Priest Spells of Terra

By Peter Donis

(NOTE: The spells given in this document are 2nd Edition versions. Stay tuned for a 3rd Edition update!)

I should admit at once that any suspicions to the effect that I have a bias in favor of wizards and against priests, in view of the fact that this article is considerably shorter than my article on Wizard Spells of Terra (also available as a download from this site), are perfectly justified. :) My general comments in that article about magic in Terra apply to priestly magic as well as wizardly magic, so I won’t repeat them here, but just talk about what is different or unique about priestly magic. If you’re not interested in any background, by all means skip this introduction and go right to the spells, or to the list of spells by sphere.

Priestly magic in Terra is more common than wizardly magic, in the sense that, although most smaller towns and villages do not have a wizard, a fair number of them have one or two low-level priests, who put their powers at the service of the populace. However, these priests are considered by most people to be in an entirely different class from adventuring priests, who are seen as courageous defenders of Good by some, and as interfering busybodies by others (these others are usually the ones who think all adventurers are simply meddlers who can’t help tampering with what is better left alone). In any case, adventuring priests in Terra are much rarer than town or village priests--perhaps even rarer than adventuring wizards. The religious hierarchy is very loose throughout most of the Western Kingdoms (although there are a few areas which go to the opposite extreme and are very strictly controlled), so there are not many positions of political power open to priests qua priests, nor are there many factional disputes among different religions or branches of a religion. Thus, overt displays of the magical power that priests wield are probably rarer in Terra than in worlds where there is more religious by-play going on.

With regard to spell availability, obviously this issue is handled for priests differently than for wizards. The particular issue with priests in Terra is that spheres of access are not the only restrictions on spell availability. For example, not all priests with major access to the Healing sphere will necessarily be able to use, say, the revitalize spell described below. The other major issue involved is alignment, or more precisely the type of energy which is normally associated with good and evil alignments. Good-aligned priests of Terra will normally have no problem praying for revitalize, as the effect of that spell--restoring vitality and healing damage, disease, and other maladies--is in accord with the Positive Energy aspect of their alignment. Evil priests, on the other hand, may not be able to memorize a revitalize even if they pray for it, because their alignment has a Negative Energy aspect that opposes the energy of the spell. Of course, this is strictly a "house rule" aspect of my Terra campaign, and is not intended to dictate how you use these spells in your campaign. I offer it simply to put the spells in this article into perspective.

Note to the DM: The cautionary note that I gave in my article on Wizard Spells of Terra also applies here: as my comments above on spell availability imply, the spells presented in this article are not necessarily intended to show what is common or typical in Terra. Some priest spells, such as psionic healing, are currently almost as common as the standard healing spells, but that has only become true in the last few years, as psionics itself becomes better known and understood (but that’s a subject for another article...). Other spells given here, particularly powerful and dangerous ones like soul reaver, should be introduced into a campaign very, very carefully.

Spell List by Sphere Back to top of file

For convenience I’ve listed the spells first by priest sphere of access.

All

Major Quest (7th)

Charm

Suggestion (3rd)

Emotion (4th)

Calm (6th)

Combat

Soul Reaver (7th)

Healing

Psionic Healing (2nd)

Improved Psionic Healing (5th)

Revitalize (7th)

Necromantic

Soul Reaver (7th)

Summoning

Holy Channel (7th)

Thought

Psionic Healing (2nd)

Improved Psionic Healing (5th)

Weather

Hurricane (7th)


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Psionic Healing

(Necromancy)

Reversible

Level: 2

Sphere: Healing, Thought

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 3

Area of Effect: One creature

Saving Throw: None

This spell restores psionic strength points (PSPs) to the recipient, similar to the way in which the cure wounds spells restore hit points. However, because PSPs are a mental phenomenon connected with a person’s psychic energy, whereas hit points are a measure of physical damage and exhaustion, this spell is a separate type of magic from the physical curative spells, although in many ways it functions similarly in game terms.

The normal version of this spell restores 1d8+2 PSPs to the recipient by touch; assuming a willing recipient, no attack roll or saving throw is required. The additional PSPs can be used immediately. The reversed version of the spell, psionic draining, requires a successful attack roll in melee, and drains a similar number of PSPs from the recipient. Note that this spell cannot raise a character’s PSP total above his or her normal maximum, or lower it below 0. Characters whose PSPs are lowered to 0 by this spell can, however, be affected by psionic powers that require an open mind; the character is treated as if his or her PSPs had been reduced to 0 by psionic attacks.

