration/Summoning)

   Sphere: Animal
   Range: 30 yards
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 1 round
   Area of Effect: 1 creature
   Saving Throw: None

    The summon insects spell attracts a cloud or swarm of normal insects  to
  attack the foes of the caster. Flying insects  appear  70%  of  the  time,
  while crawling insects appear 30% of the time. The  exact  insects  called
  are  bees,  biting  flies,  hornets,  or  wasps,  if  flying  insects  are
  indicated; biting ants  or  pinching  beetles,  if  crawling  insects  are
  indicated. A cloud of the flying type, or a swarm of  the  crawling  sort,
  appears after the spell is cast. This gathers at a  point  chosen  by  the
  caster, within the spell's range, and  attacks  any  single  creature  the
  caster points to.
    The attacked creature sustains 2 points of damage if it does nothing but
  attempt to flee or fend off the insects during the time it is attacked; it
  suffers 4 points of  damage  per  round  otherwise.  If  the  insects  are
  ignored, the victim fights with a -2 penalty to his attack roll and  a  +2
  penalty to his Armor Class. If he attempts to cast a spell, an  initiative
  roll should be made for the insects to see if their damage  occurs  before
  the spell is cast. If it does, the victim's concentration  is  ruined  and
  the spell is lost.
    The insects disperse and the spell ends if the victim enters thick smoke
  or hot flames. Besides being driven off by smoke or hot flames, the  swarm
  might possibly be outrun, or evaded by plunging into a sufficient body  of
  water. If evaded,  the  summoned  insects  can  be  sent  against  another
  opponent, but there will be at least a 1 round delay while they leave  the
  former opponent and attack the new victim.  Crawling  insects  can  travel
  only about 10 feet per round (maximum speed over smooth ground) and flying
  insects travel 60 feet per round. The caster must concentrate to  maintain
  the swarm; it dissipates if he moves or is disturbed.
    It is possible, in underground situations, that the caster might  summon
  1d4 giant ants by means of the spell, but  the  possibility  is  only  30%
  unless giant ants are nearby. This spell does not function under water.
    The materials needed for this spell are  the  caster's  holy  symbol,  a
  flower petal, and a bit of mud or wet clay.


  Tree (Alteration)

   Sphere: Plant
   Range: 0
   Components: V, S, M
   Duration: 6 turns + 1 turn/level
   Casting Time: 6
   Area of Effect: The caster
   Saving Throw: None

    By means of this spell, the caster is able to assume the form of a small
  living tree or shrub or that of a large dead tree trunk  with  but  a  few
  limbs. Although the closest inspection cannot reveal that  this  plant  is
  actually a person, and for all normal tests he is,  in  fact,  a  tree  or
  shrub, the caster is able to observe all that goes on around him  just  as
  if he were in normal form. The Armor Class and hit points of the plant are
  those of the caster.  The  caster  can  remove  the  spell  at  any  time,
  instantly  changing  from  plant  to  his  normal  form  and  having  full
  capability for any action normally possible (including spellcasting). Note
  that all clothing and gear worn or carried change with the caster.
    The material components of this spell are the priest's holy symbol and a
  twig from a tree.


  Water Breathing (Alteration) Reversible

   Sphere: Elemental (Water, Air)
   Range: Touch
   Components: V, S
   Duration: 1 hour/level
   Casting Time: 6
   Area of Effect: Creature touched
   Saving Throw: None

    The recipient of a water breathing spell is able to breathe under  water
  freely for the duration of the spell - i.e. one hour for  each  experience
  level of the caster. The priest  can  divide  the  base  duration  between
  multiple characters. Thus an 8th-level priest can confer this  ability  to
  two characters for four hours, four for two hours,  eight  for  one  hour,
  etc., to a minimum of 1/2 hour per character.
    The reverse, air breathing, enables water-breathing creatures to survive
  comfortably in the atmosphere for an equal  duration.  Note  that  neither
  version prevents the recipient creature from breathing in its natural ele-
  ment.


  Water Walk (Alteration)

   Sphere: Elemental (Water)
   Range: Touch
   Components: V, S, M
   Duration: 1 turn + 1 turn/level
   Casting Time: 6
   Area of Effect: Special
   Saving Throw: None

    By means of this spell, the caster  is  able  to  empower  one  or  more
  creatures to tread upon any  liquid  as  if  it  were  firm  ground;  this
  includes mud, quicksand, oil, running water,  and  snow.  The  recipient's
  feet do not touch the surface of the liquid, but oval depressions  of  his
  appropriate foot size and two inches deep are left in the mud or snow. The
  recipient's rate of movement  remains  normal.  If  cast  underwater,  the
  recipient is borne toward the surface.
    For every level of the caster above the minimum  required  to  cast  the
  spell (5th level), he can affect another creature.
    The material components for this spell are  a  piece  of  cork  and  the
  priest's holy symbol.


  Fourth-Level Spells


  Abjure (Abjuration)

   Sphere: Summoning
   Range: 10 yards
   Components: V, S, M
   Duration: Special
   Casting Time: 1 round
   Area of Effect: 1 creature
   Saving Throw: Special

    This spell can send an extraplanar creature back to  its  own  plane  of
  existence. The spell fails against entities of demigod status or  greater,
  but their servants or minions can  be  abjured.  If  the  creature  has  a
  specific {proper) name, then that must  be  known,  and  used.  Any  magic
  resistance of the subject must be overcome, or the spell fails. The priest
  has a 50% chance of success (a roll of 11 or better on 1d20). The roll  is
  adjusted by the difference in level or Hit Dice between the caster and the
  creature being abjured: the number needed is decreased if the  priest  has
  more Hit Dice and increased if the creature has  more  Hit  Dice.  If  the
  spell is successful, the creature is instantly  hurled  back  to  its  own
  plane. The affected creature must survive a system  shock  check.  If  the
  creature does not have a Constitution score, the required roll is 70% + 2%
  /Hit Die or level. The caster has no control over where in the  creature's
  plane the abjured creature arrives. If the attempt fails, the priest  must
  gain another level before another attempt can be made on  that  particular
  creature.
    The spell requires the  priest's  holy  symbol,  holy  water,  and  some
  material inimical water, and some material inimical to the creature.


  Animal Summoning I (Conjuration, Summoning)

   Sphere: Animal, Summoning
   Range: 1 mile radius
   Components: V, S
   Duration: Special
   Casting Time: 7
   Area of Effect: Special
   Saving Throw: None

    By means of this spell, the caster calls up to eight animals that have 4
  Hit Dice or less, of whatever sort the caster names when the summoning  is
  made. Only animals within range of the caster at the  time  the  spell  is
  cast will come. The caster can try three times to summon  three  different
  types of animals - e.g.. suppose that wild dogs are first summoned  to  no
  avail, then hawks are unsuccessfully called. and finally the caster  calls
  for wild horses that may or may not be within  summoning  range.  Your  DM
  must determine the chance of a summoned animal type being within the range
  of the spell. The animals summoned aid the caster by whatever  means  they
  possess, staying until a fight is over, a specific  mission  is  finished.
  the caster is safe. he sends them away, etc. Only normal or giant  animals
  can be summoned; fantastic animals or monsters cannot be summoned by  this
  spell (no chimeras; dragons, manticores, etc.).


  Call Woodland Beings (Conjuration/Summoning)

   Sphere: Summoning
   Range: 100 yards/level
   Components: V, S, M
   Duration: Special
   Casting Time: Special
   Area of Effect: Special
   Saving Throw: Neg.

    By means of this spell, the caster is able to  summon  certain  woodland
  creatures to his location. Naturally, this spell works only outdoors,  but
  not necessarily only in wooded areas. The caster  begins  the  incantation
  and continues uninterrupted until some  called  creature  appears  or  two
  turns have elapsed. (The verbalization and somatic gesturing are easy,  so
  this is not particularly exhausting to the spellcaster.) Only one type  of
  the following sorts of beings can be summoned by the spell. They come only
  if they are within the range of the call.
    The caster can call three times, for a different type each time. Once  a
  call is successful, no other type can be called without another casting of
  the spell. (Your DM will consult his outdoor map or base  the  probability
  of any such creature being within spell range upon the nature of the  area
  the caster is in at the time of spellcasting.)
    The creature(s) called by the spell are entitled to a saving  throw  vs.
  spell (with a -4 penalty)  to  avoid  the  summons.  Any  woodland  beings
  answering the call are favorably disposed  to  the  spellcaster  and  give
  whatever aid they are capable of. However, if the caller or members of the
  caller's party are of  evil  alignment,  the  creatures  are  entitled  to
  another saying 'throw vs. spell (this time with a +  4  bonus)  when  they
  come within 10 yards of the caster or another  evil  character  with  him.
  These beings immediately  seek  to  escape  if  their  saving  throws  are
  successful. In any  event,  if  the  caster  requests  that  the  summoned
  creatures. engage in combat on his behalf, they are  required  to  roll  a
  loyalty reaction  check  based  on  the  caster's  Charisma  and  whatever
  dealings he has had with (hem.
    This spell works with respect to neutral or good woodland creatures,  as
  determined by the DM. Thus the DM can freely add to or alter the  list  as
  he sees fit.
    If the caster personally knows a certain individual woodland being. that
  being can be summon d at double the normal range. If this is done, then no
  other woodland creatures are affected.
    The material components of this spell are a pine cone and eight holly
  berries.
    If a percentage chance is given, druids and other  nature-based  priests
  add 1% per, caster level. These chances can be used if no  other  campaign
  information on the area is available.

                                  Type of Woodlands
    Creature Type Called  Light  Moderate/Sylvan  Dense/Virgin

       2d8 brownies        30%          20%            10%
       1d4 centaurs         5%          30%             5%
        1d4 dryads          1%          25%            15%
        1d8 pixies         10%          20%            10%
        1d4 satyrs          1%          30%            10%
       1d6 sprites          0%           5%            25%
         1 treant           -            5%            25%
        1 unicorn           -           15%            20%


  Cloak of Bravery (Conjuration/Summoning) Reversible

   Sphere: Charm
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time: 6
   Area of Effect: Creature touched
   Saving Throw: Neg.

    The cloak of bravery spell can be cast upon any  willing  creature.  The
  protected individual gains a bonus to his saving throw against  any  form'
  of fear encountered (but not awe - an ability of some Lesser  and  Greater
  Powers). When cast, the spell can ' affect one to four creatures (caster's
  choice). If only one is affected, the saving throw bonus is +  4.  If  two
  are affected, the bonus is +3, and so  forth,  until  four  creatures  are
  protected by a +1 bonus. The magic of the cloak  of  bravery  spell  works
  only once and then the spell ends, whether or not  the  creature's  saving
  throw is successful. The spell ends after eight hours if no  saving  throw
  is required before then.
    The reverse of this spell, cloak of fear,  empowers  a  single  creature
  touched to radiate a personal aura of fear, at will, out to  a  three-foot
  radius. All other characters and creatures  within  this  aura  must  roll
  successful saving throws vs. spell or run away in panic  for  2d8  rounds.
  Affected individuals may or may not drop items, at the DM's option.
    The spell has no effect upon undead of any sort. The effect can be  used
  but once, and the spell expires after eight  hours  if  not  brought  down
  carrier. Members of the recipient's party are not immune to the effects of
  the spell.
    The material component for the cloak of bravery spell is the feather  of
  an eagle or hawk. The reverse requires the tail feathers of a  vulture  or
  chicken.


  Control Temperature, 10' Radius (Alteration)

   Sphere: Weather
   Range: 0
   Components: V, S, M
   Duration: 4 turns + 1 turn/level
   Casting Time: 7
   Area of Effect: 10-foot radius
   Saving Throw: None

    When this spell is cast, the temperature surrounding the caster  can  be
  altered by 10 degrees Fahrenheit, either upward or downward, per level  of
  experience of the spellcaster. Thus, a 10th-level caster  could  raise  or
  lower the surrounding temperature from 1 to 100 degrees. The spell can  be
  used to ensure the comfort of the caster and those  with  him  in  extreme
  weather conditions.
    The party could stand about in shirt sleeves during the  worst  blizzard
  (although it would be raining on them) or make ice for their drinks during
  a scorching heat wave.
    The spell also provides  protection  from  intense  normal  and  magical
  attacks. If the extreme of temperature is beyond what could be affected by
  the spell (a searing blast of a fireball or  the  icy  chill  of  a  white
  dragon), the spell reduces the damage caused by 5 points for  every  level
  of the caster. Normal saving throws are still allowed, and  the  reduction
  is taken after the saving throw is made or failed. Once struck by such  an
  attack, the spell immediately collapses.
    The material component for this spell is a  strip  of  willow  bark  (to
  lower temperatures) or raspberry leaves (to raise temperatures).


  Cure Serious Wounds (Necromancy) Reversible

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

    This spell is a more potent version of the cure light wounds spell. When
  laying his hand upon a creature, the priest heals 2d8+1 points of wound or
  other injury damage to the creature's body.  This  healing  cannot  affect
  noncorporeal. nonliving, or extraplanar creatures.
    Cause serious wounds, the reverse of the spell.  operates  similarly  to
  the cause light wounds spell, the victim having to be  touched  first.  If
  the touch is successful, 2d8+1 points of damage are inflicted.


  Detect Lie (Divination) Reversible

   Sphere: Divination
   Range: 30 yards
   Components: V, S, M
   Duration: 1 rounds/level
   Casting Time: 7
   Area of' Effect: 1 creature
   Saving Throw: Neg.

    A priest who casts this spe11 is immediately able to  determine  if  the
  subject creature deliberately and knowingly speaks  a  lie.  It  does  not
  reveal the  truth,  uncover  unintentional  inaccuracies,  or  necessarily
  reveal evasions. The subject receives a saving throw vs. spell,  which  is
  adjusted only by the Wisdom of the caster - e.g.,  if  the  caster  has  a
  Wisdom of 18, the subject's saving throw roll is reduced by 4.
    The material component for the detect  lie spell is one GP worth of gold
  dust.
    The spell's reverse, undetectable lie, prevents the magical detection of
  lies spoken by the creature for 24 hours.
    The reverse requires brass dust as its material component.


  Divination (Divination)

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

    A divination spell is used to garner a useful piece of advice concerning
  a specific goal, event, or activity that  will  occur  within  a  one-week
  period. This can be as simple as a short phrase, or it might take the form
  of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific
  piece of advice. For example, if the question is "Will we do  well  if  we
  venture to the third level 7" and a terrible troll guarding 10,000 GP  and
  a shield +1 lurks near the entrance to the level  (the  DM  estimates  the
  party could beat the troll after a hard  fight)  the  divination  response
  might be: "Ready oil and open flame light your  way  to  wealth."  In  all
  cases, the DM controls what information is received and whether additional
  divinations  will  supply   additional  information.   Note  that  if  the
  information is not acted upon, the conditions probably change so that  the
  information is no longer useful (in the example, the troll might move away
  and take the treasure with it).
    The base chance for a correct  divination  is  60%,  plus  1%  for  each
  experience level of the priest casting the spell. The DM makes adjustments
  to this base  chance  considering  the  actions  being  divined  (if,  for
  example, unusual precautions against the spell have been  taken1.  If  the
  dice roll is failed, the caster knows the spell  failed,  unless  specific
  magic yielding false information is at work.
    The material components  of  the  divination  spell  are  a  sacrificial
  offering, incense, and the holy symbol of  the  priest.  If  an  unusually
  important divination is  attempted,  sacrifice  of  particularly  valuable
  gems, jewelry, or magical items may be required.


  Free Action (Abjuration/Enchantment)

   Sphere: Charm
   Range: Touch
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 7
   Area of Effect: Creature touched
   Saving Throw: None

    This spell enables the creature touched to move and attack normally  for
  the duration of the spell. even under the influence of magic that  impedes
  movement (such as web or slow  spells)  or  while  under  water.  It  even
  negates or prevents the effects of paralysis and hold spells. Under water,
  the individual moves at normal (surface) speed and inflicts  full  damage,
  even with such cutting weapons as axes and swords and with  such  smashing
  weapons as flails, hammers, and maces, provided that the weapon is wielded
  in the hand rather than hurled. The free action spell does  not,  however,
  allow water breathing without further appropriate magic.
    The material component is a leather  thong,  bound  around  the  arm  or
  similar appendage, which disintegrates when the spell expires.


