ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ C L E R I C S P E L L S ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ************************* Introduction: ************************** SPELL EXPLANATIONS ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Each spell is presented here in exactly the same format. The spell is first identified by the name and type of magic involves. Thereafter its level, range (distance it can be cast), duration, area of effect, components, casting time, and saving throw are shown. Finally, an explanation of th espell and a description of its effects are given in some detail. RANGE ÄÄÄÄÄ Range is shown in inches or as "Touch", which indicates the caster must physiacally contact the recipient of the spell with his or her hand. DURATION ÄÄÄÄÄÄÄÄ Duration is given as number of turns, rounds, or simply "instantaneous", as in the case of a lighting bolt which lasts only a brief moment. AREA OF EFFECT ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Area of effect shows how large an area spell covers, or how many persons or creatures it will be effect. COMPONENTS ÄÄÄÄÄÄÄÄÄÄ Components, as previously mentioned, are verbal (V), somanic (S), and/or material (M). This indicates which are part of the spell. CASTING TIME ÄÄÄÄÄÄÄÄÄÄÄÄ Casting time shows the number of melee rounds, or segments of a melee round, required to cast the spell. Remember that there are 10 segments to a melee round, 10 melee rounds to a turn. Some spells require additional time proparation. SAVING THROW ÄÄÄÄÄÄÄÄÄÄÄÄ Saving throw tells whether a saving throw is possible, and if it is possible whether success negates (neg.) the spell or reduce its effects by 50% (1/2). Saving throw: The chance to avoid or partially negate and breath attack forms is known as the save. (Note that magic items and even normal items and weapons must be saved for due to such attacks, falls or blows. Consider the fate of a cloak when exposed to dragon fire, a suit of magic armor struck by a lighting bolt, or a magic hammer flying through a cone of cold prior to striking its target). ******************** First level spells: *********************** BLESS (Conjuration/Summoning) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S, M Range: 6" Casting Time: 1 round Duration: 6 melee rounds Saving Throw: None Area of Effect: 5" X 5" Explanation/Description: Upon uttering the BLESS SPELL, the caster raises the moral of friendly creatures by +1. Furthermore, it rases their "to hit" dice rolls by +1. A blessing, however, will affect only those not already engaged in melee combat. This spell can be reversed by the cliric to a CURSE upon enemies which lowers morale and "to hit" by -1. The caster determines at what range (up to 6") he or shee will cast the spell, and it then affects all creatures in an area 5" square centerd on the point the spell was cast upon. COMMAND (Enchantment/Charm) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V Range: 1" Casting Time: 1 segment Duration: 1 round Saving Throw: Special Area of Effect: One creature Explanation/Description: This spell enables the cliric to issue a COMMAND OF A SINGLE WORD. The COMMAND must be uttered in a language which the spell recipient is able to understand. CREATE WATER (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S, M Range: 1" Casting Time: 1 round Duration: permanent Saving Throw: None Area of Effect: Up to 27 cubic feet Explanation/Description: When the cleric casts a CRATE WATER spell, four gallons of water are created for every level of experiense of the caster, i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve gallons, etc. The water is clean and drinkable (it is like rain water). CURE LIGHT WOUNDS (Necromanic) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V,S Range: Touch Casting Time: 5 segment Duration: Permanent Saving Throw: None Area of Effect: Character touched Explanation/Description: Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creature's body to be healed. This healing will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by IRON, SILVER, and/or MAGICAL weapons. DETECT EVIL (Divibation) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S, M Range: 12" Casting Time: 1 round Duration: 1 turn + 1/2 turn/level Saving Throw: None Area of Effect: 1" path Explanation/Description: This is a spell which discovers emanations of EVIL, or od good in the case of the REVERSE SPELL, from any creature or object. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trap or an unintelligent viper will not. DETECT MAGIC (Divination) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S, M Range: 3" Casting Time: 1 round Duration: 1 turn Saving Throw: None Area of Effect: 1" path, 3" long Explanation/Description: When the DETECT MAGIC spell is cast, the cleric detects magical radiations in a path 1", wide, and up to 3" long, in the direction he or she is facing. LIGHT (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S Range: 12" Casting Time: 4 segments Duration: 6 turns + 1 turn/level Saving Throw: None Area of Effect: 2" radius globe Explanation/Description: This spell causes excitation of molecules so as to make them brightly luminous. The LIGHT thus cause is equal light in brightness, but its sphere is limited to 4" in diameter. It lasts for the duration indicated (7 turns at 1st experience level, 8 at 2nd, etc.) or until the caster utters a word to extinguish the light. PROTECTION FROM EVIL (Abjuration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S, M Range: Touch