Earthquake
Duration: 1 turn
Effect: Causes earth tremors
This powerful spell causes a section of earth to shake, and opens large cracks in the ground. A 17th level caster can affect an area up to 60′ square, adding 5′ to each dimension with each experience level above 17th. For example, an 18th level cleric affects an area up to 65′ square; 19th level, 70′ square; and so forth. 150′ Maximum at 36th level.
Within the area of effect, all small dwellings are reduced to rubble, and larger constructions are cracked open. Earthen formations (hills, cliff sides, etc.) form rockslides. Cracks in the earth may open and engulf 1 creature in 6 (determined randomly), crushing them (when the die roll randomly determines that a character is in danger of falling into a crack and being crushed, the character gets a saving throw vs. death to escape falling in).
Holy Word
Duration: Instantaneous
Effect: All creatures within 40′
This spell affects all creatures, friend or foe, within a circular area of 40′ radius, centered on the caster. When the cleric casts this spell, all creatures of alignments other than the cleric’s are affected as follows (no saving throw vs. spells allowed):
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Holy Word Effects
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| Up to 5th Level: | Killed |
| Level 6-8: | Stunned 2D10 turns |
| Level 9- 12: | Deafened 1D6 turns |
| Level 13 +: | Stunned 1D10 rounds |
Raise Dead Fully*
Duration: Permanent
Effect: Raises any living creature
This spell is similar to the 5th level spell raise dead, except that it can raise any living creature-not just humans and demihumans. Any human or demihuman recipient awakens immediately, with full hit points, and is able to fight, use abilities, spells known, etc., without any penalties-except those penalties the creature already possessed at the time of death. For example, a victim cursed or diseased at death would still suffer the affliction when raised fully.
If any other living creature (other than a human or demihuman) is the recipient, the guidelines given in the raise dead spell apply (including time limitations, rest needed, etc.).
A 17th level cleric can use this spell on a human or demihuman body that has been dead up to 4 months; for each level of experience above 17th, this time increases 4 months. Thus, a 19th level cleric could cast raise dead fully on a body that has been dead up to 12 months.
The spell is fatal to undead. Cast on an undead creature of 7 Hit Dice or less, the spell immediately destroys the creature (no saving throw). The spell forces an undead creature of 7 to 12 Hit Dice to make a saving throw vs. spells with a -4 penalty to the roll; if the creature fails the roll, it is destroyed. The spell inflicts 6D10 (6-60) points of damage upon an undead monster of more than 12 Hit Dice, but the victim may make a saving throw vs. spells to take half damage.
The reverse of this spell (obliterate) will affect a living creature just as the normal form affect undead (destroy 7 Hit Dice or less, et al.). If cast at an undead creature of any type, obliterate heals the same effect as a cureall would on a living creature (curing all but 1D6 points of damage, or curing blindness or feeblemind, etc.).
Restore*
Duration: Permanent
Effect: Restores 1 level lost to energy drain
This spell restores one full level of energy (experience) to any victim who has lost a level be cause of energydrain (for instance, from vampire’s attack). It does not restore more than one level, nor does it add a level if no level has been lost. Furthermore, the cleric casting the spell loses one level of experience, as if struck b a wight when the spell is cast; however, the cleric’s loss is not permanent, and the cleric need only rest for 2D10 (2-20) days to regain the lost experience.
The reverse of this spell, life drain, drains one level of experience from the victim touched, just like the touch of a wight or wraith. Casting the reversed spell causes no experience level loss to the cleric, nor does it require any rest afterward.
Survival
Duration: One hour per level
Effect: Protects one creature against all no magical damage from the environment
This spell protects the recipient from adverse conditions of all types, including normal heat cold, lack of air, and so forth. While the spell is effect, the caster needs no air, food, water, or sleep. The spell does not protect against magical damage of any type, attack damage, poisons, breath weapons, or physical blows from creatures. It does protect against all damage caused by natural conditions on other planes of existence.
For example, a cleric might use this spell in a desert or blizzard to prevent damage from the natural conditions; underground or underwater enabling survival without air; in space, to magically survive in vacuum; or on the elemental plane of Fire, to protect against conditional damage.
Travel
Duration: One turn per level
Effect: Allows aerial or gaseous travel
This spell allows the cleric to move quickly and freely, even between the planes of existence. The caster (only) may fly in the same manner as given by the magic-user’s spell, at a rate of 360′ (120′). The cleric can also enter a nearby plane of existence, simply by concentrating for one round. He may enter a maximum of one plane per turn.
The cleric may bring one other creature for every five levels of experience (rounded down; for example, a 29th level cleric could bring five other creatures on the journey). To bring others, he must touch them, or they must touch him, while the spell is cast and the shift is made. Any unwilling creature can make a saving throw vs. spells to avoid the effect. The cleric must take the others with him-he cannot send them while remaining behind.
While this spell is in effect, the caster (only) may assume gaseous form by concentrating for one full round. (If he is interrupted, no change occurs.) Unlike the potion effect, all equipment carried also becomes part of the same gaseous cloud. In this form, the caster may travel at double the normal flying rate: 720′ (240′). While gaseous, the cleric cannot use items or cast spells, but also cannot be damaged except by magic (weapons or certain spells). Also, a gaseous being cannot pass through a protection from evil spell effect or an anti-magic shell.
Wish
Duration: Special
Effect: Special
See Wizard Spell.
Wizardry
Duration: One turn
Effect: Allows the use of one magic-user device or scroll spell
The cleric using this spell gains the power to use one item normally restricted to magic-users: either a device (such as a wand) or a scroll containing a 1st or 2nd level magic-user spell. (The cleric cannot cast spells of 3rd or higher level, even though they may be present on the scroll.) This ability lasts for one turn, or until the scroll or device is used.
The cleric magically gains knowledge of the proper use of the item, as if the character were a magic-user. For the duration and effect of the magic-user spell, the caster is treated as the minimum level necessary to cast the spell.