  Giant Insect (Alteration) Reversible

   Sphere: Animal
   Range: 20 yards
   Components: V, S, M
   Duration: Special
   Casting Time: 7
   Area of Effect: 1 to 6 insects
   Saving Throw: None

    By means of this spell, the priest  can  turn  one  or  more  normalized
  insects into larger forms resembling the giant insects  described  in  the
  Monstrous Compendium. Only one type of insect can be altered at  one  time
  (i.e., a single casting cannot affect both an  ant  and  a  fly)  and  all
  insects affected must be grown to the same size. The number of insects and
  the size to which they can be grown depend upon the priest's level:

   Priest's    Insect Hit   Maximum Total
    Level         Dice           HD
     7-9           3              9
    10-12          4             12
     13+           6             15

    For example, an 8th-level priest can grow three insects to 3  Hit  Dice,
  four insects to 2 Hit Dice, or nine insects to 1 hit die.  Flying  insects
  of 3 Hit Dice or more can carry a rider of human size  (assume  that  such
  can carry 80 pounds per Hit Die).
    If the casting is interrupted for any reason,  or  if  the  insects  are
  currently subject to any other magical effect (including  this  one),  the
  insects die and the spell is  ruined.  The  DM  decides  how  many  normal
  insects of what type are available; this is often a greater limitation  on
  the spell than the limits above.
    If the  insect  created  by  this  spell  matches  an  existing  monster
  description, use the monster description. Otherwise, unless the DM creates
  a special description, the giant form has an Armor Class of between 8  and
  4, one attack, and inflicts 1d4 points of damage per Hit Die.
    Example: A 14th-level priest uses the giant insect spell to enlarge  one
  beetle (all that is available) to 6 HD size. The DM decides the beetle has
  AC 5 and bites once for 6d4 points of damage.
    Note  that  the  spell   works  only   on  actual  insects.   Arachnids,
  crustaceans, and other types of small  creatures  are  not  affected.  Any
  giant insects created by this spell do not attempt to harm the priest, but
  the priest's control of such  creatures  is  limited  to  simple  commands
  ("attack," "defend," "guard," and so forth). Orders to  attack  a  certain
  creature when it appears or guard against a particular occurrence are  too
  complex. Unless commanded to do otherwise, the giant  insects  attempt  to
  attack whoever or whatever is near them.
    The reverse of the spell, shrink insect, reduces  any  giant  insect  to
  normal insect size. The number of Hit  Dice  affected  by  the  priest  is
  subtracted from the number of Hit Dice of  the  insects,  and  any  insect
  reduced to 0 Hit Dice has been shrunk. Partial shrinking  is  ignored;  an
  insect is either shrunk or unaffected. Thus. a 9thlevel priest attacked by
  giant ants could shrink three warrior ants or four worker ants  to  normal
  insect size with no saving throw. This spell has no effect on  intelligent
  insectlike creatures.
    The priest must use his holy symbol for either version of the spell.


  Hallucinatory forest (Illusion/Phantasm) Reversible

   Sphere: Plant
   Range: 80 yards
   Components: V, S
   Duration: Permanent
   Casting Time: 7
   Area of Effect: 40-foot square/level
   Saving Throw: None

    When this spell is cast, a hallucinatory forest  comes  into  existence.
  The  illusionary   forest  appears   to  be  perfectly   natural   and  is
  indistinguishable from a real forest. Priests attuned to the woodlands  as
  well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs,
  and treants - recognize the forest for what it  is.  All  other  creatures
  believe it is  there,  and  movement  and  order  of  march  are  affected
  accordingly. Touching the illusory growth neither affects  the  magic  nor
  reveals its nature. The hallucinatory forest remains until it is magically
  dispelled by h reverse of the spell or a  dispel  magic  spell.  The  area
  shape is either roughly rectangular or square, in general, and at least 40
  feet deep, in whatever location the caster desires. The forest can  be  of
  less than maximum area if the caster wishes. One of its edges  can  appear
  up to 50 yards away from the caster.


  Hold Plant (Enchantment/Charm)

   Sphere: Plant
   Range: 80 yards
   Components: V, S
   Duration: 1 round/level
   Casting Time: 7
   Area of Effect: Special
   Saving Throw: Neg.

    The hold plant spell affects vegetable matter as follows: 1)  it  causes
  ambulatory vegetation to cease moving; 2)  it  prevents  vegetable  matter
  from entwining, grasping. closing, or growing; 3)  it  prevents  vegetable
  matter from making any sound or movement that is not caused by  wind.  The
  spell effects apply to all forms of vegetation,  including  parasitic  and
  fungoid  types,  and  those  magically  animated  or  otherwise  magically
  empowered. It affects such monsters as green slime,  molds  of  any  sort,
  shambling mounds, shriekers, treants, etc. The duration of  a  hold  plant
  spell is one round per level of experience of the caster. It  affects  1d4
  plants in a 40' x 40' area - or a square four to 1b yards  on  a  side  of
  small ground growth such as grass or mold. 1f but one plant (or four yards
  square) is chosen as the target for the spell by the  caster,  the  saving
  throw of the plant (or area of plant growth) is made with a -4 penalty  to
  the die roll; if two plants (or eight yards square) are the target, saving
  throws suffer a -2 penalty; if three plants (or 12 yards square)  are  the
  target, saving throws suffer a -1 penalty; and  if  the  maximum  of  four
  plants (or 16 yards square) are the target, saving throws are unmodified.


  Imbue With Spell Ability (Enchantment)

   Sphere: Charm
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time: 1 turn
   Area of Effect: Person touched
   Saving Throw: None

    By the use of this spell, the priest can transfer a limited  number  and
  selection of his currently memorized spells, and the ability to cast them,
  to another person. Only  non-spellcasters  (including  rangers  under  8th
  level and paladins under 9th level) can receive this bestowal;  the  imbue
  with spell ability enchantment does not function for  those  belonging  to
  spellcasting classes, for unintelligent monsters, nor for  any  individual
  with less than 1 full Hit Die. In addition, the person  thus  imbued  must
  have a Wisdom score of 9 or higher. Only priest spells of an informational
  or defensive nature or a cure  light  wounds  spell  can  be  transferred.
  Transferring any other spell type negates the  entire  attempt,  including
  any allowable spells that were chosen. Higher level  persons  can  receive
  more than one spell at the priest's option:

  Level of          Spells Imbued
  Recipient
     1           One 1st-level spell
     3           Two 1st-level spells
     5+    Two 1st- and one 2nd-level spells

    The transferred spell's variable characteristics range,  duration,  area
  of effect, etc.) Function according to the level of the priest  Originally
  imbuing the spell.
    A priest who casts imbue wish spell ability upon another character loses
  the number of 1st- and 2nd-level spells he has imbued until the  recipient
  uses the transferred spells or is slain. for example,  a  7th-level priest
  with five 1st- and four 2nd-level spells imbue a 10th-level fighter with a
  cure light wounds spell and a slow poison spell. The cleric now  can  have
  only four 1st-level spells memorized until the cure is cast and only three
  2nd-level spells until the slow poison is cast, or until  the  fighter  is
  killed. In the meantime, the priest remains responsible to his  ethos  for
  the use to which the spell s out.
    The material components for this spell are priest's  holy  symbol,  plus
  some minor item from the recipient that is symbolic of his  profession  (a
  lockpick for a thief, etc.). This item, and any material component for the
  imbued spell,  is consumed  when the imbued  with spell  ability  spell is
  cast.


  Lower Water (Alteration) Reversible

   Sphere: Elemental(Water)
   Range: 120 yards
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 1 turn
   Area of Effect: Special
   Saving Throw: None

    The lower water spell causes water or  similar  fluid  in  the  area  of
  effect to sink away to a minimum depth of  one  inch.  The  depth  can  be
  lowered by up to two feet for every experience level of  the  priest.  The
  water is lowered within a square area whose sides are  10  feet  long  per
  caster level. Thus, an 8th-level priest affects a volume up to 16' x 80' x
  80', a 9th-level caster affects a volume up to 18' x 90' x 90', and so on.
  In. extremely large and deep bodies of water.  such  as  deep  ocean,  the
  spell creates a whirlpool that sweeps ships and  similar  craft  downward,
  putting them at risk and rendering them unable to leave by normal movement
  for the duration of the spell. When cast on  water  elementals  and  other
  waterbased creatures, this spell acts as a slow spell: the creature  moves
  at half speed and makes half its usual number of attacks each  round.  The
  spell has no effect on other creatures.
    Its reverse, raise water, causes water or similar fluids  to  return  to
  their highest natural level: spring flood, high tide, etc. This  can  make
  fords impassable, float grounded ships, and may even sweep away bridges at
  the DM's option. It negates lower water and vice versa.
    The material components of this spell are the priest's holy (or  unholy)
  symbol and a pinch of dust.


  Neutralize Poison (Necromancy) Reversible

   Sphere: Healing
   Range: Touch
   Components: V, S
   Duration: Permanent
   Casting Time: 7
   Area of Effect: Creature touched or 1 cubic foot of substance/2 levels
   Saving Throw: None

    By means of a neutralize poison spell, the priest detoxifies any sort of
  venom in the creature or substance touched. Note that an opponent, such as
  a poisonous reptile or snake (or even an envenomed weapon of an  opponent)
  unwilling to be so touched requires the priest to roll a successful attack
  in combat, This spell can prevent death in a  poisoned  creature  if  cast
  before death occurs. The effects of the  spell  are  permanent  only  with
  respect to poison existing in the touched creature  at  the  time  of  the
  touch, thus creatures (and objects)  that  generate  new  poison  are  not
  permanently detoxified.
    The reversed spell,  poison,  likewise  requires  an  attack  roll  that
  succeeds, and the victim is allowed a saving  throw  vs.  poison.  If  the
  latter is unsuccessful, the victim is incapacitated and dies in  one  turn
  unless the poison is magically neutralized or slowed.


  Plant Door (Alteration)

   Sphere: Plant
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time: 7
   Area of Effect: Special
   Saving Throw: None

    The plant door spell opens a magical portal or passageway through trees,
  undergrowth, thickets, or any similar growth - even growth  of  a  magical
  nature. The plant door is open to the caster who cast the  spell,  casters
  of a higher level, or dryads; others must be shown  the  location  of  the
  door. The door even enables the caster to enter a  solid  tree  trunk  and
  remain hidden there until the spell  ends.  The  spell  also  enables  the
  passage or hiding of any man-sized or smaller creature; hiding is  subject
  to space considerations. If the tree is cut down or burned,  those  within
  must leave before the tree falls or is consumed, or else they  are  killed
  also. The duration of the spell is one turn per level of experience of the
  caster. If the caster opts to stay within an oak,  the  spell  lasts  nine
  times longer, if in an ash tree, it lasts three times longer than  normal.
  The path created by the spell is up to four feet wide,  eight  feet  high,
  and 12 feet long per level of experience of the caster.  This  spell  does
  not function on plant-based  monsters  -  e.g.  shambling  mounds,  molds,
  slimes, treants, etc.
    The material components for this spell are a piece of charcoal  and  the
  caster's holy symbol.


  Produce Fire (Alteration) Reversible

   Sphere: Elemental (Fire)
   Range: 40 yards
   Components: V, S, M
   Duration: 1 round
   Casting Time: 7
   Area of Effect: 12-foot square
   Saving Throw: None

    By means of this spell, the caster causes a common fire of up to 12 feet
  per side in area. Though it lasts but a single round,  unless  it  ignites
  additional flammable material, the fire produced by the spell inflicts 1d4
  points of damage plus 1 point  per  caster  level  (1d4  +  1/level)  upon
  creatures within its area.  It  ignites  combustible  materials,  such  as
  cloth, oil, paper, parchment, wood, and the like, so as to cause continued
  burning. The reverse, quench fire, extinguishes any  normal  fire  (coals,
  oil, tallow. wax, wood, etc.) within the area of effect.
    The material component for either version is a paste of sulfur and  wax,
  formed into a ball and thrown at the target.


  Protection From Evil, 10' Radius (Abjuration) Reversible

   Sphere: Protection
   Range: Touch
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 7
   Area of Effect: 10-foot-radius sphere
   Saving Throw: None

    The globe of protection of this spell is identical in  all  respects  to
  that of a protection from evil spell, except that it  encompasses  a  much
  larger area and its duration is greater. The effect  is  centered  on  and
  moves with the creature touched. Any protected creature within the  circle
  will break the ' warding against enchanted/summoned monsters if he attacks
  those monsters. A creature unable to fit  completely  into  the  area  of.
  effect (for example, a 21- foot-tall titan) remains partially exposed  and
  subject to whatever penalties the DM decides. If such a  creature  is  the
  recipient of the spell, the spell acts as a normal  protection  from  evil
  spell for that creature only.
    The reverse, protection from good,  10' radius, wards against good crea-
  ture.
    To complete this spell, the priest  must  trace  a  circle  20  feet  in
  diameter using holy (or unholy) water and incense  (or  smoldering  dung),
  according to the protection from evil spell.


  Protection from Lightning (Abjuration)

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

    The effect of a protection from lightning, spell  changes  depending  on
  who is the recipient of the magic - the caster or some other creature.  In
  either case, the spell lasts no longer than one turn per caster level.
    *  If  the  spell  is   cast  upon  the  caster,   it  confers  complete
  invulnerability to electrical attack such as  dragon  breath,  or  magical
  lightning such as lightning bolt, shocking grasp,  storm  giant,  will  'o
  wisp, etc., until the spell has absorbed 10 points of  electrical,  damage
  per level of the caster, at which time, the spell is negated.
    * If the spell is cast upon another creature, it gives a bonus of + 4 to
  the die roll for saving throws made vs. electrical attacks and it  reduces
  the damage sustained from such attacks by 50%.
    The caster's holy symbol is the material component.


  Reflecting Pool (Divination)

   Sphere: Divination
   Range: 10 yards
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 2 hours
   Area of Effect: Special
   Saving Throw: None

    This spell enables the caster to cause pool of normal water found  in  a
  natural setting to act as a scrying device. The pool can be of no  greater
  diameter than two feet per level of the caster. The effect  is  to  create
  scrying device similar to a crystal ball. The scrying can extend  only  to
  those planes of existence that are coexistent with or border on the  Prime
  Material plane - the inner planes  (including  the  paraelemental  planes,
  plane of Shadow,  etc.).  General  notes  on  scrying,  detection  by  the
  subject, and penalties for attempting to  scry  beyond  the  caster's  own
  plane are given in the DMG,  as well as a description  of the crystal ball
  item.
    The following spells can be cast through a reflecting pool,  with  a  5%
  per level chance for operating correctly: detect magic, detect snares  and
  pits, detect poison. Each additional detection attempt requires a round of
  concentration, regardless of success. Infravision, if available,  operates
  normally through the reflecting pool.
    The image is nearly always hazy enough to prevent the reading of  script
  of any type.
    The material component is the  oil  extracted  from  such  nuts  as  the
  hickory and the walnut, refined, and dropped in three  measures  upon  the
  surface of the pool.  (A measure need be  no more than  a single  ounce of
  oil.)
    At the DM's option, the casting of this spell may be limited to once per
  day.


  Repel Insects (Abjuration, Alteration)

   Sphere: Animal, Protection
   Range: 0
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 1 round
   Area of Effect: 10-foot radius
   Saving Throw: None

    When this spell is cast, the priest creates an invisible barrier to  all
  sorts of insects, and normal insects do not approach within 10 feet of the
  caster while the spell is in effect. Giant insects with Hit Dice less than
  of the caster's experience level are also repelled (e.g., 2 Hit  Dice  for
  7th- to 9th-level casters, 3 Hit Dice at 10th through 12th  level,  etc.).
  Insects with more Hit Dice can enter the protected area if the  insect  is
  especially aggressive and, in addition, rolls a  successful  saving  throw
  vs. spell. Those that do sustain 1d6 points of damage from passing of  the
  magical barrier, Note that the spell does not in any way affect arachnids,
  myriapods, and similar creatures - it affects only true insects.
    The material components of the repel insects spell include  any  one  of
  the following several crushed marigold  flowers,  a  whole  crushed  leek,
  seven crushed stinging net the leaves, or a small lump  of  resin  from  a
  camphor tree.


  Speak With Plants (Alteration)

   Sphere: Plant
   Range: 0
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 1 turn
   Area of Effect: 30-foot radius
   Saving Throw: None

    When cast, a speak with plants spell enables the priest to converse,  in
  very rudimentary terms, with all sorts  of  living  vegetables  (including
  fungi, molds, and plant-like monsters, such as shambling  mounds)  and  to
  exercise limited control.  over  normal  plants  (i.e.,  not  monsters  or
  plant-like creatures). Thus, the caster can question plants as to  whether
  or not creatures have passed through  them,  cause  thickets  to  part  to
  enable easy passage, require  vines  to  entangle  pursuers,  and  command
  similar services. The spell does not enable plants  to  uproot  themselves
  and move about, but any movements within !he plants'  normal  capabilities
  are possible. Creatures entangled by the 1st-level spell of that name  can
  be released. The  power  of  the  spell  lasts  for  one  round  for  each
  experience level of the casting priest. All vegetation within the area  of
  effect is affected by the spell.
    The material components for this spell are a drop of water, a  pinch  of
  dung, and a flame.