Casting Time: 4 segments Duration: 3 rounds/level Saving Throw: None Area of Effect: Creature touched Explanation/Description: When this spell is cast, it acts as if it were a magical armor upon the recipient. The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the protected creature, and any saving throws caused by such attacks are made +2 on the protected creature's dice. PURIFY FOOD & DRINK (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S Range: 3" Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: 1 cubic foot/level, 1" square area Explanation/Description: When cast, the spell will make spoiled, rotten, poisonous or otherwise contaminated food and/or water pure and suitable for eating and/or drinking. Up to 1 cubic foot of food and/or drink can be thus made suitable for consumption. REMOVE FEAR (Abjuration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S Range: Touch Casting Time: 4 segments Duration: Special Saving Throw: None Area of Effect: Creature touched Explanation/Description: By touch, the cleric instills courage in the spell recipient, rasing the creature's saving throw against magical FEAR attacks by +4 on dice rolls for 1 turn. If the recipient has already been affected by fear, and failed the appropriate saving throw, the touch allows another saving throw to be made, with a bonus of +1 on the dice for every level of experience of the caster. RESIST COLD (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: Creature touched Explanation/Description: When this spell is placed on a creature by a cleric, the creature's body is inured to cold. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold, such as that produced by a sword of cold, ICE STORM, cold wand, or white dragon's breath, must be saved against. All saving throws against cold are made with a bonus of +3, and damage sustained is one-half (if the saving throw is not made) or one-quarter (if the saving throw is made) of damage normal from that attack form. The resistance lasts for 1 turn per level of experience of the caster. SANCTUARY (Abjuration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 1 Components: V, S, M Range: Touch Casting Time: 4 segments Duration: 2 rounds + 1 round/level Saving Throw: None Area of Effect: One creature Explanation/Description: When the cleric casts a SANCTUARY spell, any opponent must make a saving throw versus magic in order to strike or otherwise attack him or her. If the saving throw is not made, the creature will attack another and totally ignore the cleric protected by the spell. If the saving throw id made, the cleric is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks (FIREBALL, ICE STORM, etc.) ******************* Second level spells: ********************* AUGURY (Divination) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S, M Range: 0 Casting Time: 2 rounds Duration: Special Saving Throw: None Explanation/Description: The cleric casting an AUGURY spell seeks to divine whether an action in the immediate future (within 3 turn) will be for the benefit of, or harmful to, the party. The base chance for correctly divining the AUGURY is 70%, plus 1% for each level of the cleric casting the spell, i.e. 71% at 1st level, 72% at 2nd, etc. Your referee will determine any adjustments due for the particular conditions of each AUGURY. For example, assume that party is considering the destruction of a weird seal which closes a portal. AUGURY is used to find if weal or woe will be the ultimate result to the party. CHANT (Conjuration/Summoning) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S Range: 0 Casting Time: 1 turn Duration: Time of chanting Saving Throw: None Area of Effect: 3" radius Explanation/Description: By mean of the CHANT, the cleric brings into being a special favor upon himself or herself and his or her party, and causes harm to his or her enemies. Once the CHANT spell is completed, all attacks, damage and saving throws made by those in the area of effect who friendly to the cleric are at +1, while those of the cleric's enemies are at -1. This bonus/penalty continues as long as the cleric continues to chant the mystic syllables and is stationary. DETECT CHARM (Divination) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S Range: 3" Casting Time: 1 round Duration: 1 turn Saving Throw: None Area of Effect: One creature Explanation/Description: When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a charm spell. Up to 10 creatures can be thus checked before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded. FIND TRAPS (Divination) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S Range: 3" Casting Time: 5 segments Duration: 3 turn Saving Throw: None Area of Effect: 1" path Explanation/Description: When a cleric casts a FIND TRAPS spell, all traps - concealed normally or magically - of magical or mechanical nature become visible him or her. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. HOLD PERSON (Enchantment/Charm) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S, M Range: 6" Casting Time: 5 segments Duration: 4 rounds + 1 round/level Saving Throw: Neg. Area of Effect: One to three creatures Explanation/Description: This spell holds immobile, and freezes in places, from 1-3 humans or humanoids creatures (see below) for 5 or more melee rounds. The level of the cleric casting the HOLD PERSON spell dictates the length of time the effect will last. The basic duration is 5 melee rounds at 1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. Creatures affected by a HOLD PERSON spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. KNOW ALIGNMENT (Divination) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S Range: 1" Casting Time: 1 round Duration: 1 turn Saving Throw: None Area of Effect: One creature/round Explanation/Description: A known alignment spell enables the cleric to exactly read the aura of a person - human, semi-human, or non-human. This will reveal the exact alignment of the person. Up to 10 persons can be examined with this spell. The reverse totally obscures alignment, even from this spell, of a single person for 1 turn, two persons for 5 turns, etc. RESIST FIRE (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S, M Range: Touch Casting Time: 5 segments Duration: 1 turn/level Saving Throw: None Area of Effect: Creature touched Explanation/Description: When the spell is placed upon a creature by a cleric, the creature's body is toughened to withstand heat, and boiling temperature is comfortable. The recipient of the RESIST FIRE spell can even stand in the middle of very hot or magical fires such as those produced by red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fire balls, meteor swarms, or red dragon's breath - but these will affect the creatures, to some extent. The recipient of the spell gains a bonus of +3 an saving throws against such attack forms, and all damage sustained is reduced by 50%; therefore, if the saving throw is not made, the creature sustains one-half damage, and if the saving throw is made only one-quarter damage is sustained. Resistance to fire lasts for 1 turn for each level of experience of the cleric placing the spell. SILENCE, 15' RADIUS (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S Range: 12" Casting Time: 5 segments Duration: 2 rounds/level Saving Throw: None Area of Effect: 30' diameter sphere Explanation/Description: Upon casting this spell, complete silence prevails in the area of its effect. All sounds is stopped, so all conversations is impossible, spells cannot be cast, and no noise whatsoever issues forth. The spell can be cast upon a creature, and the effect will then radiate from the creature and moves as it moves. SLOW POISON (Necromantic) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S, M Range: Touch Casting Time: 1 segments Duration: 1 hour/level Saving Throw: None Area of Effect: Creature touched Explanation/Description: When the spell is placed upon a poisoned individual it greatly slows the effect of any venom, even causing a supposedly dead individual to have life restored if it cast upon the victim within a number of turns less than or equal to the level of experience of the cleric after the poisoning was suffered, i.e. a victim poisoned up to 10 turns previously could be temporarily saved by a 10th or higher level cleric who cast SLOW POISON upon the victim. SNAKE CHARM (Enchantment/Charm) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S Range: 3" Casting Time: 5 segments Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: When this spell is cast, a hypnotic pattern is set up which causes one or more snakes all activity expect a semierect postured swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 3 to 6 turns (d4+2); if the snakes are not torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the snakes are angry and/or attacking, the SNAKE CHARM spell will last from 5 to 8 melee rounds (d4+4). The cleric casting the spell can charm snakes whose hit points are less than or equal to those of the cleric. SPEAK WITH ANIMALS (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S Range: 0 Casting Time: 5 segments Duration: 2 rounds/level Saving Throw: None Area of Effect: One animal within 3" radius of cleric Explanation/Description: By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animal which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be an amicable terms with the animal. This ability lasts 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric (evil/good, good/evil), it and any others of the same kind with it will not attack while the spell lasts. If the animal is neutral or of the some general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service for the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the determinants. Note that this spell differs from SPEAK WITH MONSTERS (q.v.), for it allows conversation only with basically normal, non fantastic creatures such as apes, bears, cats, dogs, elephants, and so on. SPIRITUAL HAMMER (Invocation) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 2 Components: V, S, M Range: 3" Casting Time: 5 segments Duration: 1 round/level Saving Throw: Special Area of Effect: One opponent Explanation/Description: By calling upon his or her deity the cleric casting a SPIRITUAL HAMMER spell brings into existence a field of force which is shaped vaguely like a hammer. This area of force is hammer-sized, and as long as the cleric who invoked it concentrates upon the HAMMER, it will strike at any opponent within its range as desired by cleric. The force area strikes as a magical weapon equal to one plus per 3 level of experience of the spell caster for purposes of being able to strike creatures, although it has no magical plusses whatsoever "to hit", and the damage it causes when it scores a hit is exactly the same as a normal war hammer. ************************ Third level spells: ********************* ANIMATE DEAD (Necromantic) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S, M Range: 1" Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: Special