Amber has access to several
non-standard spells (spells not from PH, ToM, or S&M). This document lists the spells which she has
which have been approved by the DM.
First-Level Spells
Clean (Alteration)
Sphere: All
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
Upon casting this spell, the priest effectively cleans one person,
animal, or object per level of experience. If cast upon a person or
mount, it cleans the being plus any personal belongings it has on it.
Alternatively, it can be cast on a 10-foot cube area. This spell affects
dirt, grease, paint, sweat, etc., but can be controlled so it doesn't
remove something that is permanent, such as oil in boots or paint on a
shield. This spell is useful for a party that is on the road for weeks
without a chance to bathe. It can also be used to negate the effects of
some spells. These spells would include colour spray, grease, etc. The
material component of this spell is a piece of soap.
Common Prayer (Conjuration/Summoning)
Sphere: All
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: 10-yard radius
Saving Throw: None
Author: Barbara Haddad <melchar@shakala.com>
The priest leads a prayer to his deity, that he may influence the day to
come. All who participate (by repeating the prayer) inside the area of
effect gain the influence. It is expressed by a +5%/+1 (or -5%/-1)
alteration on a single die roll during the day to come. If not used
before the priest's recycle time, the benefit dissipates. Several common
prayers may be participated in by the same individual. The benefits
stack, but their effects are not cumulative.
Create Earth (Alteration)
Reversible
Sphere: Elemental (Earth), Summoning
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Unknown
By this spell, the priest creates up to 3 pounds per level of stone or 1
cubic foot per level of sand, dirt, or dust. The stone can be solid or
loose gravel. The reverse, destroy earth, will destroy a like amount of
earth or stone. Magical creatures are allowed a saving throw versus
death magic or take 1 point of damage per level of the priest. The
material component is the priest's holy symbol.
Stop Bleeding (Alteration)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>
This spell immediately stops the bleeding of a wounded individual. It will
not heal any damage, only stop the flow and scent of blood. This is
useful when a priest needs to halt bleeding of an individual who cannot
be fully healed at that time (note that even a bandaged wound may still
attract sharks and other creatures by scent). The spell will cease to
attract sharks and other carnivorous fish, but the amount of blood
already spilled will still exist. This spell can also be used on land to
stop the victim from leaving a trail of blood. It may also be used to halt
the adverse effects of a weapon of wounding.
The material component of this spell is the priest's holy symbol.
Second-Level
Spells
Clay Beast (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
This spell enables a priest to conjure up a weak earth elemental - a
clay beast of AC 4, 2 HD, MV 100 feet per round, 1 attack for 1d4 points
of damage, which can be hit by normal weapons. It is about 5 feet tall
and appears as a solid mud man. It moves as directed by the priest, but
if it ever becomes separated from the priest by more than 30 yards, it
instantly dissipates. Any native to the elemental plane of earth can
disperse it at will with a simple touch, even another clay beast.
The material component for this spell is a bit of clay.
Guardian Watch (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 20-yard radius sphere
Saving Throw: None
Author: Unknown
This spell summons a small quasi-earth-elemental (1d4 HP) to stand
watch. If some creature moves across or under the ground into the area
of effect that weighs more than 1 pound, the elemental will cause the
ground to shiver and wake people up (detection of creatures is by
movement and vibrations across the ground). The elemental can also form
a hand and try to trip intruders (the guardian is semi-intelligent and
can remember simple commands from the priest, like who the party
members are). The guardian is hard to detect and will almost always trip
from surprise. Opponents get a saving throw versus death magic to
avoid tripping - a successful saving throw means they just felt
something trying to grab their leg. The material components of this
spell are the priest's holy symbol and a live worm.
Favor of Tymora [Tymora's Smile] [p.168 Faith & Avatars]
Sphere: protection
Range: touch components: v,s
Duration: special
Casting time: 5
Area of effect: 1 living creature
Saving throw: none
This spell confers a protection upon a single living creature that cannot be
ended by Dispel Magic or other magical effects. It last until the death of
the creature or until it's power is exhaused by use. The spell is canceled
out by Bane of Beshaba (reversal of spell).
A priest of Tymora must touch with bare hand recipient requiring a successful
attack roll if creature is in a battle or unwilling. The Favor confers bonues
upon the saving throws of the creature it affects. The first saving throw
made by the creature is a +4 bonus, the next time it is +3, the next +2, the
last +1. No creature gains Tymora's favor more than once in any day unless
there are exceptional circumstances, such as a character championing Tymora's
cause in open battle. Creatures faithful to Tymora are looked upon with
disfavor if they request the bestowal of this spell more than twice in any
tenday; including priests of Tymora. They must Atone if they do.
THIRD LEVEL SPELLS
Protection from Undead, 10-foot
Radius (Abjuration)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>
This spell is equal to the 4th-level priest spell protection from evil,
10-foot radius, except as noted above, and that it protects only from
undead.
Wings of God (Alteration)
Sphere: Animal, Elemental (Air), Travellers
Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn per level
Casting Time: 3
Area of Effect: One person
Saving Throw: None
Author: Aadne Brunborg <brunborg@solan.unit.no>
This spell causes large wings to grow on the back of the priest, allowing
him to fly as per the wizard spell fly. The spell is not affected by
armour of any sort (the wings will grow through the armour, and the
armour will not be destroyed). If the deity is good aligned, the wings are
white, angel-like; if he is evil, they will be black, devil-like. Druids
grow eagle-like wings, and other neutral deities grant grey feather-wings.
Normally, this spell may only be cast on the followers of the same god
as the priest. However, in dire need it may be cast on any person. If
cast on another person under circumstances that are not "dire", the
priest loses access to the spell for two days. The material components
are the priest's holy symbol, plus an eagle's feather for druids, a white
feather for good, any feather for neutral and a bat wing for evil
priests. The components may be reused.
Note that God in the title of this spell should be changed to the name of
the priest's god.
**Amber's wings would be white feathers.