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Suggestion

(Enchantment/Charm)

Level: 3

Sphere: Charm

Range: 20 yards

Components: V, S

Duration: 1 turn + 1 turn/level

Casting Time: 3

Area of Effect: All creatures within range

Saving Throw: Neg.

This spell is similar to the 3rd-level wizard spell of the same name (q.v.), except as noted above. The most significant difference is that, as shown above, the spell affects all creatures within range, rather than a single creature. The reduced duration and range offset this advantage. Creatures making their saving throws are not affected, and a save can be made every time a new suggestion is made during the spell duration.

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Emotion

(Enchantment/Charm)

Reversible

Level: 4

Sphere: Charm

Range: 10 yards/level

Components: V, S

Duration: 1 round/level

Casting Time: 5

Area of Effect: 20-foot cube

Saving Throw: Special

This spell is the same as the 4th-level wizard spell of the same name (q.v.), except as noted herein. Only positive emotions can be generated by the priest’s version of this spell (or dispelled by the reversed version). The priest does not have to concentrate on maintaining the desired emotion, but the spell duration is limited to that noted above. Normally the spell will be cast on willing recipients, who will not desire a saving throw; however, if it is cast on an unwilling recipient, a save vs. magic is allowed (adjusted for Wisdom), just as with the wizard spell.

The reverse of this spell, soothe, can remove any of the emotions generated by the forward version, or their opposites; thus, it can negate an emotion spell cast by an opposing priest (or wizard). The reverse cannot, however, generate the opposite emotions, as the various options of the wizard spell can.

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Improved Psionic Healing

(Necromancy)

Reversible

Level: 5

Sphere: Healing, Thought

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 7

Area of Effect: One creature

Saving Throw: None

This is a more potent version of the 2nd-level spell psionic healing (see above) which is treated the same as its lower-level cousin in all respects not noted herein. The normal version of this spell restores 3d8+6 PSPs to the recipient. The reversed version drains a similar number of PSPs on a successful attack roll.

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Calm

(Enchantment/Charm)

Reversible

Level: 6

Sphere: Charm

Range: 40 yards

Components: V, S, M

Duration: 1 round/level

Casting Time: 6

Area of Effect: Special

Saving Throw: Neg.

This spell is a more powerful version of the soothe spell (see above). It allows the priest to negate the effects of any spell or spell-like power that causes extreme emotions, or to calm normal, non-magically caused emotions of the same type. Thus, the priest could negate the effects of a fear spell or similar effect, or could use the spell to calm a hostile mob. The spell can even negate the effects of symbols and the like on affected creatures, although it will not remove the symbols themselves. The spell can affect as many creatures as the priest has levels of experience; unwilling recipients of the spell are allowed a save vs. magic to avoid the effects.

The reverse spell, incite, can cause an extreme form of virtually any emotion in the subject creatures: examples are berserker rage (subjects gain +2 on attack dice due to fearlessness), fear (as the spell with a save of -3 due to the power of this effect), and friendship (subject creatures will not attack the caster or his or her allies, and are subject to suggestion as the spell). The DM is the ultimate judge of what is an appropriate effect of the spell. The material components for both the forward and reversed spell are a small red pennant and the priest’s holy symbol.

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Holy Channel

(Conjuration/Summoning, Invocation)

Reversible

Level: 7

Sphere: Summoning

Range: Special

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Special

Saving Throw: Special

This spell creates a "channel" of magical energy between the caster and one other person, which enables the caster to cast spells through that person. The target person does not have to be a priest; in fact, it does not even have to be a spellcaster. The target does, however, have to be willing to serve as the caster’s channeler; if the spell is cast on an unwilling target, it fails. Also, no spell cast through the channel can harm the target in any way; a spell which would do so fails, and also destroys the channel. (Note that the reversed version of the spell is not subject to all of these restrictions--see below.)

When this spell is cast, the caster must spend a round concentrating on the target. If the target person is within view, this simply involves standing still and keeping the target in view while the spell is cast. If the target is not in view, the priest must somehow contact her to complete the spell. Telepathic contact, or a spell which sends a message remotely to the target, meets this requirement. There is no range limit to this contact, as long as the priest and the target are on the same plane of existence.