Explanation/Description: This spell creates the lowest of the undead monsters, skeleton or zombies, from the bones or bodies of dead human. The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons and zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. CONTINUAL LIGHT (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S Range: 12" Casting Time: 6 segments Duration: Permanent Saving Throw: None Area of Effect: 6" radius globe Explanation/Description: This spell is similar to a LIGHT SPELL, expect that lasts until negated (by a CONTINUAL DARKNESS or dispel magic spell) and if the brightness is very great, being nearly as illuminating as full daylight. It can be cast into air, onto object, or at a creature. In the third case, the CONTINUAL LIGHT affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it was successfully cast upon the visual organs, for example. CREATE FOOD & WATER (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S Range: 1 " Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: 1 cubic foot/level Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic foot of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by this spell. CURE BLINDNESS (Abjuration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S Range: Touch Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: Creature touched Explanation/Description: By touching the creature afflicted, the cleric employing the spell can permanently cure most forms of BLINDNESS. In reverse, CAUSE BLINDNESS, requires a successful touch upon the victim, and if the victim makes the saving throw, the effect is negated. CURE DISEASE (Abjuration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S Range: Touch Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: Creature touched Explanation/Description: The cleric cures most diseases - including those of a parasitic, bacterial, or viral nature - by placing his or her hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in form 1 turn to 1 week, depending on the kind of disease and the state of its advancement when the cure took place. DISPEL MAGIC (Abjuration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S Range: 6" Casting Time: 6 segments Duration: Permanent Saving Throw: None Area of Effect: 3" cube Explanation/Description: When a cleric casts this spell, it neutralizes or, negates the magic it comes in contact with as follows: A DISPEL MAGIC will not affect a special enchanted item such as a scroll, magic ring, wand, rod, staff, miscellaneous item, magic weapons, magic shield, or magic armor. It will destroy magic potions (they are treated as 12th level for purposes of this spell), remove spells cast upon persons or objects, or counter the casting of spells in the area of effect. FEIGN DEATH (Necromantic) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S, M Range: Touch Casting Time: 2 segments Duration: 1 turn + 1 round/level Saving Throw: None Area of Effect: One person Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, FEIGN DEATH (q.v.). Note that a character of any level may be affected by the cleric casting the spell. GLYPH OF WARDING (Abjuration-Evocation) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S, M Range: Touch Casting Time: Special Duration: Permanent unit discharged Saving Throw: Special Area of Effect: 25 square feet per level of the spell caster Explanation/Description: 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, ward an entry, or as a trap on a chest or box. LOCATE OBJECT (Divination) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S, M Range: 6" + 1"/level Casting Time: 1 turn Duration: 1 round/level Saving Throw: None Area of Effect: Special Explanation/Description: This spell aids in location of a known or familiar object. The cleric casts this spell, slowly turns, and knows when he or she is facing in the direction of the object to be located, provided the object is within range, i.e. 7" for 1st level clerics, 8" for 2nd, etc. The spell will locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. PRAYER (Conjuration/Summoning) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S, M Range: 0 Casting Time: 6 segments Duration: 1 round/level Saving Throw: None Area of Effect: 6" radius Explanation/Description: This spell exactly duplicates the effects of a CHANT with regard to bonuses of +1 for friendly attacks and saving throws and -1 on like enemy dice. However, once the PRAYER is uttered, the cleric can do other things, unlike a CHANT which he or she must continue to make the spell effective. REMOVE CURSE (Abjuration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S Range: Touch Casting Time: 6 segments Duration: Permanent Saving Throw: Special Area of Effect: Special Explanation/Description: Upon casting this spell, the cleric is usually able to remove curse - whether it be on an object, a person, or in the form of some undesired or evil presence. Note that the REMOVE CURSE spell will not affected a cursed shield, weapon or suit of armor. SPEAK WITH THE DEAD (Necromantic) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 3 Components: V, S, M Range: 1 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: One creature Explanation/Description: Upon casting a SPEAK WITH THE DEAD spell, the cleric 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 cleric must able to converse in the language which the dead creature once used. The length of time the creature has been dead is a factor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions can be asked are dependent upon the