  Spell Immunity (Abjuration)

   Sphere: Protection
   Range: Touch
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 1 round
   Area of Effect: Creature touched
   Saving Throw: None

    By means of this spell, the priest renders a creature touched immune  to
  the effects of a specified spell  of  4th  level  or  lower.  It  protects
  against spells, spell-like effects of magical items, and innate  spelllike
  abilities of creatures. It does not protect against breath weapons or gaze
  attacks of any type. The spell  has  additional  limitations.  First,  the
  caster must have directly experienced the, effect of the spell  specified.
  For example, if the caster has been attacked by a fireball spell  at  some
  time, then he  can  use  spell  immunity  to  provide  protection  from  a
  fireball. Second, the spell cannot affect  a  creature  already  magically
  protected by a potion, protective spell, ring,  or  other  device.  Third,
  only a particular spell can be protected against, not a certain sphere  of
  spells or a group of spells that are similar in effect; thus,  a  creature
  given immunity to the lightning  bolt  spell  is  still  vulnerable  to  a
  shocking grasp spell.
    The material component for spell immunity is the same as  that  for  the
  spell to be protected against.


  Sticks to Snakes (Alteration) Reversible
   Sphere: Plant
   Range: 30 yards
   Components: V, S, M
   Duration: 2 rounds/level
   Casting Time: 7
   Area of Effect: 1d4 sticks + 1 stick/level in a 10-foot cube
   Saving Throw: None

    By means of this spell, the caster can change 1d4 sticks, plus one stick
  per experience level, into snakes; thus  a  9th-level  priest  can  change
  10-13 sticks into an equal  number  of  snakes.  These  snakes  attack  as
  commanded by the priest. There must,  of  course,  be  sticks  or  similar
  pieces of wood (such as torches, spears, etc.) to turn into snakes. Such a
  stick cannot be larger than a staff. Sticks held by creatures are  allowed
  a saving throw equal to that of the possessor (i.e., a spear  held  by  an
  orc must fail the orc's saving throw vs. polymorph). Magical  items,  such
  as staves and enchanted spears, are not affected by the spell. Only sticks
  within the area of effect are changed. The type of snake  created  varies,
  but a typical specimen has 2 Hit Dice, Armor Class 6, a movement  rate  of
  9, and either constricts for 1d4+1 points of damage per round or bites for
  1 point plus poison (if any). The chance of a  snake  thus  changed  being
  venomous is 5% per caster level. if  the  spellcaster  desires.  Thus,  an
  11th-level priest has a maximum 55% chance that any snake created  by  the
  spell is poisonous. The spell lasts for two  rounds  for  each  experience
  level of the spellcaster.
    The material components of the spell are  a  small  piece  of  bark  and
  several snake scales.
    The reverse changes normal-sized snakes to sticks for the same duration,
  or it negates the sticks to snakes spell according to  the  level  of  the
  priest countering the spell (e.g., a 10th-level priest casting the reverse
  spell can turn 11-14 snakes back into sticks).


  Tongues (Alteration) Reversible

   Sphere: Divination
   Range: 0
   Components: V, S
   Duration: 1 turn
   Casting Time: 7
   Area of Effect: The caster
   Saving Throw: None

    This spell  enables  the  caster  to  speak  and  understand  additional
  languages, whether they are racial tongues or regional dialects,  but  not
  communications of animals or mindless creatures. When the spell  is  cast,
  the spellcaster selects the language or languages to  be  understood.  The
  spell then empowers the caster with the ability to  speak  and  understand
  the language desired with perfect fluency and accent.  The  spell  enables
  the priest to be understood  by  all  speakers  of  that  language  within
  hearing distance, usually 60 feet. This  spell  does  not  predispose  the
  subject toward the caster in any way, The priest can speak one  additional
  tongue for every three levels of experience.
    The reverse of the spell cancels the effect  of  the  tongues  spell  or
  confuses verbal communication of any sort within the area of effect.


  Fifth-Level Spells


  Air Walk (Alteration)

   Sphere: Elemental (Air)
   Range: Touch
   Components: V, S, M
   Duration: 1 hour + 1 turn/level
   Casting Time: 8
   Area of Effect: Creature touched
   Saving Throw: None

    This spell enables a creature, which can be  as  large  as  the  largest
  giant, to tread upon air just as if it were solid ground. Moving upward is
  similar to walking up a hill; a maximum upward  angle  of  45  degrees  is
  possible at one-half the creature's movement  rate.  Likewise,  a  maximum
  downward angle of 45 degrees at the normal movement rate is  possible.  An
  air-walking creature is always in control of its movement rate, save  when
  a wind is blowing. In this case the creature gains or  loses  10  feet  of
  movement for every 10 miles per hour of wind velocity. The  creature  may,
  at the DM's option, be subject to additional penalties, loss  of  control,
  and possible damage in exceptionally strong or turbulent winds.
    The spell can be placed upon a  trained  mount,  so  it  can  be  ridden
  through the air. Of course, a mount not accustomed to such movement  would
  certainly need careful and lengthy training, the details of which  are  up
  to the DM.
    The material components for the spell are the priest's holy symbol and a
  bit of thistledown.


  Animal Growth (Alteration) Reversible

   Sphere: Animal
   Range: 80 yards
   Components: V, S, M
   Duration: 2 rounds/level
   Casting Time: 8
   Area of Effect: Up to 8 animals in a 20-foot-square area
   Saving Throw: None

    When this spell is cast, the caster causes all animals up to  a  maximum
  of eight, within a 20-foot-square area to grow to twice their normal size.
  The  effects  of  this  growth  are  doubled  Hit  Dice  (with  resultant
  improvement in attack potential), doubled hit points  (except  hit  points
  added to Hit Dice), and doubled damage in combat. Movement and AC are  not
  affected. The spell lasts for two rounds for each level of the caster. The
  spell is particularly useful in conjunction with a charm person or  mammal
  spell.
    The reverse reduces animal size by one-half, and  likewise  reduces  Hit
  Dice, hit points, attack damage, etc.
    The material component for this spell and its reverse  is  the  caster's
  holy symbol and a scrap of food.


  Animal Summoning II (Conjuration/Summoning)

   Sphere: Animal, Summoning
   Range: 60 yards/level
   Components: V, S
   Duration: Special
   Casting Time: 8
   Area of Effect: Special
   Saving Throw: None

    By means of this spell, the caster calls up to six animals that  have  8
  Hit Dice or less, or 12 animals of 4 Hit Dice or less,  of  whatever  sort
  the caster names. Only animals within range of the caster at the time  the
  spell is cast will come. The caster can try three times  to  summon  three
  different types of animals - suppose that wild dogs are first summoned  to
  no avail, then hawks are unsuccessfully called,  and  finally  the  caster
  calls for wild horses that may or may not be within summoning range.  Your
  DM will determine the chance of a summoned animal type being within  range
  of the spell. The animals summoned aid the caster by whatever  means  they
  possess, staying until a fight is over, a specific  mission  is  finished,
  the caster is safe, he sends them away, etc. Only normal or giant  animals
  can be summoned;  fantastic animals  or monsters  cannot  be  summoned  by 
  this spell (no chimeras, dragons, gorgons, manticores, etc.).


  Anti-Plant Shell (Abjuration)

   Sphere: Plant, Protection
   Range: 0
   Components: V, S
   Duration: 1 turn/level
   Casting Time: 8
   Area of Effect: 15' diameter hemisphere
   Saving Throw: None

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


  Atonement (Abjuration)

   Sphere: Ail
   Range: Touch
   Components: V, S, M
   Duration: Permanent
   Casting Time: 1 turn
   Area of Effect: 1 person
   Saving Throw: None

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


  Commune (Divination)

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

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


  Commune With Nature (Divination)

   Sphere: Divination
   Range: 0
   Components: V, S
   Duration: Special
   Casting Time: 1 turn
   Area of Effect: Special
   Saving Throw: None

    This spell enables the caster to become one with  nature  in  the  area,
  thus being empowered with knowledge of the surrounding territory. For each
  level of experience of the caster, he can  "know"  one  fact:  the  ground
  ahead, left or right; the plants ahead, left or right, the minerals ahead,
  left or right; the water courses/bodies of water ahead, left or right: the
  people dwelling ahead, left or right; the general animal population,  left
  or right; the presence of woodland creatures,  left  or  right;  etc.  The
  presence of powerful unnatural creatures can also be detected, as can  the
  general state of the natural setting.  The  spell  is  most  effective  in
  outdoor settings, operating in a radius of one-half mile for each level of
  the caster. In natural underground settings - caves,  caverns,  etc.-  the
  range is limited to 10 yards per caster  level.  In  constructed  settings
  (dungeons and towns). the spell will not function. The DM  may  limit  the
  casting of this spell to once per month.


  Control Winds (Alteration)

   Sphere: Weather
   Range: 0
   Components: V, S
   Duration: 1 Turn/level
   Casting Time: S
   Area of Effect: 40-foot/level radius
   Saving Throw: None

    By means of a control winds spell, the caster  is  able  to  alter  wind
  force in the area of effect. For every three  levels  of  experience,  the
  caster can increase or decrease wind force by one level of strength.  Wind
  strengths are as follows:

    Wind Force   Miles Per
                   Hour

    Light           2-7
    Breeze
    Moderate       8-18
    Breeze
    Strong        19-31
    Breeze
    Gale          32-54
    Storm         55-72
    Hurricane    73-176

    Winds in excess of 19 miles per hour drive small flying creatures (those
  eagle-sized and under) from the skies, severely affect  missile  accuracy,
  and make sailing difficult. Winds in excess of 32  miles  per  hour  drive
  even man-sized flying creatures  from  the  skies  and  cause  minor  ship
  damage. Winds in excess of 55 miles per hour drive  all  flying  creatures
  from the skies; uproot trees of small size, knock down wooden  structures,
  tear off roofs, etc., and endanger ships. Winds in excess of 73 miles  per
  hour are of hurricane force.
    An "eye" of 40-foot radius, in which the wind is calm, exists around the
  caster. Note that while the spell can be used in underground  places,  the
  eye shrinks one foot for every foot of confinement, if the spell  is  cast
  in an area smaller than the area of effect. (For example, if the  area  of
  effect is a 360- foot radius, and the space only allows  a  350-foot area,
  the eye shrinks by 10 feet to a 30-foot radius; a space under 320 feet  in
  radius would eliminate the eye and subject the spellcaster to the  effects
  of the wind.)
    Once the spell is cast, the wind force increases  (or  decreases)  by  3
  miles per hour per round until the maximum (or minimum) speed is attained.
  The caster, with one round of complete concentration,  can  stabilize  the
  wind at its current strength, or set it to increase or decrease,  although
  the rate of the change cannot be altered. The spell remains in  force  for
  one turn for each level of experience of the caster.  When  the  spell  is
  exhausted, the force of the wind wanes (or waxes) at the same rate,  until
  it reaches the level it was at before the spell took effect Another caster
  can use a control winds spell to counter the effects of a like spell up to
  the limits of his own ability.


  Cure Critical Wounds (Necromancy) Reversible

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

    The cure critical wounds spell is a very  potent  version  of  the  cure
  light wounds spell. The priest lays his hand upon  a  creature  and  heals
  3d8+3 points of damage from wounds or other damage.  The  spell  does  not
  affect creatures without corporeal bodies, those of extraplanar origin, or
  those not living.
    The reversed spell, cause critical wounds, operates in the same  fashion
  as other cause wounds spells, requiring a successful touch to inflict  the
  3d8+3 points of damage. Caused wounds heal via  the  same  methods  as  do
  wounds of other sorts.


  Dispel Evil (Abjuration) Reversible

   Sphere: Protection, Summoning
   Range: Touch
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 8
   Area of Effect: Creature touched
   Saving Throw: Neg.

    The priest using this spell causes a summoned creature of  evil  nature,
  an evil creature from another plane, or a creature  summoned  by  an  evil
  caster, to return to its own plane or place when the  caster  successfully
  strikes it in  melee  combat.  (Examples  of  such  creatures  are  aerial
  servants, djinn, efreet, elementals,  and  invisible  stalkers.)  An  evil
  enchantment (such as a charm spell cast  by  an  evil  creature)  that  is
  subject to a normal dispel magic spell can be automatically  dispelled  by
  the dispel evil spell. Note that this spell lasts for  a  maximum  of  one
  round for each experience level of the caster, or  until  expended.  While
  the spell is in effect, all creatures that could be affected by it  attack
  with a -7 penalty to their attack rolls when engaging the spellcaster.
    The reverse of the spell, dispel good,  functions  against  summoned  or
  enchanted creatures of good alignment or creatures that have been sent  to
  aid the cause of good.
    The material components for this spell are the priest's religious object
  and holy (or unholy) water.


  Flame Strike (Evocation)

   Sphere: Combat
   Range: 60 yards
   Components: V, S, M
   Duration: Instantaneous
   Casting Time: 8
   Area of Effect: 5-foot radius by 30-foot-high column
   Saving Throw: 1/2

    When the priest calls down a flame strike spell, a  vertical  column  of
  fire roars downward in the exact location called for by  the  caster.  Any
  creature within the area of effect of a flame strike must  roll  a  saving
  throw vs. spell. Failure means the creature sustains 6d8 points of damage;
  otherwise, the damage is halved.
    The material component of this spell is a pinch of sulfur.


  Insect Plague (Conjuration/Summoning)

   Sphere: Combat
   Range: 120 yards
   Components: V, S, M
   Duration: 2 rounds/level
   Casting Time: 1 turn
   Area of Effect: 180' diameter, 60' high cloud Saving Throw: None

    When this spell is cast by the priest, a horde of creeping, hopping, and
  flying insects gather and swarm in a thick cloud. (In an environment  free
  of normal insects, the spelt fails.) The insects obscure vision,  limiting
  it to 10 feet. Spellcasting within the cloud is impossible.  Creatures  in
  the insect plague sustain 1 point of damage for  each  round  they  remain
  within, due to the bites and stings of the insects,  regardless  of  Armor
  Class. Invisibility is no protection. All creatures with 2  or  fewer  Hit
  Dice will automatically move at their fastest possible speed in  a  random
  direction until they are more  than  240  yards  away  from  the  insects.
  Creatures with fewer than 5 Hit Dice must check morale; failure means they
  run as described above.
    Heavy smoke drives off insects  within  its  bounds.  Fire  also  drives
  insects away; a wall of fire in s ring shape  keeps  a  subsequently  cast
  insect plague outside its confines, but a fireball simply  clears  insects
  from its blast area for one round. A single torch is  ineffective  against
  this  vast  horde  of  insects.  Lightning,  cold,  or  ice  are  likewise
  ineffective, while a strong  wind  that  covers  the  entire  plague  area
  disperses the insects and ends the spell. The plague lasts two rounds  for
  each level of the caster, and thereafter the insects disperse.
    The insects swarm in an area  that  centers  around  a  summoning  point
  determined by the spellcaster; the point can be up to 120 yards away  from
  the priest. The insect plague does not move thereafter for as long  as  it
  lasts. Note that the spell can be countered by a dispel magic spell.
    The material components of this spell are a few grains  of  sugar,  some
  kernels of grain, and a smear of fat.


  Magic Font (Divination)

   Sphere: Divination
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time:1 hour
   Area of Effect: Special
   Saving Throw: None

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


  Moonbeam (Evocation, Alteration)

   Sphere: Sun
   Range: 60 yards + 10 yards/level
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 7
   Saving Throw: None
   Area of Effect: 5-foot-radius sphere (plus special)
   Saving Throw: None

    By means of this spell, the caster is able to cause a beam of soft, pale
  light to strike downward from overhead and illuminate whatever area he  is
  pointing at. The light is exactly the same as moonlight,  so  that  colors
  other than shades of black, gray, or white are vague. The spellcaster  can
  easily make the moonbeam move to any area that he can see  and  point  to.
  This makes the spell  -  an  effective  way  to  spotlight  something,  an
  opponent, for example. While the moonbeam spell  does  not  eliminate  all
  shadows, a creature centered in a moonbeam is most certainly visible.  The
  reflected light from this spell enables dim  visual  perception  10  yards
  beyond the area of effect, but it does not shed a telltale glow that would
  negate surprise. The light does  not  adversely  affect  infravision.  The
  caster can dim the beam to near darkness if  desired.  The  beam  has,  in
  addition,  all  the  properties  of   true  moonlight  and  can  induce  a
  lycanthropic change (while in the beam), unless your DM rules - otherwise.
    The material components are several seeds of any moonseed  plant  and  a
  piece of opalescent feldspar (moonstone).