Once the target is contacted, and agrees to submit to the spell, the channel is opened at the end of the round. The priest is then in telepathic contact with the target, and can utilize all of the target’s senses as if he were in the target’s body, although no actions can be taken other than spellcasting. The priest can cast any spell he has memorized during the duration of this spell as if occupying the target’s location, using the sensory information gained from the target to judge range, targeting, areas of effect, and so forth. All spells cast in this way take effect just as if they were cast by the priest, except that the source is the target’s body.

During this spell, the priest’s own body is incapacitated; it cannot move or perform any other action, although it is clearly alive. The priest can receive no sensory information from his own body while the spell lasts. If the priest’s body is damaged or disturbed in any way (such as by a melee attack), the spell ends instantly. The priest can also end the spell prior to the expiration of its normal duration by an act of will.

The material components for this spell are the priest’s holy symbol and a magical item. Such an item can be specially enchanted for the purpose of casting this spell; it must be of finest quality and workmanship (not less than 10,000 gp value before enchantment) and must be invested with magical power by a process similar to the charging of a rod or staff. The equivalent of one "charge" per level of experience of the priest must be embedded into the item, and this magical energy cannot be discharged or used for any other purpose. When the spell is cast, all of this energy is drained from the item to open the channel, and that item becomes permanently non-magical and worthless, and can never be used for this spell again. The caster of this spell can also use any "standard" magical rod, staff, or wand usable by priests for this spell, as long as it has at least one charge per level of experience of the priest; when the spell is cast, the item is drained as above, including any "excess" charges, and can never be recharged or used again.

The reverse of this spell, unholy channel, functions similarly in most respects; the differences are that the target need not be willing, and that spells cast through the unholy channel can harm the target. If unwilling, the target gets a saving throw vs. paralyzation to resist the opening of an unholy channel; if this save fails, however, the target has no further way of stopping the caster of the channel from using her body. If a spell cast through the channel kills the target, the spell ends and the priest’s mind is thrown back into his own body; however, the priest suffers no other ill effects except a brief disorientation (he can take no other actions during the round following the closing of the channel). Obviously, this application of the spell is normally used only by evil priests.

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Hurricane

(Alteration, Evocation)

Level: 7

Sphere: Weather

Range: 1 mile/level

Components: V, S

Duration: 1 hour/level

Casting Time: 1 hour

Area of Effect: 5-mile radius/level

Saving Throw: None

This spell enables the caster to summon a huge storm of wind and water to any location within the spell range. The eye of the hurricane will be centered on the desired spot, and the area of effect is a circular area of the given radius. Winds will be of hurricane force (73 mph or over), and rainfall will be torrential--10 times a cloudburst spell (q.v.). Buildings will sustain 1 point of structural damage per hour from the storm. On the water, small craft will be capsized after one hour, larger craft run a 10% chance per hour, cumulative.

To cast this spell, the priest must remain motionless in a meditative state for a full hour, concentrating on focusing the natural energies of the weather and starting the train of events which will form the storm. Once the casting is finished, the storm takes one hour to develop, and six hours after that to reach full force; by the end of the first hour of development, winds will be fairly strong (half of full force), and they will increase by equal steps every hour for the following six hours, at which time full force is achieved. The storm will remain in full force for half of the full duration, and then taper off in the remaining time. Hopefully, the caster and her friends will be well away from the area (or battened down tight) before the storm fully arrives!

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Major Quest

(Enchantment/Charm)

Level: 7

Sphere: All

Range: Touch

Components: V, S, M

Duration: Until fulfilled

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: None

This spell is similar in general effect to the 5th-level spell quest (q.v.), but with two important differences. First, the target person must consent to the spell; hence the range is given as touch and there is no saving throw. If cast on an unwilling recipient, the spell simply has no effect. Also, as with the quest spell, the quest must be justly given; a major quest assigned without just cause has no effect. Note, however, that there is no requirement that the conditions of a just quest be within reasonable limits; for example, the task may be to slay a Power. As long as there is some means discoverable for doing so (read: the DM has an adventure up his sleeve), the quest applies. (Note also that, although the recipient must consent to the spell, this does not necessarily mean the recipient will know the intended quest in advance!)