level of experience of the cleric. Level of Maximum Length of Time Numbers of experience Time Dead Questioned Questions up to 7th 1 weak 1 round 2 7th-8th 1 month 3 round 3 9th-12th 1 year 1 turn 4 13th-15th 10 years 2 turn 5 16th-20th 100 years 3 turn 6 21st and up 1,000 years 6 turn 7 ********************* Fourth Level Spells: ************************ CURE SERIOUS WOUNDS (Necromantic) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S Range: Touch Casting Time: 7 segments Duration: Permanent Saving Throw: None Area of Effect: Creature touched Explanation/Description: his spell is a more potent version of the CURE LIGHT WOUNDS spell (q.v.). Upon laying his or her hand upon a creature, the cleric causes from 3 to 17 (2d8+1) hit points of wound or other injury damage to the creature's body to be healed. This healing will affect only those creatures listed in the CURE LIGHT WOUNDS spell explanation. DETECT LIE (Divination) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S, M Range: 3" Casting Time: 7 segments Duration: 1 round/level Saving Throw: None Area of Effect: One person Explanation/Description: When the cleric employs this spell, the recipient is immediately able to determine if truth is being spoken. The spell lasts one round for each level of experience of the cleric casting the DETECT LIE. DIVINATION (Divination) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: Similar to an AUGURY spell, a DIVINATION spell is used to determine information regarding an area. The area can be a small woods, large buildings, or section of a dungeon level. In any case, its location must be known. The spell gives information regarding the relative strength of creature in the area; whether a rich, moderate or poor treasures is there; and the relative chances for incurring the wrath of evil or good supernatural, super powerful beings if the area is invaded and attacked. EXORCISE (Abjuration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S, M Range: 1 Casting Time: 1-100+turns Duration: Permanent Saving Throw: None Area of Effect: One creature or object Explanation/Description: The spell of EXORCISM will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by MAGIC JAR (q.v.) spell, demonic possession, curse, and even charm, for the exorcise spell is similar to a DISPEL MAGIC spell. LOWER WATER (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S, M Range: 12" Casting Time: 1 turn Duration: 1 turn/level Saving Throw: None Area of Effect: 1" X 1" Explanation/Description: The cleric casting a LOWER WATER spell causes water or similar fluid in the area of effect to sink away. Lowering is 5% of original effect for every level of experience of the cleric. NEUTRALIZE POISON (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S Range: Touch Casting Time: 7 segments Duration: Permanent Saving Throw: None Area of Effect: Creature touched or 1 cubic foot of substance/2 level Explanation/Description: By means of a NEUTRALIZE POISON spell, the cleric detoxifies any sort of venom in the creature or substance touched. Note that a opponent, such as poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched required the cleric to score a hit in melee combat. PROTECTION FROM EVIL, 10' RADIUS (Abjuration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S, M Range: Touch Casting Time: 7 segments Duration: 1 turn/level Saving Throw: None Area of Effect: 20' diameter sphere Explanation/Description: The globe of protection of this spell is identical in all respects to a PROTECTION FROM EVIL (q.v.) spell, except that it encompasses a much larger area and the duration of the PROTECTION FROM EVIL, 10' RADIUS spell is greater. SPEAK WITH PLANTS (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: 1 round/level Saving Throw: None Area of Effect: 6" diameter circle Explanation/Description: When cast, a SPEAK WITH PLANTS spell enables the cleric to converse, in very rudimentary terms, with all sort of living vegetables. Thus, the cleric can question plants as to whether or not creature have passed through them etc. STICKS TO SNAKE (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S, M Range: 3" Casting Time: 7 segments Duration: 2 round/level Saving Throw: None Area of Effect: 1 cubic" Explanation/Description: By means of this spell the cleric is able to change 1 stick to a snake for each level of experience he or she has attained. These snakes will attack as commanded by the cleric. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snake. Note that magical items such as staves and spears which are enchanted are not affected by the spell. Only the sticks within the area of effect will be changed. TONGUES (Alteration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 4 Components: V, S Range: 0 Casting Time: 7 segments Duration: 1 turn Saving Throw: None Area of Effect: 6" diameter circle Explanation/Description: This spell enable the cleric to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language. ********************* Fifth Level Spells: ************************ ATONEMENT (Abjuration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S, M Range: Touch Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: One person Explanation/Description: This spell is used by the cleric to remove the onus of unwilling or unknown deeds from the person who is the subject of the ATONEMENT. This spell will remove the effect of magical alignment change as well. The person for whom ATONEMENT is being made must be either truly repentant or not in command of his or her own will