  Pass Plant (Alteration)

   Sphere: Plant
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time: 8
   Area of Effect: Special
   Saving Throw: None

    By using this spell, the caster is able to enter a tree  and  move  from
  inside  it  to  inside  another  tree  of  the  same  type  that  lies  in
  approximately the direction desired by the spell user and  is  within  the
  range shown in the following table.

    Type of   Range of Area
     Tree       of Effect

     Oak        600 yards
     Ash        540 yards
     Yew        480 yards
     Elm        420 yards
    Linden      360 yards
   Deciduous    300 yards
   Conifero     240 yards
    Other       180 yards

    The tree entered and that receiving the caster must be of the same type,
  must both be living, and of girth at least equal to that  of  the  caster.
  Note that if the caster enters a tree, an ash, for example, and wishes  to
  pass north as far as possible (540 yards), but the only appropriate ash in
  range is to the south, the caster will pass to the ash in the  south.  The
  pass plant spell functions so that the movement takes only one round.  The
  caster can, at his option, remain within the receiving tree for a  maximum
  of one round per  level  of  experience.  Otherwise,  he  can  step  forth
  immediately. Should no like tree be in range, the  caster  simply  remains
  within the tree, does not pass elsewhere,  and  must  step  forth  in  the
  appropriate number of rounds. If the occupied  tree  is  chopped  down  or
  burned, the caster is slain it he does not exit before the process is com-
  plete.


  Plane Shift (Alteration)

   Sphere: Astral
   Range: Touch
   Components: V, S, M
   Duration: Permanent
   Casting Time: 8
   Area of Effect: Creature touched (special)
   Saving Throw: Neg.

    When the plane shift spell is cast, the priest  moves  himself  or  some
  other creature to another plan of existence. The recipient  of  the  spell
  remains in the new plane until sent forth by some like means.  If  several
  persons link hands in a circle, up to eight can be affected by  the  plane
  shift at the same time.
    The material component of this spell is a small, forked  metal  rod  the
  exact size and metal type dictating to which plane of existence (including
  sub-planes  and  alternate  dimensions)   the  spell  sends  the  affected
  creatures. (Your DM will determine specifics regarding how and what planes
  are reached.)
    An unwilling victim must be touched (successful attack roll) in order to
  be sent; in addition, the creature is also allowed a saving throw. If  the
  saving throw is successful. the effect of the spell is negated. Note  that
  pinpoint accuracy is rarely achieved; arriving a random distance  from  an
  intended destination is common.
    The metal rod is not expended when the spell is cast. Forked rods  keyed
  to certain planes may be difficult to come by, as decided by the DM.


  Quest (Enchantment/Charm)

   Sphere: Charm
   Range: 60 yards
   Components: V, S, M
   Duration: Until fulfilled
   Casting Time: 8
   Area of Effect: 1 creature
   Saving Throw: Neg.

    The quest spell enables the priest to require the affected  creature  to
  perform a service and return to the priest with proof that  the  deed  was
  accomplished. The quest can, for example, require that the creature locate
  and return some important or valuable object,  rescue  a  notable  person,
  release some creature, capture a stronghold, slay a person,  deliver  some
  item, and so forth.  if  the  quest  is  not  properly  followed,  due  to
  disregard, delay, or perversion, the creature affected by the spell  loses
  1 from its saving throw rolls for each day of such action. This penalty is
  not removed until the quest is properly pursued or the priest cancels  it.
  (There are certain circumstances that will temporarily  suspend  a  quest,
  and others that will discharge  or  cancel  it;  your  DM  will  give  you
  appropriate information as the need to  know  arises.)  If  cast  upon  an
  unwilling subject, the victim is allowed a saving throw.  However  if  the
  person quested agrees to a task, even if the agreement is gained by  force
  or trickery, no saving throw is allowed. If a quest is just and  deserved,
  a creature of the priest's religion cannot avoid it, and any  creature  of
  the priest's alignment saves with a -4 penalty to the saving throw, in any
  case. A quest cannot be dispelled but can be removed by a  priest  of  the
  same religion or of higher level  than  the  caster.  Some  artifacts  and
  relics might negate the spell, as can  direct  intervention  by  a  deity.
  Likewise, an unjust or undeserved  quest  grants  bonuses  to  its  saving
  throws, or might even automatically fail!
    The material component of this spell is the priest's holy symbol.


  Rainbow (Evocation, Alteration)

   Sphere: Weather, Sun
   Range: 120 yards
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 7
   Area of Effect: Special
   Saving Throw: None

    In order to cast this spell, the priest must be in sight of a rainbow of
  any sort, or have a special component (see below). The rainbow  spell  has
  two applications. and the priest can choose the desired one at the time of
  casting. These applications are as follows:
    * Bow: The spell creates a shimmering, multi-layered short composite bow
  of rainbow hues. It is light and easy to pull, so that any  character  can
  use it without penalty for nonproficiency, It  is  magical:  Each  of  its
  shimmering missiles is the equivalent of a +2 weapon, including attack and
  damage bonuses. Magic resistance can negate  the  effect  of  any  missile
  fired from the bow. The bow fires seven missiles before  disappearing.  It
  can be fired up to four times per round. Each time a missile is fired, one
  hue leaves the bow, corresponding to the color of arrow that is released.
    Each color of arrow has the ability to cause double  damage  to  certain
  creatures, as follows:
    * Red - fire dwellers/users and fire elementals.
    * Orange - creatures or  constructs  of  clay,  sand,  earth,  stone  or
  similar materials, and earth elementals.
    * Yellow - vegetable opponents (including  fungus  creatures,  shambling
  mounds, treants. etc.)
    * Green - aquatic creatures and water elementals.
    * Blue - aerial creatures,  electricity-using creatures, and air elemen-
  tals.
    * Indigo - acid-using or poison-using creatures.
    * Violet - metallic or regenerating creatures.
    When the bow is drawn, an  arrow  of  the  appropriate  color  magically
  appears, nocked and ready. If no color is requested, or a color  that  has
  already been used is asked for then the next arrow (in the  order  of  the
  spectrum) appears.
    * Bridge: The caster causes the rainbow to form a seven-hued  bridge  up
  to three feet wide per level of the caster. It must be at  least  20  feet
  long and can be as long as 120 yards, according to the caster's desire. It
  lasts as long as the spell duration or until ordered out of  existence  by
  the caster.
    The components for this spell are the priest's holy symbol and a vial of
  holy water. If no rainbow is in the vicinity, the caster can substitute  a
  diamond of not less than 1,000 GP value, specially prepared with bless and
  prayer spells while in sight of a rainbow.  The  holy  water  and  diamond
  disappear when the spell is cast.


  Raise Dead (Necromancy) Reversible

   Sphere: Necromantic
   Range: 30 yards
   Components: V, S
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect: 1 person
   Saving Throw: Special

    When the priest casts a raise dead spell,  he  can  restore  life  to  a
  dwarf, gnome,  half-elf,  halfling,  or  human  (other  creatures  may  be
  allowed, at the DM's option). The length of time that the person has  been
  dead is of importance. as the priest can raise persons dead only up  to  a
  limit of one day for each experience level of the priest (i.e., a 9thlevel
  priest can raise a person who has been dead for up to nine days).
    Note that the body of the person must be  whole,  or  otherwise  missing
  parts are still missing when the person is brought back to life. Likewise,
  other ills, such as poison and disease, are not negated. The raised person
  must roll a successful resurrection survival check to survive  the  ordeal
  (see  Table  3:  Constitution)  and  loses  1  point  of  Constitution.
  Furthermore, the raised person is weak and helpless in any event,  and  he
  needs a minimum of one full day of rest in bed for each day or fraction he
  was dead, The person has but 1 hit point when raised and must  regain  the
  rest by natural healing or curative magic.
    Note that a character's starting Constitution is an  absolute  limit  to
  the number of times the character can be revived by this means.
    The somatic component of the spell is a pointed finger.
    The reverse of the spell, slay living, grants the victim a saving  throw
  vs. death magic, and if it is successful, the victim sustains damage equal
  only to that of a cause serious wounds spell i.e., 2d8 + 1 points. Failure
  means the victim dies instantly.


  Spike Stones (Alteration, Enchantment)

   Sphere: Elemental (Earth)
   Range: 30 yards
   Components: V, S, M
   Duration: 3d4 turns + 1/level
   Casting Time: 6
   Area of Effect: 10-foot square per level, 1 spike per 1-foot sq.
   Saving Throw: None

    The spike stones spell causes rock to  shape  itself  into  long,  sharp
  points that tend to blend into the background. It  is  effective  on  both
  natural rock and worked stone. The spike stones serve to  impede  progress
  through an area and to inflict damage. If an area is  carefully  observed,
  each observer is 25% likely to notice the sharp points of rock. Otherwise,
  those entering the spell's area of effect suffer 1d4 points of damage  per
  round. The success of each attack is determined as if the  caster  of  the
  spell were actually engaging  in  combat.  Those  entering  the  area  are
  subject to attack immediately upon setting foot in the area and  for  each
  round  spent  in  the  area  thereafter.  The  initial  step  enables  the
  individual to become aware of some problem  only  if  the  initial  attack
  succeeds;  otherwise  movement  continues  and  the  spike  stones  remain
  unnoticed until damage occurs, Charging  or  running  victims  suffer  two
  attacks per round.
    Those falling into pits affected by spike stones suffer six such attacks
  for every 10 feet fallen, each attack having a  +2  bonus  to  the  attack
  roll. In addition, the damage inflicted by each attack increases by +2 for
  every 10 feet fallen.  Finally,  the  creatures  also  suffer  any  normal
  falling damage.
    The material component of this spell is four tiny stalactites.


  Transmute Rock to Mud (Alteration) Reversible

   Sphere: Elemental (Earth, Water)
   Range: 160 yards
   Components: V, S, M
   Duration: Special
   Casting Time: 8
   Area of Effect: 20-foot cube/level
   Saving Throw: None

    This spell turns natural rock of any sort into an equal volume  of  mud.
  If it is cast upon a rock, for example, the rock affected  collapses  into
  mud. Magical or enchanted stone is not affected by the spell. The depth of
  the mud created cannot exceed 10 feet.
    Creatures unable to levitate, fly, or otherwise free themselves from the
  mud sink at the rate of 1/3 of  their  height  per  round  and  eventually
  suffocate, save for lightweight creatures that could normally pass  across
  such ground. Brush thrown atop the mud can support creatures able to climb
  on top of it, with the amount required decided by the DM, Creatures  large
  enough to walk on the bottom can move through the area at  a  rate  of  10
  feet per round. The  mud  remains  until  a  successful  dispel  magic  or
  transmute mud to rock spell restores its substance - but  not  necessarily
  its form. Evaporation turns the mud to normal dirt at a rate of  1d6  days
  per 10 cubic feet. The exact time depends on exposure to  the  sun,  wind,
  and normal drainage.
    The reverse, transmute mud to rock, hardens normal mud or quicksand into
  soft stone (sandstone or similar  mineral)  permanently  unless  magically
  changed. Creatures in the mud are allowed a saving throw to escape  before
  the area is hardened to stone. Dry sand is unaffected.
    The material components for the spell are clay and water (or sand, lime,
  and water for the reverse).


  True Seeing (Divination) Reversible

   Sphere: Divination
   Range: Touch
   Components: V, S, M
   Duration:1 round/level
   Casting Time: 8
   Area of Effect: Creature touched
   Saving Throw: None

    When the priest employs this spell, he confers upon  the  recipient  the
  ability to see all things as  they  actually  are.  The  spell  penetrates
  normal and magical darkness. Secret doors become plain. The exact location
  of displaced things is obvious. Invisible  things  become  quite  visible.
  Illusions and apparitions  are  seen  through.  Polymorphed,  changed,  or
  enchanted things are  apparent.  Even  the  aura  projected  by  creatures
  becomes visible, so that alignment  can  be  discerned.  Furthermore,  the
  recipient can focus his vision to see  into  the  Ethereal  plane  or  the
  bordering areas of adjacent planes. The range of vision conferred  is  120
  feet. True seeing, however, does not penetrate solid objects; it in no way
  confers X-ray vision or its equivalent.  Furthermore,  the  spell  effects
  cannot be further enhanced with known magic.
    The spell requires an ointment for the eyes that is made from very  rare
  mushroom powder, saffron, and fat and costs no less than 300 GP per use.
    The reverse, false seeing, causes the person to see things as  they  are
  not: rich is poor, rough is smooth, beautiful is ugly.  The  ointment  for
  the reverse spell is concocted of oil,  poppy dust, and pink orchid essen-
  ce.
    For both spells, the ointment must be aged for 1d6 months.


  Wall of Fire (Conjuration/Summoning)

   Sphere: Elemental (Fire)
   Range: 80 yards
   Components: V, S, M
   Duration: Special
   Casting Time: 8
   Area of Effect: Special
   Saving Throw: None

    The wall of fire spell brings forth  an  immobile,  blazing  curtain  of
  magical fire of shimmering color - yellow-green or amber  (different  from
  the 4th-level wizard version). The spell creates an opaque sheet of  flame
  up to one 20-foot square per level of the spellcaster, or a  ring  with  a
  radius of up to 10 feet + five feet for every two levels of experience  of
  the wizard, and 20 feet high.
    The wall of fire must be cast so that it is vertical with respect to the
  caster. One side of the wall, selected by the' caster, sends  forth  waves
  of heat, inflicting 2d4 points of damage upon creatures within 10 feet and
  1d4 points of damage upon those within 20  feet.  In  addition,  the  wall
  inflicts 4d4 points of damage, plus 1 point of damage  per  level  of  the
  spellcaster, to any creature  passing  through  it.  Creatures  especially
  subject to fire may take additional damage, and undead always  take  twice
  normal damage. Note that attempting to  directly  catch  moving  creatures
  with a newly created wall of fire is difficult; a successful saving  throw
  enables the creature to avoid the wall, while its rate  and  direction  of
  movement determine which side of the created wall it is on.  The  wall  of
  fire lasts as long as the priest concentrates on maintaining  it,  or  one
  round per level of experience of the priest in the event he does not  wish
  to concentrate upon it.
    The material component of the spell is phosphorus.


  Sixth-Level Spells


  Aerial Servant (Conjuration/Summoning)

   Sphere: Summoning
   Range: 10 yards
   Components: V, S
   Duration: 1 day/level
   Casting Time: 9
   Area of Effect: Special
   Saving Throw: None

    This spell summons an invisible aerial servant to bind and  bring  back,
  an object or creature described to it by the priest. Unlike an  elemental,
  an aerial servant cannot be commanded to fight for the caster. When it  is
  summoned, the priest must have cast  a  protection  from  evil  spell,  be
  within a protective circle, or have a special item  used  to  control  the
  aerial servant. Otherwise, it attempts to slay  its  summoner  and  return
  from whence it came.
    The object or creature to be brought must be such as to allow the aerial
  servant to physically bring it to the priest (an aerial servant can  carry
  at least 1,000 pounds). If prevented, for any reason, from completing  the
  assigned duty, the  aerial  servant  becomes  insane  and  seeks  out  and
  attempts to destroy the caster. The aerial  servant  returns  to  its  own
  plane whenever the spell lapses. Its duty is fulfilled, it  is  dispelled,
  the priest releases it, or the priest is slain.  The  spell  lasts  for  a
  maximum of one day for each level of experience of the priest who cast it.
    If the creature to be  fetched  cannot  detect  invisible  objects,  the
  aerial servant attacks, automatically gaining surprise.  If  the  creature
  involved can detect invisible objects, it still suffers a  -2  penalty  to
  all surprise rolls caused by the aerial servant. Each round of combat, the
  aerial servant must roll to attack. When  a  hit  is  scored,  the  aerial
  servant has grabbed the item or creature it was sent for. A creature  with
  a Strength rating is allowed an evasion roll, equal to twice its bend bars
  chance, to escape the hold. If the creature in question does  not  have  a
  Strength rating, roll 1d8 for each Hit Die  the  aerial  servant  and  the
  creature grabbed have. The higher total is the stronger. Once seized,  the
  creature cannot free itself by Strength or Dexterity and is flown  to  the
  priest forthwith.