Second, this spell cannot be dispelled, removed, or otherwise circumvented by any known agency (even the Powers themselves have, at least, never been known to do so); the recipient must pursue the quest just as with the normal spell (with appropriate penalties for delay, perversion, and so forth), and can only discharge the spell by fulfilling the quest. When that is done, and the recipient returns with proof of fulfilment, the spell is ended.

The material component of this spell is twofold: first, the holy symbol of the priest casting it; and second, a holy symbol of religious significance to the recipient, which must be worn by the recipient when the spell is cast and continuously thereafter until the quest is fulfilled. Any priest of the same religion as the recipient will be able to perceive the significance of the symbol and realize that the wearer is on a major quest. Obviously, neither of the holy symbols are consumed by the spell.

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Revitalize

(Necromancy)

Reversible

Level: 7

Sphere: Healing

Range: Touch

Components: V, S, M

Duration: Permanent

Casting Time: 1 turn

Area of Effect: One creature

Saving Throw: None

This spell is a still more potent version of the 6th-level spell heal (q.v.), which is used in cases where a character has suffered several different types of damage which would require several heal spells to heal. The spell cures all diseases and blindness and restores all hit points to the subject; in addition, it also restores all psionic strength points (if applicable), heals exhaustion, fatigue, and other physical deficiencies, removes any curses or similar afflictions, restores any reduced ability scores (whether from exhaustion, magic, or other cause) to their full values, and dispels any magical afflictions such as feeblemind and paralyzation that affect a character’s hit points, senses, ability scores, and psionic strength points. The spell cannot affect the subject’s life energy level or restore lost body parts, and the subject must be living to receive the benefits of the spell.

The reverse of the spell, incapacitate, is extremely potent and can only be used in extreme cases by good priests. If a successful melee hit is scored, the target is reduced to 1 hit point and 0 psionic strength points, all ability scores are reduced to 3 (treat the character as if feebleminded), and the character is cursed (or diseased, if you will) so that normal healing and recovery of hit points, power points, and ability scores cannot occur (thus, only magical means can restore the character).

The material components are the priest’s holy symbol and a leaf of the elvish herb tioril (for the normal version) or a pinch of dust from the plane of Hades (for the reversed version).

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Soul Reaver

(Necromancy)

Level: 7

Sphere: Combat, Necromantic

Range: 30 yards

Components: V, S, M

Duration: Instantaneous

Casting Time: 1

Area of Effect: One creature

Saving Throw: Special

This spell is similar to the reverse of the 7th-level spell resurrection (q.v.) in that it slays the subject; however, instead of simply killing the target creature and turning its body to dust, this spell actually banishes the target’s soul to the wrong plane, leaving the body dead but intact (possibly to be occupied by another spirit...). The caster speaks a command word and points his finger at the target while holding the requisite (un)holy symbol in the other hand. Upon speaking the command, the target’s soul (or spirit) is torn from its body and thrown from the Prime Material Plane. Because of the effect on the target’s life force (see next paragraph), the target creature cannot be raised or resurrected, and a wish can restore the target’s soul to its body only if cast by a wizard of higher level than the priest who cast the soul reaver.

If the target is lower in level and Wisdom than the caster, its soul is incarcerated on the Demi-Plane of Imprisonment (see the Manual of the Planes for details), and no means are known for its recovery (even a wish will not work, though it is possible that certain abilities of Powers might). If the target is higher in level or Wisdom, however, the spirit is simply stranded somewhere in a random plane of existence (with the proviso that it will not be a similarly-aligned Outer Plane). Returning the target’s spirit to its body can therefore be a problem even in this case, since the target’s soul will be disoriented for days, weeks, months, or even years, and the body may well be rotted (or occupied...) upon finally returning.

Normally, the target of this spell does not gain a saving throw, as there is no visible manifestation of the effect. It is thought, however, that certain magical and/or psionic protections may allow a save vs. death magic to avoid the spell’s full effect. Even if such a save is successful, however, the target is still affected as if by a harm spell (the reverse of the 6th-level spell heal--all but 1d4 hit points are lost) and can take no action other than sitting or lying quietly for 1d4 rounds.

Obviously, good-aligned priests must exercise extreme caution in using this spell. Most of the knowledge of its effects comes from a very few cases of heroes who have been lucky enough to have their spirits eventually discovered on other planes by friends after being subjected to the spell.

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