The Felowship of Plenty -- Spell List

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Felowship of Plenty Spell List

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

Animal Friendship Aid Animate Dead Abjure
Bless Augury Call Lightning Animal Summoning 1
Ceremony Chant Cloudburst Cloak of Bravery
Cleanse Charm Person or Mammal Continual Light Conjure Wolves
Combine Detect Charm Create Food & Water Control Temperature, 10'r
Command Dust Devil Cure Blindness or Deafness Cure Serious Wounds
Create Water Enthrall Cure Disease Detect Lie
Cure Light Wounds Find Traps Dispel Magic Divination
Detect Evil Fire Trap Feign Death Free Action
Detect Magic Flame Blade Glyph of Warding Imbue with Spell Ability
Detect Poison Heat Metal Hold Animal Magic Font
Endure Heat/Cold Hold Person Locate Object Neutralize Poison
Fog Cloud Holy Symbol Magical Vestments Night Form
Inivisibility to Animals Messenger Negative Plane Protection Produce Fire
Invisibility To Undead Obscurement Prayer Protection From Evil 10'r
Light Product Flame Protection from Fire Protection From Lightning
Locate Animals Resist Fire/Resist Cold Pyrotechnics Repel Insects
Magical Stone Rodent Call Remove Curse Spell Immunity
Pass Without Trace Silence 15'r Remove Paralysis Teeth to Rats
Penetrate Disguise Slow Poison Speak With Dead
Portent Speak with Animals Starshine
Precipitation Spiritual Weapon Summon Insects
Perdict Weather Withdraw Water Breathing
Protection from Evil Wolf Watch Water Walk
Purify Food & Drink
Remove Fear
Sanctuary
Shillelagh
Tongues

5th Level Spells

6th Level Spells

7th Level Spells

Air Walk Aerial Servant Astral Spell
Animal Growth Animal summoning 3 Confusion
Animal Summoning 2 Animate Object Control Weather
Atonement Anti-Animal Shell Creeping Doom
Commune Blade Barrier Exaction
Commune with Nature Conjure Animals Fire Storm
Control winds Find the Path Gate
Cure Critical Wounds Forbiddance Holy word
Death Fog Heal Regenerate
Dispel Evil Hero's Feast Restoration
Insect Plague Part Water Resurrection
Lightning Strike Shapeshift Succor
Moonbeam Speak With Monsters Symbol
Plane Shift Stone Tell Transmute Metal to Wood
Quest Trasmute Water to Dust Wind Walk
Raise Dead Weather Summoning Vampire Form
True Seeing Word of Recall
Wall of Fire

Priest Spells: The Fellowship of Plenty

Fog Cloud (Evocation)
Sphere: Weather
Level: 1
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

       This spell causes a normal fog to issue from the point of casting for the duration of the spell. The area of effect depends on the prevailing conditions at the time. Indoors or in calm conditions the fog will rise to a height of 20 feet and spread at a rate of ten yards a round. The fog will persist for an additional turn per level of the Cleric once the duration ends. In winds from 5mpr. to 10 mph. the fog area and duration will be halved, winds over 10 mph. will defeat the spell, and no fog can persist.
       The casting cleric can see as if the fog did not exist, but all others will have their visibility impaired as if in a very dense fog.

Spell List

Locate Animals (Divination) Sphere: Divination
Level: 1
Range: 200 yds. + 20 yds./level
Components: V, S, M
Duration: 2 rd./level
Casting Time: 1 rd.
Area of Effect: 40 yds./level x 40 ft.
Saving Throw: None

       The caster can find the direction and distance of any one type of animal he desires. The caster, facing in a direction, thinks of the animal and then knows if any such animal is within range. 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 200 yards plus 20 yards per level of experience.
       While the exact chance of locating a specific type of animal 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%. The results of this spell are always determined by the DM.
       The material component is the caster's holy symbol.