  Animal Summoning III (Conjuration, Summoning)

   Sphere: Animal, Summoning
   Range: 100 yards/level
   Components: V, S
   Duration: Special
   Casting Time: 9
   Area of Effect: Special
   Saving Throw: None

    This spell is the same in duration and effect as  the  4th-level  animal
  summoning I spell, except that up to four animals of no more than  16  Hit
  Dice each can be summoned, or eight of no more than  8  Hit  Dice,  or  l6
  creatures of no more than 4 Hit Dice. Only animals  within  range  of  the
  caster at the time the spell is cast will come. The caster can  try  three
  times to summon three different types of animals - e.g., suppose that wild
  dogs are first summoned to no avail, then hawks are unsuccessfully called,
  and finally the caster calls for wild horses that may or may not be within
  summoning range. Your DM will determine the chance of  a  summoned  animal
  type being within range of the spell. The animals summoned  will  aid  the
  caster by whatever means they possess, staying until a fight  is  over,  a
  specific mission is finished, the caster is safe, he sends them away, etc.
  Only normal or  giant  animals  can  be  summoned;  fantastic  animals  or
  monsters cannot be summoned by this spell (no chimeras, dragons,  gorgons,
  manticores, etc.).


  Animate Object (Alteration)

   Sphere: Creation, Summoning
   Range: 30 yards
   Components: V, S
   Duration: 1 round/level
   Casting Time:9
   Area of Effect: 1 cubic foot/level
   Saving Throw: None

    This powerful spell enables the priest casting  it  to  imbue  inanimate
  objects with mobility and a semblance of life.  The  animated  object,  or
  objects, then at tacks whomever or whatever the priest  first  designates.
  The animated object can be of any nonmagical material whatsoever  -  wood,
  metal, stone, fabric, leather, ceramic, glass, etc. Attempting to  animate
  an object in someone's possession grants that person  a  saving  throw  to
  prevent the spell's effect. The speed of movement of the object depends on
  its means of propulsion and its weight. A  large  wooden  table  would  be
  rather heavy, but its legs would give it speed. A rug "could only  slither
  along. A jar would roll. Thus a large stone pedestal would rock forward at
  10 feet per round, a stone statue would move  at  40  feet  per  round,  a
  wooden statue 80 feet per round, an ivory stool of light weight would move
  at 120 feet per round. Slithering movement is about 10 feet to 20 feet per
  round; rolling is 30 feet to 60 feet per round, The damage caused  by  the
  attack of an animated object depends on its form and  composition.  Light,
  supple objects can only obscure vision,  obstruct  movement,  bind,  trip,
  smother, etc. Light, hard objects can fall upon or  otherwise  strike  for
  1d2 points of damage or possibly obstruct and trip, as  do  light,  supple
  objects. Hard, medium-weight objects can crush or strike for 2d4 points of
  damage. while larger and heavier objects may inflict 3d4, 4d4, or even 5d4
  points of damage.
    The frequency of attack of animated objects depends on their  method  of
  locomotion, appendages. and method of attack. This varies from  as  seldom
  as once every five melee rounds to as frequently as once  per  round.  The
  Armor Class of the object animated is basically a function of material and
  movement ability. Damage depends on the type  of  weapon  and  the  object
  struck. A sharp cutting weapon is effective against fabric, leather, wood,
  and like substances.  Heavy  smashing  and  crushing  weapons  are  useful
  against wood, stone, and metal objects. Your  DM  will  determine  all  of
  these factors, as well as how much damage the animated object can  sustain
  before being destroyed. The priest can animate one cubic foot of  material
  for each experience level he has attained. Thus, a 14th-level priest could
  animate one or more objects whose solid volume did  not  exceed  14  cubic
  feet - a large statue, two rugs, three chairs, or a dozen average crocks.


  Anti-Animal Shell (Abjuration)

   Sphere: Animal, Protection
   Range: 0
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 1 round
   Area of Effect: 20' diameter hemisphere
   Saving Throw: None

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


  Blade Barrier (Evocation)

   Sphere: guardian, Creation
   Range: 30 yards
   Components: V, S
   Duration: 3 rounds/level
   Casting Time: 9
   Area of Effect: Special
   Saving Throw: Special

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


  Conjure Animals (Conjuration/Summoning)

   Sphere: Summoning
   Range: 30 yards
   Components: V, S
   Duration: 2 rounds/level
   Casting, Time: 9
   Area of Effect: Special
   Saving Throw: None

    The conjure animals spell enables the priest to magically create one  or
  more mammals to attack his opponents. The total Hit Dice  of  the  mammals
  cannot exceed twice his level. If  the  creature  conjured  is  determined
  randomly, or his level, if a specific animal type  is  requested.  The  DM
  selects type of animal that appears if it  is  randomly  called.  Thus,  a
  priest of 12th level could randomly conjure two mammals with 12  Hit  Dice
  each, four with 6 Hit Dice each, 8 with 4 Hit Dice each, eight with 3  Hit
  Dice each, 12 with 2 Hit Dice each, or 24 with 1 Hit Die each. Count every
  +1 hit point added to a creature's Hit Dice as 1/4 of a Hit  Die.  Thus  a
  creature with 4+3 Hit Dice equals a 4 3/4 Hit Dice creature. The  conjured
  animals remain for two rounds for each level of the conjuring  priest,  or
  until slain, and  they  follow  the  caster's  verbal  commands.  Conjured
  animals unfailingly attack the priest's opponents, but resist  being  used
  for any other purpose;  they  do  not  like  it,  become  noticeably  more
  difficult to control, and may refuse any action, break tree,  or  turn  on
  the caster, depending on the nature of the creature and the details of the
  situation. The conjured animals disappear when slain.


  Conjure Fire Elemental (Conjuration/Summoning) Reversible

   Sphere: Elemental (Fire)
   Range: 80 yards
   Components. V, S
   Duration: 1 turn/level
   Casting Time:6 rounds
   Area of Effect: Special
   Saving Throw: None

    Upon casting a conjure fire elemental spell, the caster opens a  special
  gate to the elemental plane of Fire, and a fire elemental is  summoned  to
  the vicinity of the spellcaster. It is 65%  likely  that  a  12  Hit  Dice
  elemental appears, 20% likely that a 16 Hit  Dice  elemental  appears,  9%
  likely that two to four salamanders  appear,  4%  likely  that  an  efreet
  appears, and 2% likely that huge fire elemental  of  21  to  24  Hit  Dice
  appears. The conjuring caster need  not  fear  that  the  elemental  force
  summoned will turn on him, so concentration upon  the  activities  of  the
  fire elemental (or  other  creatures  summoned)  or  protection  from  the
  creature is not necessary. The elemental summoned helps the caster however
  possible, including attacking opponents of the caster. The fire  elemental
  or other creature summoned remains for a maximum of one turn per level  of
  the caster until it is slain, sent back  by  a  dispel  magic  spell,  the
  reverse of this spell (dismiss elemental), or similar magic.


  Find the Path (Divination) Reversible

   Sphere: Divination
   Range: Touch
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 3 rounds
   Area of Effect: Creature touched
   Saving Throw: None

    The recipient of this spell can find the shortest, most direct  physical
  route that he is seeking, be it the way into  or  out  of  a  locale.  The
  locale can be outdoors or under ground, trap, or even a maze  spell.  Note
  that the spell works with respect to locales,  not  objects  or  creatures
  within a locale. Thus, the spell could not find the way to "a forest where
  a green dragon lives" or to the location of "a hoard of platinum  pieces."
  The location must be in the same plane as the caster.
    The spell enables the subject to sense the correct direction  that  will
  eventually lead him to his  destination,  indicating  at  the  appropriate
  times the exact path to follow (or physical actions to take - for example,
  with concentration the spell enables the subject to sense  trip  wires  or
  the proper word to bypass a glyph). The spell ends when the destination is
  reached or when one turn for each caster  level  has  elapsed.  The  spell
  frees the subject, and those with him, from  a  maze  spell  in  a  single
  round, and will continue to do so as long as the spell lasts.
    Note that this divination is keyed to the caster,  not  his  companions,
  and that, like the find traps spell, it does not predict or allow for  the
  actions of creatures.
    The spell requires a set of divination counters of the sort  favored  by
  the priest - bones, ivory counters, sticks, carved runes, or whatever.
    The reverse spell, lose the path, makes  the  creature  touched  totally
  lost and unable to find its way for the duration of the spell, although it
  can be led, of course.


  Fire Seeds (Conjuration)

   Sphere: Elemental (Fire)
   Range: Touch
   Components: V, S, M.
   Duration: Special
   Casting Time: 1 round/seed
   Area of Effect: Special
   Saving Throw: 1/2

    The fire seeds spell creates special missiles or timed incendiaries that
  burn with great heat. The spell can be cast to  create  either  fire  seed
  missiles or fire seed incendiaries, as chosen when the spell is cast.
    Fire seed missiles: This casting turns up 1 to four acorns into  special
  grenade-like missiles that can be hurled up to 40 yards. An attack roll is
  required to strike the intended  target,  and  proficiency  penalties  are
  considered. Each acorn bursts upon striking any hard surface, causing  2d8
  points of damage and igniting any combustible materials within  a  10-foot
  diameter of the point of impact. If a successful saving throw vs. spell is
  made, a creature within the burst area, receives only one-half damage, but
  a creature struck directly suffers full damage (i.e. no saving throw).
    * Fire seed incendiaries: This casting turns up to eight  holly  berries
  into special incendiaries. The holly berries are most often, placed, being
  too light to make effective missiles (they can be tossed up  to  six  feet
  away). They burst into flame if the caster is within 40 yards and speaks a
  word of command. The berries  instantly  ignite,  causing  1d8  points  of
  damage  to  any  creature  and  igniting  any  combustible  within  a
  five-foot-diameter burst area. Creatures within the area that successfully
  save vs. spell suffer half damage.
    All fire seeds lose their power after a duration equal to one  turn  per
  experience level of the caster - e.g., the seeds  of  a  13thlevel  caster
  remain a potent for a maximum of 13 turns after their creation.
    No other material components beyond acorns or holly berries  are  needed
  for this spell.


  Forbiddance (Abjuration)

   Sphere: Protection
   Range: 30 yards
   Components: V, S, M
   Duration: Permanent
   Casting Time: 6 rounds
   Area of Effect: One 60-foot cube/level
   Saving Throw: Special

    This spell can be used to secure a consecrated area (see DMC). The spell
  seals   the  area  from   teleportation,   plane  shifting,  and  ethereal
  penetration. At the option of the caster, the ward  can  be  locked  by  a
  password, in which case it can be  entered  only  by  those  speaking  the
  proper words. Otherwise, the effect on those entering the  enchanted  area
  is based on their alignment, relative to  the  casters.  The  most  severe
  penalty is used.
    Alignment identical: No effect. If password locked,  cannot  enter  area
  unless password is known (no saving throw).
    Alignment different with respect to law and chaos:  Save  vs.  spell  to
  enter the area; if failed,  suffer  2d6  points  of  damage.  If  password
  locked, cannot enter unless password is known.
    Alignment different with respect to good and evil:  Save  vs.  spell  to
  enter this area; if failed, suffer 4d6 points of damage. If  word  locked,
  cannot enter unless password is known. The attempt does  cause  damage  if
  the save is failed.
    Once a saving throw is failed, an intruder cannot  enter  the  forbidden
  area until the spell ceases. The ward cannot be dispelled by a  caster  of
  lesser level than the one who  established  it.  Intruders  who  enter  by
  rolling successful saving throws feel uneasy and tense, despite their suc-
  cess.
    In addition to the priest's holy symbol, components include  holy  water
  and rare incenses worth at least 1,000 GP per 60-foot cube. If a  password
  lock is desired, this also requires the burning or rare incenses worth  at
  least 5,000 GP per 60-foot cube.


  Heal (Necromancy) Reversible

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

    The very potent heal spell enables the priest to wipe away  disease  and
  injury in the  creature  who  receives  the  benefits  of  the  spell.  It
  completely cures all diseases or blindness of the recipient and heals  all
  points of damage suffered due to wounds or injury. It dispels a feeblemind
  spell. It cures those mental disorders caused by spells or injury  to  the
  brain. Naturally, the effects can - be negated by later wounds,  injuries,
  and diseases. The reverse, harm, infects the victim  with  a  disease  and
  causes loss of all but 1d4 hit points, if a successful touch is inflicted.
  For creatures that are not affected by the heal (or harm) spell,  see  the
  cure light wounds spell.


  Heroes feast (Evocation)

   Sphere: Creation
   Range: 10 yards
   Components: V, S, M
   Duration: 1 hour
   Casting Time: 1 turn
   Area of Effect: 1 individual/level
   Saving Throw: None

    This spell enables the priest to bring forth a great feast  that  serves
  as many creatures as the  priest  has  levels  of  experience.  The  spell
  creates a magnificent table, chairs, service, and all the  necessary  food
  and drink. The feast takes one full hour to consume,  and  the  beneficial
  effects do not set in until after this hour is over.  Those  partaking  of
  the feast are cured of all diseases, are immune to poison  for  12  hours,
  and are healed of 1d4+4 points of damage after  imbibing  the  nectar-like
  beverage that is part  of  the  feast.  The  ambrosia-like  food  that  is
  consumed is equal to a bless spell that lasts for 12 hours.  Also,  during
  this same period, the people who consumed the feast are  immune  to  fear,
  hopelessness, and panic. If the feast is interrupted for any  reason,  the
  spell is ruined and all effects of the spell are negated.
    The material components of the spell are the priest's  holy  symbol  and
  specially fermented honey taken from the cells of bee larvae destined  for
  royal status.


  Liveoak (Enchantment)

   Sphere: Plant
   Range: Touch
   Components: V, S, M
   Duration: 1 day/level
   Casting Time: 1 turn
   Area of Effect: 1 oak tree
   Saving Throw: None

    This spell enables the caster to charm a healthy oak tree (or other type
  if the DM allows) to cause it to serve as a protector. The  spell  can  be
  cast on a single tree  at  a  time.  While  a  liveoak  spell  cast  by  a
  particular caster is in effect, he cannot cast  another  such  spell.  The
  tree upon which the spell is cast must be within 10 feet of  the  caster's
  dwelling place, within a place sacred to the caster, or within  100  yards
  of something that the caster wishes to guard or protect.
    The liveoak spell can be cast upon a healthy tree of small,  medium,  or
  large size, according to desire and availability. A triggering  phrase  of
  up to a maximum of one word per level of the spellcaster  is  then  placed
  upon the targeted oak; for instance, "Attack any  persons  who  come  near
  without first saying 'sacred mistletoe' " is an 11-  word  trigger  phrase
  that could be used by a caster of 11th level or higher casting the  spell.
  The liveoak spell' triggers  the  tree  into  animating  as  a  treant  of
  equivalent size, an Armor Class of 0 and with two attacks per  round,  but
  with only a 30-foot-per-round movement rate.

    Tree    Height  Hit    Damage per
    Size            Die      Attack

    Small    12'-   7-8       2d8
             14'
    Medium   16'-   9-10      3d6
             19'
    Large    20'-  11-12      4d6
             23'+

    A tree enchanted by this spell radiates a magical aura (if checked for),
  and can be returned to normal by a successful casting of  a  dispel  magic
  spell, or upon the desire of the caster who enchanted  it.  If  dispelled,
  the tree takes root immediately. If released by the caster,  it  tries  to
  return to its original location before taking root. Damage to the tree can
  be healed with a plant growth spell, which restores 3d4 points of  damage.
  A plant growth spell used in this fashion does not increase  the  size  or
  hit points of the liveoak beyond the original value.
    The caster needs his holy symbol to cast this spell.


  Part Water (Alteration)

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

    By employing a part water spell, the priest is able to  cause  water  or
  similar liquid to move apart, thus forming a trough. The depth and  length
  of the trough created by the spell depends on the level of the  priest.  A
  trough three feet deep per caster level, by 30 yards  wide,  by  20  yards
  long per level is created. Thus at 12th level, the priest would part water
  36 feet deep by 30 yards wide by 240 yards long.  The  trough  remains  as
  long as the spell lasts or until the priest who cast it opts  to  end  its
  effects. Existing currents  appear  to  flow  through  the  parted  water,
  although swimming creatures and physical objects  such  as  boats  do  not
  enter  the  rift  without  strenuous  and  deliberate  effort.  If  cast
  underwater, this spell creates an air cylinder of appropriate  length  and
  diameter. If cast directly on  a  water  elemental  or  other  water-based
  creature, the creature receives 4d8 points  of  damage  and  must  roll  a
  successful saving throw vs. spell or flee in panic for 3d4 rounds.
    The material component of this spell is the priest's holy symbol.