so as to be able to be repentant. COMMUNE (Divination) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: By use of a COMMUNE spell the cleric is able to contact his or her divinity - or agents thereof - and request information in the form of questions which can be answered by a simple "yes" or "no". The cleric allowed one such question for every level of experience he or she has attained. The answers given will be correct. CURE CRITICAL WOUNDS (Necromantic) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S Range: Touch Casting Time: 8 segments Duration: Permanent Saving Throw: None Area of Effect: Creature touched Explanation/Description: The CURE CRITICAL WOUNDS spell is a very potent version of the CURE LIGHT WOUNDS spell (q.v.). The cleric lays his or her hand upon a creature and heals from 6 to 27 (3d 8+3) hit points of damage from wounds or other damage. The spell does not affect creatures excluded in the CURE LIGHT WOUNDS spell explanation. DISPEL EVIL (Abjuration) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S, M Range: Touch Casting Time: 8 segments Duration: 1 round/level Saving Throw: Neg. Area of Effect: Creature touched Explanation/Description: The cleric using this spell causes summoned creatures of evil nature, or enchanted and caused to perform evil deeds, to return to their own plane or place. Examples of such creatures are: aerial servants, demons, devils, djinn, efreet, elementals, and invisible stalkers. FLAME STRIKE (Evocation) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S, M Range: 6" Casting Time: 8 segments Duration: 1 segment Saving Throw: 1/2 Area of Effect: 1" diameter by 3" Explanation/Description: When the cleric calls down a FLAME STRIKE spell, a column of fire roars downward in the exact location called for by the caster. If any creature is within the area of effect of a FLAME STRIKE, it must make a saving throw. INSPECT PLAGUE (Conjuration/Summoning) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S, M Range: 36" Casting Time: 1 turn Duration: 1 turn/level Saving Throw: None Area of Effect: 36" diameter, 6" high cloud Explanation/Description: When this spell is cast by the cleric, a horde of creeping, hopping, and flying insects swarm in a thick cloud. These insects obscure vision, limiting it to 3". Creature within the INSPECT PLAGUE sustain 1 hit point of damage for each melee round they remain in it due to the bites and stings of the insects, regardless of armor class. PLANE SHIFT (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S, M Range: Touch Casting Time: 8 segments Duration: Permanent Saving Throw: None Area of Effect: Creature touched (special) Explanation/Description: When the PLANE SHIFT is cast, the cleric moves himself or herself or same other creature to another plane of existence. The recipient of the spell will remain in the new plane until sent forth by some like means. If several persons link hands in a circle, up to seven can be effected by the PLANE SHIFT at the same time. QUEST (Enchantment/Charm) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S, M Range: 6" Casting Time: 8 segments Duration: Until fulfilled Saving Throw: Neg. Area of Effect: One creature Explanation/Description: The QUEST is a spell by means of which the cleric requires the affected creature to perform a service and return to the cleric with proof that the deed was accomplished. The quest can, for example, require the location and return of some important or valuable object, the rescue of a notable person, the release of some creature, the capture of a stronghold, the slaying of a person, the delivery of some item, and so forth. RAISE DEAD (Necromantic) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 5 Components: V, S Range: 3" Casting Time: 1 round Duration: Permanent Saving Throw: Special Area of Effect: One person Explanation/Description: Âhen the cleric casts a RAISE DEAD spell, he or she can restore life to a dwarf, gnome, half-elf, halfling, or human. *********************** Sixth Level Spells: ********************* ANIMATE OBJECT (Abjuration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S Range: 3" Casting Time: 9 segments Duration: 1 round/level Saving Throw: None Area of Effect: 1 cubic foot/level Explanation/Description: This powerful spell enables the cleric casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attack whomever or whatever the cleric first designates. The object can be any material whatsoever - wood, metal, stone, fabric, leather, ceramic, glass, etc. The speed of movement of the object is dependent upon 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. The armor class of the object animated is basically a function of material and movement ability with regard to hitting. Damage is dependent upon the type of weapon and the object struck. A sharp cutting weapons is effective against fabric, leather, wood and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your referee will determine all of these factors, as well as how much damage the animate object can sustain before being destroyed. BLADE BARRIER (Evocation) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S Range: 3" Casting Time: 9 segments Duration: 3 round/level Saving Throw: None Area of Effect: Special Explanation/Description: The cleric employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash in endless movement around an immobile point. Any creature which attempts to pass through the blade barrier suffers 8-64 (8d8) hit points of damage in doing so. CONJURE ANIMALS (Conjuration/Summoning) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S Range: 3" Casting Time: 9 segments Duration: 2 round/level Saving Throw: None Area of Effect: Special Explanation/Description: The CONJURE ANIMALS spell enables the cleric to summon a mammal, or several of them, to his locate in order that the creature(s) can attack the cleric's opponents. FIND THE PATH (Divination) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S, M Range: Touch Casting Time: 3 rounds Duration: 1 turn/level Saving Throw: None Area of Effect: Creature touched Explanation/Description: By use of this spell, the cleric is enabled to find the shortest, most direct route that he or she is seeking, be it the way to or from or out of a locate. The locate can be outdoors or underground, a trap or even a maze spell. The spell will enable the cleric to select the correct direction which will eventual lead him or her to egrees, the exact path to follow (or actions to take), and this knowledge will persist as long as the spell lasts. HEAL (Necromantic) Reversible ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S Range: Touch Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: Creature touched Explanation/Description: The very potent spell enables the cleric to wipe away disease and injury in the creature who receives the benefits of the spell. It will completely cure any and all diseases and/or blidness of the recipient and heal all hit points of damage suffered due to wounds or injury, save 1 to 4 (4d). PART WATER (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S, M Range: 2"/level Casting Time: 1 turn Duration: 1 turn/level Saving Throw: None Area of Effect: Special Explanation/Description: By employing a PART WATER spell, the cleric 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 is dependent upon the level of the cleric. SPEAK WITH MONSTERS (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S Range: 2" radius Casting Time: 9 segments Duration: 1 round/level Saving Throw: None Explanation/Description: When cast, THE SPEAK MONSTERS spell allows the cleric to converse with any type of creature which has any form of communication ability. That is, the monster will understand the intent of what said to it by the cleric. The creature or creatures thus spoken to will be checked by your referee in order to determine reaction. All creatures of the same type as that chosen by the cleric to speak to can likewise understand if they are within range. STONE TELL (Divination) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V, S, M Range: Touch Casting Time: 1 turn Duration: 1 turn Saving Throw: None Area of Effect: One cubic yard of stone Explanation/Description: When the cleric casts a STONE TELL upon an area, the very stones will speak and relate to the caster who or what has touched them as well as telling what is covered, concealed, or simply behind the place they are. The stones will relate complete descriptions as required. WORD OF RECALL (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 6 Components: V Range: 0 Casting Time: 1 segment Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: The WORD OF RECALL spell takes the cleric instantly back to his or her sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the cleric. It must be a well known place, but it can be any distance from the cleric, above or below ground. Transportation by the WORD OF RECALL spell is infallibly safe. ********************** Seventh Level Spells: ******************** ASTRAL SPELL (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 7 Components: V, S Range: Touch Casting Time: 3 turns Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: By means of the ASTRAL SPELL a cleric is able to project his or her astral body into the Astral Plane, leaving his or her physical body and material possessions behind on the Prime Material Plane, (the plane on which the entire universe and all of its parallels have existence). Only certain magic items which have multi-planed existence can be brought into the Astral Plane. As the Astral Plane touches upon all of the first level of the Outer Planes, the cleric can travel astrally to any of these Outer Planes as he or she wills. The cleric then leaves the Astral Plane, forming a body on the plane of existence he or she has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material Plane by means of the ASTRAL SPELL, but a second body cannot be formed on the Prime Material Plane As a general rule, a person astrally projected can be seen only by creatures on the Astral Plane. At all times the astral body is connected to the material by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can normally 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, and the cord simply returns the latter where it rests on the Prime Material Plane, reviving it from its state of suspended animation. The cleric can take up to five other creatures with him or her by means of the ASTRAL SPELL, providing the creatures are linked in a circle with the cleric. CONTROL WEATHER (Alteration) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Level: 7 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: 4-48 hours Saving Throw: None Area of Effect: 4-16 square miles Explanation/Description: The CONTROL WEATHER spell allows a cleric to change the weather in the are he or she is in at the time the spell is cast. It requires 1 turn to cats the spell, and in additional 1 too 4 turns for the weather to be felt. The CONTROL WEATHER spell will not radically change the temperature.