  Speak With Monsters (Alteration)

   Sphere: Divination
   Range: 30 yards
   Components: V, S
   Duration: 2 rounds/level
   Casting Time: 9
   Area of Effect: The caster
   Saving Throw: None

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


  Stone Tell (Divination)

   Sphere: Elemental (Earth), Divination
   Range: Touch
   Components: V, S, M
   Duration: 1 turn
   Casting Time: 1 turn
   Area of Effect: 1 cubic yard of stone
   Saving Throw: None

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


  Transmute Water to Dust (Alteration) Reversible

   Sphere: Elemental (Water, Earth)
   Range: 60 yards
   Components: V, S, M
   Duration: Permanent
   Casting Time: 8
   Area of Effect: 1 cubic yard/level
   Saving Throw: Special

    When this spell is cast, the subject area instantly undergoes  a  change
  from liquid to powdery dust. Note that if the water is already muddy,  the
  area of effect is doubled, while if wet mud is present, the area of effect
  is quadrupled. If water remains in contact with the transmuted  dust,  the
  former quickly permeates the latter, turning the dust into silly mud, if a
  sufficient quantity of  water  exists  to  do  so,  otherwise  soaking  or
  dampening the dust accordingly.
    Only the liquid actually  in  the  area  of  effect  at  the  moment  of
  spellcasting is affected. Potions that contain water as a  component  part
  are rendered useless. Living creatures are unaffected,  except  for  those
  native to the elemental  plane  of  Water.  Such  creatures  must  roll  a
  successful saving throws vs. death or be slain;  however,  only  one  such
  creature can be affected by any single casting of this  spell,  regardless
  of the creature's size or the size of the spell's area of effect.
    The reverse of this spell is simply a  very  high-powered  create  water
  spell that requires a pinch of normal  dust as an additional material com-
  ponent.
    For either usage of the spell, other  components  required  are  diamond
  dust of  at least 500 GP value,  a bit of seashell,  and the caster's holy
  symbol.


  Transport Via Plants (Alteration)

   Sphere: Plant
   Range: Touch
   Components: V, S
   Duration: Special
   Casting Time: 4
   Area of Effect: Special
   Saving Throw: None

    By means of this spell, the caster is able  to  enter  any  large  plant
  (human-sized or larger) and pass any distance  to  a  plant  of  the  same
  species in a single round, regardless of the distance, separating the two.
  The entry plant must be alive. The destination plant need not be  familiar
  to the caster, but it also must be alive. If the caster  is  uncertain  of
  the destination plant, he need merely determine  direction  and  distance,
  and the transport via plants spell moves him as close as possible  to  the
  desired location. There is a basic 20% chance, reduced by 1% per level  of
  experience of the caster, that the transport  delivers  the  caster  to  a
  similar species of plant from  1  to  100  miles  away  from  the  desired
  destination plant. If a particular destination plant is desired,  but  the
  plant is not living, the spell fails and the caster must come  forth  from
  the entrance plant within 24 hours. Note that this spell does not function
  with  plantlike  creatures  e.g.,  shambling  mounds,  treants,  etc.  The
  destruction of  an occupied  plant slays  the caster  (see the  plant door
  spell).


  Turn Wood (Alteration)

   Sphere: Plant
   Range: 0
   Components: V, S
   Duration: 1 round/level
   Casting Time: 9
   Area of Effect: 120-foot-wide path, 20 feet long/level
   Saving Throw: None

    When this spell is cast, waves of force  roll  forth  from  the  caster,
  moving in the direction he faces, and causing all wooden  objects  in  the
  path of the spell to be pushed away from the caster to the  limit  of  the
  area of effect. Wooden objects above three inches  in  diameter  that  are
  fixed firmly are not affected, but loose objects (movable  mantles,  siege
  towers, etc.) move back. Objects under three inches in diameter  that  are
  fixed splinter and break, and the pieces move  with  the  wave  of  force.
  Thus, objects such as wooden shields, spears,  wooden  weapon  shafts  and
  hafts, and arrows and bolts are pushed back, dragging those carrying  them
  with them. If a spear is planted in order to prevent this forced movement,
  it splinters. Even magical items with wooden sections are turned, although
  an anti-magic shell blocks the effects. A successful  dispel  magic  spell
  ends the effect. Otherwise, the turn wood spell lasts for  one  round  for
  each experience level of the caster.
    The waves of force continue to sweep down the set path for  the  spell's
  duration, pushing back wooden objects in the area of effect at a  rate  of
  40 feet per melee round. The length of the path is 20 feet  per  level  of
  the caster, thus a 14th-level caster casts a turn wood spell with an  area
  of effect 120 feet wide by 280 feet long,  and  the  spell  lasts  for  i4
  rounds. Note that after casting the spell, the path is set and the  caster
  can then do other things or go elsewhere without affecting the spell's po-
  wer.


  Wall of Thorns (Conjuration/Summoning)

   Sphere: Plant, Creation
   Range: 80 yards
   Components: V, S
   Duration: 1 turn/level
   Casting time: 9
   Area of Effect: One 10-foot cube/level
   Saving Throw: None

    The wall of thorns spell creates  a  barrier  of  very  tough,  pliable,
  tangled brush bearing needle-sharp thorns as long as  a  person's  finger.
  Any creature breaking through  (or  crashing  into)  the  wall  of  thorns
  suffers 8 points of damage, plus an additional amount of damage  equal  to
  the creature's AC. Negative AC subtract from the base 8 points of  damage,
  but no adjustment is made for Dexterity. Any creature within the  area  of
  effect of the spell when it is cast crashes into the wall of  thorns,  and
  must break through to move. The damage is based on each  10foot  thickness
  of the barrier.
    If the wall of thorns is chopped at, it takes at least four turns to cut
  a path through a 10- toot thickness. Normal fire cannot harm the  barrier,
  but magical fires burn away the barrier in two turns, creating a  wall  of
  fire effect while doing so (see wall of fire spell).  In  this  case,  the
  cool side of the wall is that closest to the caster of the thorn wall.
    The nearest edge of the wall of thorns appears up to  80  yards  distant
  from the caster, as he desires. The spell lasts  for  one  turn  for  each
  level of experience of the caster, covers one 10-foot cube  per  level  of
  the caster in whatever shape the caster desires. Thus a 14th level  caster
  could create a wall of thorns up to 70 feet long by 20 feet high (or deept
  by 10 feet deep (or high), a 10-foothigh by  10-footwide  by  140foot-long
  wall to block a dungeon passage, or any other sort of  shape  that  suited
  his needs. The caster can also create a wall of five-foot thickness, which
  inflicts half damage but can be doubled in one of  the  other  dimensions.
  Note that those with the ability to pass through overgrown areas  are  not
  hindered by this barrier. The caster can dismiss the barrier on command.


  Weather Summoning (Conjuration/Summoning)

   Sphere: Weather
   Range: 0
   Components: V, S
   Duration: Special
   Casting Time: 1 turn
   Area of Effect: Special
   Saving Throw: None

    By this spell, the caster calls forth weather appropriate to the climate
  and season of the area he is in at the time. Thus, in  spring  a  tornado,
  thunderstorm, cold, sleet storm, or hot  weather  could  be  summoned.  In
  summer a torrential rain, heat wave, hail storm, etc., can be called  for.
  In autumn, hot or cold weather,  fog,  sleet,  etc.,  could  be  summoned.
  Winter enables great cold, blizzard, or thaw conditions  to  be  summoned.
  Hurricane-force winds can be summoned near coastal  regions  in  the  late
  winter or early spring. The summoned weather is not under the  control  of
  the caster. It might last but a single turn. In the case of a tornado,  or
  for hours or even days in other cases. The area of effect likewise  varies
  from about one square mile to 100 square miles. Note that several  casters
  can act in concert to  greatly  affect  weather,  controlling  winds,  and
  working jointly to summon very extreme weather conditions.
    Within four turns after the spell is cast, the trend of the  weather  to
  come is apparent - e.g., clearing skies, gusts of warm or hot air, a chill
  breeze, overcast skies, etc. Summoned weather arrives 1d12+5  turns  after
  the spell is cast. Note that the new weather condition cannot  be  changed
  by the caster once it  has  been  summoned.  Once  the  weather  is  fully
  summoned, it  cannot  be  dispelled.  If  the  summoning  is  successfully
  dispelled before it has been completed, the weather slowly reverts to  its
  original condition.


  Word of Recall (Alteration)

   Sphere: Summoning
   Range: 0
   Components: V
   Duration: Special
   Casting Time: 1
   Area of Effect: Special
   Saving Throw: None

    The word of  recall  spell  takes  the  priest  instantly  back  to  his
  sanctuary when the word is uttered. The  sanctuary  must  be  specifically
  designated in advance by the priest and must be a  well-known  place.  The
  actual point of arrival is a designated area no larger than 10' x 10'. The
  priest can be transported  any  distance,  from  above  or  below  ground.
  Transportation by the word of recall spell is safe within a plane, but for
  each plane the priest is removed, there is a 10%  cumulative  chance  that
  the priest is irrevocably lost.  The  priest  is  able  to  transport,  in
  addition to himself, 25 pounds of weight per  experience  level.  Thus.  a
  15thlevel priest could transport his person and an additional  375  pounds
  weight. This extra matter can  be  equipment,  treasure,  or  even  living
  material, such as another person. Exceeding this limit causes the spell to
  fail.   Note  that  unusually  strong  physical  fields  (e.g.,  magnetic,
  gravitational) or magical forces can, at the DM's option, make the use  of
  this spell hazardous or impossible.


  Seventh-Level Spells


  Animate Rock (Alteration)

   Sphere: Elemental (Earth)
   Range: 40 yards
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 1 round
   Area of Effect: 2 cubic feet/level
   Saving Throw: None

    By employing an animate rock spell, the caster causes a stone object  of
  up to the indicated size to move (see the 6th-level animate object spell.)
  The animated stone object must be separate (not a part of a  huge  boulder
  or the like). It follows the desire of the caster  -  attacking,  breaking
  objects, blocking - while the magic  lasts.  It  has  no  intelligence  or
  volition of its own, but it follows instructions exactly as  spoken.  Note
  that only on set of instructions for one single action  (the  whole  being
  simply worded and very brief - 12  words  or  so)  can  be  given  to  the
  animated rock. The rock remains animated  for  one  round  per  experience
  level of the caster. The volume of rock that can be animated is also based
  on the experience level of the caster - two cubic feet of stone per  level
  - e.g., 24 cubic feet, a mass of about man-sized, at 12th level.
    While the exact details of the animated rock are decided by the DM,  its
  Armor Class is no worse than 5, and it has 1d3 hit points per  cubic  foot
  of volume. It uses the attack roll of the caster. The  maximum  damage  it
  can inflict is 1d2 points per caster-level (thus,  a  12th-level  caster's
  rock might inflict 12 to 24 points of damage). Movement, for  a  man-sized
  rock, is 60 feet per round. A rock generally weighs from 100 to 300 pounds
  per cubic foot.
    The material components for the spell  are  a  stone  and  drop  of  the
  caster's blood.


  Astral Spell (Alteration)

   Sphere: Astral
   Range: Touch
   Components: V, S
   Duration: Special
   Casting Time: 1/2 hour
   Area of Effect: Special
   Saving Throw: None

    By means of the astral spell, a priest is able  to  project  his  astral
  body into the  Astral  plane,  leaving  his  physical  body  and  material
  possessions behind on the  Prime  Material  plane.  As  the  Astral  plane
  touches upon the first levels of all the  outer  planes,  the  priest  can
  travel astrally to the first level of any of  these  outer  planes  as  he
  wills. The priest then leaves the Astral plane,  forming  a  body  on  the
  plane of existence he has chosen to enter. It is also possible  to  travel
  astrally anywhere in the Prime Material plane by means of the astral spell
  (however, a second body cannot be formed on the Prime Material plane;  see
  following).
    As a general rule, a person astrally  projected  can  be  seen  only  by
  creatures on the Astral plane. The astral body is connected at  all  times
  to the material body by a  silvery  cord.  If  the  cord  is  broken,  the
  affected person is killed, astrally and materially, but generally only the
  psychic wind can cause the cord to break. When a second body is formed  on
  a different plane, the silvery cord remains invisibly attached to the  new
  body. if the second body or astral form is slain, the cord simply  returns
  to the caster's body where the body rests on  the  Prime  Material  plane,
  reviving it  from  its  state  of  suspended  animation.  Although  astral
  projections are able to function on the Astral plane, their actions affect
  only creatures existing on the Astral  plane;  a  physical  body  must  be
  materialized on other planes.
    The spell lasts until the priest desires to  end  it,  or  until  it  is
  terminated by some  outside  means  (such  as  a  dispel  magic  spell  or
  destruction of the priest's body on the Prime Material plane (which  kills
  the priest). The priest can project the astral forms of up to seven  other
  creatures with himself  by  means  of  the  astral  spell,  providing  the
  creatures are linked in a circle with the priest. These  fellow  travelers
  are dependent upon the priest and can be stranded if something happens  to
  the priest. Travel in the Astral plane can be slow or fast,  according  to
  the priest's desire. The ultimate destination arrived at is subject to the
  desire of the priest.


  Changestaff (Evocation, Enchantment)

   Sphere: Plant, Creation
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time: 4
   Area of Effect: The caster's staff
   Saving Throw: None

    By means of this spell,  the  caster  is  able  to  change  a  specially
  prepared staff into a treant-like creature of the largest size  (about  24
  feet tall). When the priest plants the end of the staff in the ground  and
  speaks  a  special  command  and  invocation,   the  staff  turns  into  a
  treant-like creature with 12 Hit Dice, 40 hit points, and Armor  Class  0.
  It attacks twice per round, inflicting 4d6 points  of  damage  with  every
  successful attack. The staff-treant  defends  the  caster  and  obeys  any
  spoken commands. However, it is by no  means  a  true  treant;  it  cannot
  converse with actual treants or control trees.  The  transformation  lasts
  either for as many turns as the caster has experience  levels,  until  the
  caster commands the staff to return to its true form, or until  the  staff
  is destroyed, whichever occurs first. If the staff-treant is reduced to  0
  hit points or less, it crumbles to a sawdust-like powder and the staff  is
  destroyed. Otherwise, the staff can be used again after 24 hours  and  the
  stafftreant is at full strength.
    To cast a changestaff spell, the caster must have either his holy symbol
  or leaves (ash, oak, or yew) of the same sort as the staff.
    The staff for the changestaff spell  must  be  specially  prepared.  The
  staff must be a sound limb cut from an ash, oak, or  yew  tree  struck  by
  lightning no more than 24 hours before the limb is cut. The limb must then
  be cured by sun drying and special smoke for 28  days.  Then  it  must  be
  shaped, carved, and polished  for  another  28  days.  The  caster  cannot
  adventure or engage in other strenuous activity  during  either  of  these
  periods. The finished staff. engraved with woodland scenes, is then rubbed
  with the juice of holly berries, and the end of  it  is  thrust  into  the
  earth by the caster's grove while he  casts  a  speak  with  plant  spell,
  calling upon the staff to assist in time of need. The item is then charged
  with a magic that will last for many changes from staff to treant and back
  again.


  Chariot Of Sustarre (Evocation)

   Sphere: Elemental (Fire), Creation
   Range: 16 yards
   Components: V, S, M
   Duration: 12 hours
   Casting Time: 1 turn
   Area of Effect: Special
   Saving Throw: None

    When this spell is cast, it brings forth a large, flaming chariot pulled
  by two fiery horses from the elemental plane of Fire. These  appear  in  a
  clap of thunder amid a cloud of smoke. The vehicle  moves  at  24  on  the
  ground, 48 flying, and  can  carry  the  caster  and  up  to  seven  other
  creatures of man-size or less (the  passengers  must  be  touched  by  the
  caster to protect them from the flames of the  chariot).  Creatures  other
  than the caster and his designated passengers sustain 2d4 points  of  fire
  damage each round if they come within five feet of the horses or  chariot.
  Such creatures suffer  no  damage  if  they  evade  the  area  by  rolling
  successful saving throws vs. petrification, with Dexterity adjustments.
    The caster controls the chariot by verbal command, causing  the  flaming
  steeds to stop or go, walk, trot, run or fly, and turn left or right as he
  desires. Note that the chariot of Sustarre is a physical manifestation and
  can sustain damage. The vehicle and steeds  are  struck  only  by  magical
  weapons or by water (one quart of which inflicts 1 point of damage),  they
  are Armor Class 2, and each  requires  30  points  of  damage  to  dispel.
  Naturally, fire has absolutely no effect upon either the  vehicle  or  its
  steeds, but magical fires other than those of the chariot can  affect  the
  riders. Other spells, such as a successful dispel magic or holy word, will
  force the chariot back to its home  plane,  without  its  passengers.  The
  chariot can be summoned only once per week.
    The material components are a small piece of wood,  two  holly  berries,
  and a fire source at least equal to a torch.


  Confusion (Enchantment/Charm)

   Sphere: Charm
   Range: 80 yards
   Components: V, S, M
   Duration: 1 round/level
   Casting Time: 1 round
   Area of Effect: 1d4 creatures within 40' x 40'square
   Saving Throw: Special

    This spell causes confusion in one or more creatures  within  the  area,
  creating indecision and the inability to take effective action. The  spell
  affects 1d4 creatures, plus one creature per to caster levels.
    Thus, seven to ten creatures can be affected by a  12th-  or  13th-level
  caster, eight to 11 by a 14th- or 15th-level caster; etc. These  creatures
  are allowed saving throws  vs.  spell  with  -2  penalties,  adjusted  for
  Wisdom. Those successfully saving are unaffected by  the  spell.  Confused
  creatures react as follows (roll 1d10):

    d10     Reaction
    Roll

     1      Wander away (unless prevented) for duration of spell
    2-6     Stand confused one round (then roll again)
    7-9     Attack nearest creature for one round (then roll again)
    10      Act normally for one round (then roll again)

    The spell lasts one round for each level of the caster. Those  who  fail
  their saving throws are checked by the DM for actions each round, for  the
  duration of the spell, or until the "wander away for the duration  of  the
  spell" result occurs.
    Wandering creatures move as far from the caster  as  possible  in  their
  most typical mode of movement  (characters  walk,  fish  swim,  bats  fly,
  etc.). This is not panicked flight. Wandering creatures also  have  a  50%
  chance of using  any  special  innate  movement  abilities  (plane  shift,
  burrowing, flight, etc.). Saving throws and actions  are  checked  at  the
  beginning of each round. Any confused creature that is attacked  perceives
  the attacker as an enemy and acts according, to its basic nature.
    The material component of this spell is a set of three nut shells.
    Note: If there are many creatures involved, the DM may decide to  assume
  average results. For example, if there are 16 orcs affected and 25%  could
  be expected to successfully roll the saving throw, then four  are  assumed
  to have succeeded, one wanders away, four attack the nearest creature, six
  stand confused and the last acts normally but must check next round. Since
  the orcs are not near the party, the DM decides that two who are  supposed
  to attack the nearest creature attack each other, one attacks an orc  that
  saved, and one attacks a confused orc, which strikes back. The next round,
  the base is 11 orcs, since four originally saved  and  one  wandered  off.
  Another one wanders off, five stands confused, four attack, and  one  acts
  normally.


  Conjure Earth Elemental (Conjuration/Summoning) Reversible

   Sphere: Elemental (Earth), Summoning
   Range: 40 yards
   Components: V, S
   Duration: 1 turn/level
   Casting Time: 1 turn
   Area of Effect: Special
   Saving Throw: None

    A caster who performs a conjure earth elemental spell summons  an  earth
  elemental to do his bidding. The elemental is 60% likely to  have  12  Hit
  Dice, 35% likely to have 16 Hit Dice, and 5% likely have 21 to to  24  Hit
  Dice (20 + 1d4). Furthermore, the caster needs but to command it,  and  it
  does as desired, for the elemental regards the caster as a  friend  to  be
  obeyed. The elemental remains until destroyed,  dispelled.  sent  away  by
  dismissal or a holy word spell (see the conjure fire elemental spell),  or
  the spell duration expires.


  Control Weather (Alteration)

   Sphere: Weather
   Range: 0
   Components: V, S, M
   Duration: 4d12 hours
   Casting Time: 1 turn
   Area of Effect: 4d4 square miles
   Saving Throw: None

    The control weather spell enables a priest to change the weather in  the
  local area. The spell affects the weather for 4d12 hours in an area of 4d4
  square miles. It requires one turn to cast the spell,  and  an  additional
  1d4 turns for the effects of the spell to be  felt.  The  current  weather
  conditions are decided by the DM, depending on  the  climate  and  season,
  Weather conditions have three components: precipitation, temperature,  and
  wind.  The spell can change  these conditions  according to  the following
  chart:

     Precipitation            Temperature            Wind
     CLEAR WEATHER                HOT                CALM
      Very clear             Sweltering heat       Dead calm
  Light clouds or hazy           Warm             Light wind
     PARTLY CLOUDY               WARM            Moderate wind
     Clear weather               Hot             MODERATE WIND
        Cloudy                   Cool                Calm
      Mist/Light                 COOL             Strong wind
    rain/small hail
      Sleet/Light                Warm             STRONG WIND
         snow
        CLOUDY                   Cold            Moderate wind
    Partly cloudy                COLD                Gale
     Deep clouds                 Cool                GALE
         Fog                  Arctic cold         Strong wind
        Heavy                    cold                Storm
    rain/large hail
       Driving                                       STORM
   sleet/heavy snow                                  Gale
                                                Hurricane typhoon

    The upper-case  headings  represent  existing  weather  conditions.  The
  lower-case headings below each upper-case heading are the  new  conditions
  to which the caster can change the existing conditions.  Furthermore,  the
  caster can control the direction of the wind. For example, a day  that  is
  clear, warm, and with moderate wind can be controlled to become hazy, hot,
  and calm. Contradictions are not possible  -  fog  and  strong  wind,  for
  example. Multiple control weather spells can be used only in succession.
    The material components  for  this  spell  are  the  priest's  religious
  symbol, incense, and prayer beads or  similar  prayer  object.  Obviously,
  this spell functions only in areas where there  are  appropriate  climatic
  conditions.
    If Weather is a major sphere for the  priest  (as  it  is  for  druids),
  duration and area are doubled, and the caster can  change  the  prevailing
  weather by two places (e.g., he can cause precipitation to go from  partly
  cloudy to heavy sleet, temperature to go from cool to arctic, and wind  to
  go from calm to strong).


  Creeping Doom (Conjuration/Summoning)

   Sphere: Animal, Summoning
   Range: 0
   Components: V, S
   Duration: 4 rounds/level
   Casting Time: 1 round
   Area of Effect: Special
   Saving Throw: None

    When the caster utters the spell of creeping doom, he calls forth a mass
  of  from  500  to  1,000  ((1d6+4)*100)  venomous,   biting  and  stinging
  arachnids, insects, and myriapods. This carpet-like mass swarms in an area
  20 feet square. Upon command from the caster, the swarm creeps forth at 10
  feet per round toward any prey within 80 yards, moving in the direction in
  which the caster commands. The creeping doom slays any creature subject to
  normal attacks, as, each of the small horrors inflicts 1 point  of  damage
  (each then dies after its attack), so that up to 1,000  points  of  damage
  can be inflicted on creatures within the path of the creeping doom. If the
  creeping doom goes more than 80 yards away from the summoner, it loses  50
  of its number for each 10 yards beyond 80 yards (e.g. at  100  yards,  its
  number has shrunk by 100). There are a number of ways to thwart or destroy
  the  creatures   forming  the  swarm.   The  solutions  are  left  to  the
  imaginations of players and DMs.


  Earthquake (Alteration)

   Sphere: Elemental (Earth)
   Range: 120 yards
   Components: V, S, M
   Duration: 1 round
   Casting Time: 1 turn
   Area of Effect: 5-foot diameter/level
   Saving Throw: None

    When this spell is cast by a priest,  a  local  tremor  of  fairly  high
  strength rips the ground. The shock is over in one round.  The  earthquake
  affects all terrain, vegetation, structures, and creatures in its area  of
  effect, The area of effect of the earthquake spell  is  circular,  with  a
  diameter of five feet for every experience level of the priest casting it.
  Thus a 20th-level priest casts an earthquake spell with a 100-footdiameter
  area of effect.
    Solidly built structures  with  foundations  reaching  down  to  bedrock
  sustain one-half damage; one-quarter damage if they score above 50%  on  a
  saving throw. An earth elemental opposed to the  caster  in  the  area  of
  effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the  effect.  Other
  magical protections and wards allowed by the DM may also reduce or  negate
  this effect. If cast undersea, this spell may, at the  discretion  of  the
  DM, create a tsunami or tidal wave.
    The material components for this spell are a pinch of dirt, a  piece  of
  rock, and a lump of clay.

  Earthquake Effects:

     TERRAIN
  Cave or cavern   Collapses roof
     Cliffs        Crumble, causing landslide
     Ground        Cracks open, causing the following fractions of
                   creatures to fall in and die:
                     Size S: 1 in 4
                     Size M: 1 in 6
                     Size L: 1 in 8
     Marsh         Drains water off to form muddy, rough ground.
     Tunnel        Caves in

   VEGETATION
  Small growth     No effect
     Trees         1 in 3 are uprooted and fall

   STRUCTURES
      All          Sustain 5d12 points of structural damage, those
   structures      suffering full damage are thrown down in rubble.

   CREATURES
  See "TERRAIN" entry


  Exaction (Evocation, Alteration)

   Sphere: Charm, Summoning
   Range: 10 yards
   Components: V, S, M
   Duration: Special
   Casting Time: 1 round
   Area of Effect: 1 creature
   Saving Throw: None

    When this spell is employed, the priest confronts some powerful creature
  from another plane  (including  devas  and  other  powerful  minions,  for
  instance, but not demigods or deities of any sort) and requires of it some
  duty or quest. A creature of an alignment opposed  to  the  priest  (e.g.,
  evil if the priest is good, chaotic if the priest  is  lawful)  cannot  be
  ordered around unless it is willing. Note that an absolute (true)  neutral
  creature is effectively  opposed to both  good and evil,  and both law and
  chaos.
    The spellcaster must know something about the creature to exact  service
  from it, or else he must offer some fair trade in return for the  service.
  That is, if the priest is aware that the creature has received some  favor
  from someone of the priest's alignment, then the exaction spell  can  name
  this as cause; if no balancing reason for  service  is  known,  then  some
  valuable gift or service must be pledged in return for the  exaction.  The
  service exacted must be reasonable with respect to the  past  or  promised
  favor or reward, and with the being's effort  and  risk.  The  spell  then
  acts, subject to a magic resistance roll, as a quest upon the  being  that
  is to perform the required service. Immediately  upon  completion  of  the
  service, the being is transported to the vicinity of the priest,  and  the
  priest must then and there return  the  promised  reward,  whether  it  is
  irrevocable cancellation of a past debt or the giving of some  service  or
  other material reward. After this is done, the creature is instantly freed
  to return to its own plane.
    The DM adjudicates when an equitable arrangement has  been  reached.  If
  the caster requests too much, the creature is free to depart or to  attack
  the priest (as if the agreement were breached) according to its nature. If
  circumstances leave the situation unbalanced (for  example,  the  creature
  dies while achieving a result that was not worth the creature dying), then
  this might create a debt owed by the caster to  the  creature's  surviving
  kith and kin, making the caster vulnerable to a future exaction from  that
  quarter. Agreeing to  a  future  exaction  or  release  in  the  event  of
  catastrophic failure or death are common caster  pledges  in  securing  an
  exaction.
    Failure to fulfill the promise to the letter results in the priest being
  subject to exaction by the subject creature or by its master, liege  etc.,
  at the very least. At worst, the creature may attack the  reneging  priest
  without fear of any of his spells affecting it, for the  priest's  failure
  to live up to the bargain gives  the  creature  total  immunity  from  the
  priest's spell powers.
    The material components of this spell are the priest's holy symbol, some
  matter or substance from the plane of the crea1ure from whom  an  exaction
  is expected, and knowledge of the creature's nature  or  actions  that  is
  written out on a parchment that is burned to seal the pledge.


  Fire Storm (Evocation) Reversible

   Sphere: Elemental (Fire)
   Range: 160 yards
   Components: V, S
   Duration: 1 round
   Casting Time: 1 round
   Area of Effect: 20-foot cube/level. minimum to 10-foot cubes
   Saving Throw: 1/2

    When a fire storm spell is cast, the whole area  is  shot  through  with
  sheets of roaring flame that  equal  a  wall  of  fire  spell  in  effect.
  Creatures within the area of fire and 10 feet or less from the edge of the
  affected area receive 2d8 points of damage plus additional damage equal to
  the caster's level (2d8 + 1/level). Creatures that roll successful  saving
  throws vs. spell suffer only one-half damage. The damage is inflicted each
  round the creature stays in the area of effect.  The  area  of  effect  is
  equal to two 10' x 10' cubes per level of the caster - e.g., a  13th-level
  caster can cast a fire storm measuring 130' x 20' x 10'. The height of the
  storm is 10 or 20 feet:  the balance  of its area  must be  in length  and
  width.
    The reverse spell, fire quench, smothers twice the area of effect  of  a
  fire storm with respect to normal fires, and the  normal  area  of  effect
  with respect to magical fires. Firebased creatures,  such  as  elementals,
  salamanders, etc., of less than  demigod  status  have  a  5%  chance  per
  experience level of the caster of being extinguished. If cast only against
  a flametongue sword, the sword must roll a  successful  saving  throw  vs.
  crushing blow or be rendered nonmagical. Such a sword in the possession of
  a creature first receives the creature's saving  throw,  and  if  this  is
  successful, the second saving throw is automatically successful.


  Gate (Conjuration/Summoning)

   Sphere: Summoning
   Range: 30 yards
   Components: V, S
   Duration: Special
   Casting Time: 5
   Area of Effect: Special
   Saving Throw: None

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


  Holy Word (Conjuration/Summoning) Reversible

   Sphere: Combat
   Range: 0
   Components: V
   Duration: Special
   Casting time: 1
   Area of Effect: 30-foot radius
   Saving Throw: None

    Uttering a holy word spell creates magic of tremendous power. It  drives
  off evil creatures from other planes, forcing them to return to their  own
  planes of existence, provided the speaker is in his home plane.  Creatures
  so banished cannot return for at least a day. The  spell  further  affects
  creatures of differing alignment as shown on the following table:

  Effects of Holy Word

  Creature's Hit Dice or   General        Move Attack           Dice
     Spells Level                                        
     Less than 4            Kills 
       4 to 7+             Paralyzes
                           1d4 turns
      8 to 11+            Slows 2d4 rounds   -50%          -4 *
     12 or more         Deafens 1d4 rounds   -25%          -2 50% chance
                                                             of failure

    * Slowed creatures attack only on even-numbered rounds until the  effect
  wears off.
    Affected creatures are those within the 30-foot-radius area  of  effect,
  which is centered on the priest casting the spell. The  side  effects  are
  negated for deafened or silenced creatures, but such are still driven  off
  if other-planar.
    The reverse, unholy word, operates exactly  the  same  way  but  affects
  creatures of good alignment.


  Regenerate (Necromancy) Reversible

   Sphere: Necromantic
   Range: Touch
   Components: V, S, M
   Duration: Permanent
   Casting Time: 3 rounds
   Area of Effect: Creature touched
   Saving Throw: None

    When a regenerate spell is cast, body  members  (fingers,  toes,  hands,
  feet, arms, legs, tails, or even the  heads  of  multi-headed  creatures),
  bones, and organs grow back. The process of regeneration requires but  one
  round if the severed member(s) is (are) present and touching the creature,
  2d4 turns otherwise. The creature must be living to receive  the  benefits
  of this spell. If the severed member is not present, or if the  injury  is
  older than one day per caster level, the recipient must roll a  successful
  system shock check to survive the spell.
    The reverse, wither, causes the member or organ touched to  shrivel  and
  cease functioning in one round, dropping  off  into  dust  in  2d4  turns.
  Creatures must be touched for the harmful effect to occur.
    The material components of this spell are a prayer device and holy water
  (or unholy water for the reverse).


  Reincarnate (Necromancy)

   Sphere: Necromantic
   Range: Touch
   Components: V, S
   Duration: Permanent
   Casting Time: 1 turn
   Area of Effect: Person touched
   Saving Throw: None

    With this spell, the priest can bring back  a  dead  person  in  another
  body, if death occurred no more than one weak before the  casting  of  the
  spell. Reincarnation does not require any saving throw, system  shock,  or
  resurrection survival roll. The corpse is touched, and a  new  incarnation
  of the person appears in the area in 1d6 turns.  The  person  reincarnated
  recalls the majority of his former life and form, but the character class,
  if any, of the new incarnation might be very  different  indeed.  The  new
  incarnation is determined on the following table or by  DM  choice.  If  a
  player character race is indicated, the character must be created. At  the
  DM's option, certain special (expensive) incenses can  be  used  that  may
  increase the chance for a character  to  return  as  a  specific  race  or
  species. A wish spell can restore a reincarnated character to  its  origin
  form and status.

    d100     Incarnation
    Roll
    01-03    Badger
    04-08    Bear, black
    09-12    Bear, brown
    13-16    Bear, wild
    17-19    Centaur
    20-23    Dryad
    24-28    Eagle
    29-31    Elf
    32-34    Faun/satyr
    35-36    Fox
    37-40    Gnome
    41-44    Hawk
    45-58    Human
    59-61    Lynx
    62-64    Owl
    65-68    Pixie
    69-70    Raccoon
    71-75    Stag
    76-80    Wolf
    81-85    Wolverine
    86-00    DM's choice

    If an unusual creature form is indicated, the DM can (at his option only
  use the guidelines for new player character races to allow  the  character
  to earn experience and advance in levels, although this way not be in  the
  same class as before. If the reincarnated character returns as a  creature
  eligible to be the same class as he was previously (i.e., a human  fighter
  returns as an elf the reincarnated character has half his previous  levels
  and hit points. If the character returns as a new character class, his hit
  points are half his previous total, but he must begin again at 1st  level.
  If the character returns as a creature unable to have a class, he has half
  the hit points and saving throws of his previous incarnation.


  Restoration (Necromancy) Reversible

   Sphere: Necromantic
   Range: Touch
   Components: V, S
   Duration: Permanent
   Casting Time: 3 rounds
   Area of Effect: Creature touched
   Saving Throw: None

    When this spell is cast, the life energy level of the recipient creature
  is raised by one. This reverses any previous life energy  level  drain  of
  the creature by force or monster, Thus. if a 10th-level character had been
  struck by a wight and drained to 9th level, the  restoration  spell  would
  bring the  character  up  to  exactly  the  number  of  experience  points
  necessary to restore him to 10th level once  again,  restoring  additional
  Hit Dice (or hit points) and level functions accordingly.  Restoration  is
  effective only if the spell is cast within one day of the recipient's loss
  of life  energy,  per  experience  level  of  the  priest  casting  it.  A
  restoration spell restores the intelligence of a creature  affected  by  a
  feeblemind spell. It also negates all  forms  of  insanity.  Casting  this
  spell ages both the caster and the recipient by two years.
    The reverse, energy drain, draws away one life energy  level  (see  such
  undead as spectre, wight, and vampire, in the Monstrous  Compendium).  The
  energy drain requires the victim to be touched. Casting this form  of  the
  spell does not age the caster.


  Resurrection (Necromancy) Reversible

   Sphere: Necromantic
   Range: Touch
   Components: V, S, M
   Duration: Permanent
   Casting Time: 1 turn
   Area of Effect: Creature touched
   Saving Throw: None

    The priest employing this spell is able to  restore  life  and  complete
  strength  to  any  living  creature,  including  elves,  he  bestows  the
  resurrection spell upon. The creature can have been dead up  to  10  years
  per level of the priest casting the spell. Thus  a  19thlevel  priest  can
  resurrect the bones of a creature dead up to 190 years. The creature, upon
  surviving a resurrection survival check, is immediately restored to  full,
  hit points and can perform strenuous activity. The spell cannot bring back
  a creature that has reached its allotted life span (i.e. died  of  natural
  causes). Casting this spell makes it impossible for  the  priest  to  cast
  further spells or engage in combat until he has had one day  of  bed  rest
  for each experience level or Hit Die of the creature brought back to life.
  The caster ages three years upon casting this spell.
    The reverse, destruction, causes the victim of the spell to be instantly
  dead and turned to dust. A  wish  spell  or  equivalent  is  required  for
  recovery. Destruction requires a touch, either in combat or otherwise, and
  does not age the caster. In addition, the victim is allowed a saving throw
  (with a -4 penalty). If the save is successful, the  victim  receives  8d6
  points of damage instead.
    The material components of the spell are the priest's  religious  symbol
  and holy water (unholy water for the reverse spell). The DM may reduce the
  chances of successful resurrection if little of the creature's remains are
  available.


  Succor (Alteration, Enchantment) Reversible

   Sphere: Summoning
   Range: Touch
   Components: V, S, M
   Duration: Special
   Casting Time: 1 day
   Area of Effect: Special
   Saving Throw: None

    By casting this spell, the priest  creates  a  powerful  magic  in  some
  specially prepared object - a string of prayer beads, a small clay tablet,
  an ivory baton, etc. This object radiates magic, for it contains the power
  to instantaneously transport its possessor to the sanctuary of the  priest
  who created its magic. Once the item is enchanted, the priest must give it
  willingly to an individual, at the same time informing him  of  a  command
  word to be spoken when the item is to be used. To make use  of  the  item,
  the recipient must speak the command word at the same time that  he  opens
  or breaks the item. When this is done, the individual and all that  he  is
  wearing and  carrying  (up  to  the  maximum  encumbrance  limit  for  the
  character) are instantly transported to the sanctuary of the priest,  just
  as if the individual were capable of speaking a word of recall  spell.  No
  other creatures can be affected.
    The  reversed  application  of  the  spell  causes  the  priest  to  be
  transported to the immediate vicinity of the possessor of the item when it
  is braked and the command word said. The priest has a general idea of  the
  location and situation of the item's possessor, and can choose not  to  be
  affected by this summons. This decision is made at the  instant  when  the
  transportation is to take place, but if he chooses not  to  go,  then  the
  opportunity is gone forever and the spell is wasted.
    The cost of preparing the special item (for either version of the spell)
  varies from 2,000 to 5,000 GP. The more costly  items  can  transport  the
  subject from one plane of existence to another, if  the  DM  allows.  Note
  that the same factors that can prevent the operation of  the  plane  shift
  and teleport spells can also prevent the use of this spell.


  Sunray (Evocation, Alteration)

   Sphere: Sun
   Range: 10 yards/level
   Components: V, S, M
   Duration: 1 + 1d4 rounds
   Casting Time: 4
   Area of Effect: 5-foot-radius sphere(plus special)
   Saving Throw: Special

    With this spell, the caster can evoke a  dazzling  beam  of  light  each
  round in which no action other than movement is performed. The  sunray  is
  like a ray of natural sunlight. All creatures in the 10-footdiameter  area
  of effect must roll successful saving throws vs. spell or be  blinded  for
  1d3 rounds, those using infravision at the time for 2d4 rounds.  Creatures
  to whom sunlight is harmful or unnatural suffer permanent blindness if the
  saving throw is failed, and are blinded for 2d6 rounds if the saving throw
  is successful; Those within its area  of  effect,  as  well  as  creatures
  within 20 feet of its perimeter, lose  any  infravision  capabilities  for
  1d4+1 rounds.
    Undead caught within the sunray's area of effect receive 8d6  points  of
  damage, one-half if a saving throw. vs. spell is successful. Those  undead
  20 feet to either side of the sunray's area of effect receive  3d6  points
  of damage, no damage if a save is successful. In  addition,  the  ray  may
  result in the total destruction of those undead specifically  affected  by
  sunlight, if  their  saving  throws  are  failed.  The  ultraviolet  light
  generated  by  the   spell  inflicts  damage   on  fungoid  creatures  and
  subterranean  fungi  just as if they  were undead,  but no saving throw is
  allowed.
    The material components are an aster seed  and  a  piece  of  aventurine
  feldspar (sunstone).


  Symbol (Conjuration/Summoning)

   Sphere: Guardian
   Range: Touch
   Components: V, S, M
   Duration: 1 turn/level
   Casting Time: 3
   Area of Effect: Special
   Saving Throw: Neg.

    The priest casting this spell inscribes a glowing, symbol in the air  or
  upon any surface, according to his desire. Any  creature  looking  at  the
  completed symbol within 60 feet must roll a successful  saving  throw  vs.
  spell or suffer the effect.  The  symbol  glows  for  one  turn  for  each
  experience level of the caster. The particular symbol used is selected  by
  the caster at the time of casting. The caster will not be affected by  his
  own symbol. One of the following effects is chosen by the caster:
    * Hopelessness: Creatures seeing it  must  turn  back  in  dejection  or
  surrender to capture or attack unless they roll successful  saving  throws
  vs. spell. Its effects last for 3d4 turns.
    * Pain: Creature affected suffer - 4 penalties to their attack rolls and
  - 2 penalties to their Dexterity ability scores due to wracking pains. The
  effects last for 2d10 turns.
    * Persuasion: Creatures seeing the symbol become of the  some  alignment
  as and friendly to the priest who scribed the symbol for 1d20 turns unless
  a saving throw vs, spell is successful.
    The material components of this spell are mercury  and  phosphorus  (see
  8th-level wizard spell, symbol).


  Transmute Metal to Wood (Alteration)

   Sphere: Elemental (Earth)
   Range: 80 yards
   Components: V, S. M
   Duration: Permanent
   Casting Time: 1 round
   Area of Effect: 1 metal object
   Saving Throw: Special

    The transmute metal to wood spell enables the caster to change an object
  from metal to wood. The volume of metal cannot exceed a maximum weight  of
  10 pounds per experience level of the  priest.  Magical  objects  made  of
  metal are 90% resistant to the  spell,  and  those  on  the  person  of  a
  creature receive the creature's saving throw as well. Artifacts and relics
  cannot be transmuted. Note that only a wish spell  or  similar  magic  can
  restore a transmuted object to its metallic state. Otherwise. for example,
  a metal door changed to wood would be forevermore a wooden door.


  Wind Walk (Alteration)

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

    This spell enables the priest, and possibly one or two other persons, to
  alter the substance of his body to a cloud-like vapor. A magical wind then
  wafts the priest along at movement rate of 60, or as slow  as  6,  as  the
  spellcaster wills. The wind walk spell last as long as the priest desires,
  up to a maximum duration of six turns (one hour) per experience  level  of
  the caster. For every 8 levels of experience the priest has attained up to
  24, he is able to touch another person and carry  that  person,  or  those
  persons, along on the wind walk. Persons wind walking are  not  invisible,
  but rather appear misty and translucent. If fully clothed in  white,  they
  are 50% likely to be mistaken for clouds, fog, vapors, etc. The priest can
  regain his physical form as desired, each change to and from vaporous form
  requiring five rounds. While in vaporous form, the priest  and  companions
  are hit only by magic or magical weaponry, though they may be  subject  to
  high winds at the DM's discretion. No spellcasting is possible in vaporous
  form.
    The material components of this spell are fire and holy water.



  List of spells by Spheres.


  All

  Bless (1st)				   Purify Food & Drink (1st)
  Combine (1st) 			   Atonement (5th)
  Detect Evil (1st)


  Animal

  Animal Friendship (1st)		   Animal Summoning I (4th)
  Invisibility to Animals (1st) 	   Call Woodland Beings (4th)
  Locate Animals or Plants (1st)	   Giant Insect (4th)
  Charm Person or Mammal (2nd)		   Repel Insects (4th)
  Messenger (2nd)			   Animal Growth (5th)
  Snake Charm (2nd)			   Animal Summoning II (4th)
  Speak With Animals (2nd)		   Animal Summoning III (6th)
  Hold Animal (3rd)			   Anti-Animal Shell (6th)
  Summon Insects (3rd)			   Creeping Doom (7th)


  Astral

  Plane Shift (5th)			   Astral Spell (7th)


  Charm

  Command (1st) 			   Free Action (4th)
  Remove Fear (1st)			   Imbue With Spell Ability (4th)
  Enthrall (2nd)			   Quest (5th)
  Hold Person (2nd)			   Confusion (7th)
  Cloak of Bravery (4th)		   Exaction (7th)


  Combat

  Magical Stone (1st)			   Prayer (3rd)
  Shillelagh (1st)			   Flame Strike (5th)
  Chant (2nd)				   Insect Plague (5th)
  Spiritual Hammer (2nd)		   Holy Word (7th)


  Creation

  Create Food & Water (3rd)		   Wall of Thorns (6th)
  Animate Object (6th)			   Changestaff (7th)
  Blade Barrier (6th)			   Chariot of Sustarre (7th)
  Heroes' Feast (6th)


  Divination

  Detect Magic (1st)			   Detect Lie (4th)
  Detect Poison (1st)			   Divination (4th)
  Detect Snares & Pits (1st)		   Reflecting Pool (4th)
  Locate Animals or (Plants 1st)	   Tongues (4th)
  Augury (2nd)				   Commune (5th)
  Detect Charm (2nd)			   Commune With Nature (5th)
  Find Traps (2nd)			   Magic Font (5th)
  Know Alignment (2nd)			   True Seeing (5th)
  Speak With Animals (2nd )		   Find the Path (6th)
  Locate Object (3rd)			   Speak With Monsters (6th)
  Speak With Dead (3rd)


  Elemental

  Create Water (1st)			   Spike Stones (5th)
  Dust Devil (2nd)			   Transmute Rock to Mud (5th)
  Fire Trap (2nd)			   Wall of Fire (5th)
  Flame Blade (2nd)			   Conjure fire Elemental (6th)
  Heat Metal (2nd)			   Fire Seeds (6th)
  Produce Flame (2nd)			   Part Water (6th)
  Flame Walk (3rd)			   Stone Tell (6th)
  Meld Into Stone (3rd) 		   Transmute Water to Dust (6th)
  Protections From Fire (3rd)		   Animate Rock (7th)
  Pyrotechnics (3rd)			   Chariot of Sustarre (7th)
  Stone Shape (3rd)			   Conjure Earth Elemental (7th)
  Water Breathing (3rd) 		   Earthquake (7th)
  Water Walk (3rd)			   Fire Storm (7th)
  Lower Water (4th)			   Transmute Metal to Wood (7th)
  Produce Fire (4th)			   Wind Walk (7th)
  Air Walk (5th)


  Guardian

  Silence, 15' Radius (2nd)                Blade Barrier (6th)
  Wyvern Watch (2nd)			   Symbol (7th)
  Glyph of Warding (3rd)


  Healing

  Cure Light Wounds (1st)		   Neutralize Poison (4th)
  Slow Poison (2nd)			   Cure Critical Wounds (5th)
  Cure Serious Wounds (4th)		   Heal (6th)


  Necromantic

  Invisibility to Undead (1st)		   Negative Plane Protection (3rd)
  Aid (2nd)				   Raise Dead (5th)
  Animate Dead (3rd)			   Regenerate (7th)
  Cure Blindness or Deafness (3rd)	   Reincarnate (7th)
  Cure Disease (3rd)			   Restoration (7th)
  Feign Death (3rd)			   Resurrection (7th)


  Plant

  Entangle (1st)			   Hold Plant (4th)
  Pass Without Trace (1st)		   Plant Door (4th)
  Shillelagh (1st)			   Speak With Plants (4th)
  Barkskin (2nd)			   Sticks to Snakes (4th)
  Goodberry (2nd)			   Anti-Plant Shell (5th)
  Trip (2nd)				   Pass Plant (5th)
  Warp Wood (2nd)			   Liveoak (6th)
  Plant Growth (3rd)			   Transport Via Plants (6th)
  Snare (3rd)				   Turn Wood (6th)
  Spike Growth (3rd)			   Wall of Thorns (6th)
  Tree (3rd)				   Changestaff (7th)
  Hallucinatory Forest (4th)


  Protection

  Endure Cold/Endure Heat (1st) 	   Remove Curse (3rd)
  Protection From Evil (1st)		   Remove Paralysis (3rd)
  Sanctuary (1st)			   Protection From Evil, 10' (4th)
  Barkskin (2nd)			   Protection From Lightning (4th)
  Resist Fire/Resist Cold (2nd) 	   Repel Insects (4th)
  Withdraw (2nd)			   Spell Immunity (4th)
  Dispel Magic (3rd)			   Anti-Plant Shell (5th)
  Magical Vestment (3rd)		   Dispel Evil (5th)
  Negative Plane Protection (3rd)	   Anti-Animal Shell (6th)
  Protection From Fire (3rd)


  Summoning

  Abjure (4th)				   Wall of Thorns (6th)
  Animal Summoning I (4th)		   Weather Summoning (6th)
  Call Woodland Beings (4th)		   Word of Recall (6th)
  Animal Summoning II (5th)		   Conjure Earth Elemental (7th)
  Dispel Evil (5th)			   Creeping Doom (7th)
  Aerial Servant (6th)			   Exaction (7th)
  Animal Summoning III (6th)		   Gate (7th)
  Animate Object (6th)			   Succor (7th)
  Conjure Animals (6th)


  Sun

  Light (1st)				   Moonbeam (5th)
  Continual Light (3rd) 		   Rainbow (5th)
  Starshine (3rd)			   Sunray (7th)


  Weather

  Faerie Fire (1st)			   Control Winds (5th)
  Obscurement (2nd)			   Rainbow (5th)
  Call Lightning (3rd)			   Weather Summoning (6th)
  Control Temperature, 10' Radius (4th)    Control Weather (7th)
  Protection From Lightning (4th)

 