Spell List

Charm Person or Mammal (Enchantment/Charm)
Sphere: Animal
Level: 2
Range: 80 yds.
Components: V, S
Duration: Special
Casting Time: 5
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 sentient creature that could be considered a player character race, or possible NPC. Of humaniods only true Giants and Giant Kin are excepted. Likewise all monsters of Intelligence such as Dragons, Gorgons, and the like cannot be charmed with this spell.
       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 minute 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 former allegiances are not. The caster is treated as a trusted friend, but old loyalites and friends are not forgotten. 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. In the case of the caster and allies fighting the charmed creature's friends or allies the charmed chreature will attemp to foster a peace between the two groups. 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. A successful saving throw breaks the spell. 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 Score
Period Between Checks
3 or less
3 months
4-6
2 months
7-9
1 month
10-12
3 weeks
13-14
2 weeks
15-16
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 -2 vs. the spell, the effect is negated.
       However, if the caster treats the charmed creature as a trusted friend. If they display a willingness to defend and protect the charmed creature, expend resources, especially magic to the benefit of the charmed creature. The spell could wane without it being noticed. True friendship and trust will have replaced the magical compulsion.
       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.

Spell List

Rodent Call (Enchantment/Charm)
Sphere: Animal
Level: 2
Range: 100 yds.
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

       When cast this spell calls all mice, rats and similar rodents to the casters location that are within 100 yards of the caster at the time the call is made.
The summoned rodents will gather within 3 rounds. From 10 to 100 rodents will be called by the spell unless their are no rodents anywhere within the spell area, and unlikely event in populous areas.
Once the beasts are gathered the cleric can send them running in a stated direction. The rodents will run that way, clambering over any obstacles they can, and avoiding those they must while adhering to the indicated path as well as possible. After 100 yards, the rodent pack will dissipate as the animals go their own way. It will take two rounds for the pack to move the distance. The rodents will not attack unless cornered, preferring to run from threats. The pack will disrupt spell casters for the round they are encountered, and anyone that attempts to move through the pack risks 1-4 bite attacks per 10 rodents present as the rodents defend themselves. From the "attacking" feet.
       Once the caster sends the rodents they pass from his control. The pack can be held for one round per level of the caster before it must be sent on its run. If the rodents are not sent on a run before the spell expires they will dissipate back into the woodwork and undergrowth from which they came.

Spell List

Wolf Watch (Evocation)
Sphere: Guardian
Level: 2
Range: 30 yds.
Components: V, S, M
Duration: up to 8 hrs.
Casting Time: 5
Area of Effect: 10-ft. radius
Saving Throw: Neg.

       This spell is known as Wolf Watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a pack of wolves. 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 "wolves". 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 wolf-form, and the spell remains in place. As soon as a subject creature is successfully struck by the wolf-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wolf-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wolf-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.

Spell List

Animate Dead (Necromancy)
Sphere: Necromantic
Level: 3
Range: 10 yds.
Components: V, S, M
Duration: Permanent
Casting Time: 1 rd.
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 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 two skeletons or zombies 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 24 dwarven skeletons (or 12 zombies), eight zombie gnolls, or a two zombie fire giants. 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 four 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.

Spell List

Negative Plane Protection (Abjuration)
Sphere: Protection
Level: 3
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

       This spell affords the caster or touched creature protection from undead monsters with Negative Material Plane connections (such as shadows, wrights, wraiths, and specters) and certain weapons and spells that drain energy. The Negative Plane Protection spell opens a channel the the Positive Material Plane offsetting the effect of the negative energy attack. When struck by a negative energy attack the energies are canceled by a bright flash. The protected creature suffers only normal hit point damage (if any) and does not suffer any form of energy drain. If the attacking creature is an undead, they suffer 2d6 points damage, a draining item or spellcaster suffers no damage.
       This protection is proof against one such attack, dissipating once the protected creature is hit by an energy draining attack. The protection lasts for 2 turns per level of the priest casing the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Material Plane.

Spell List

Speak With Dead (Necromancy)
Sphere: Divination
Level: 3
Range: 1 yard
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 dead 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 that opposed the priest's religion in life 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. The casting of this spell on a given creature is 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. One of the portions must be the intact head of the creature, and or the part than containes the speech organs. The remains are not expended.
       Anton clerics use the chart below to determine effect rather than the book.

Caster's Level
Max time Dead
Time Questioned
Number ofQuestions
Up to 7th
1 month
3 rounds
3
7th - 8th
1 year
1 turn
4
9th - 12th
10 years
2 turns
5
13th - 15th
100 years
3 turns
6
16th - 20th
1000 years
1 hour
8
21th & up
2000 years
2 hours
10

Spell List

Conjure Wolves (Conjuration/Summoning)
Sphere: Summoning
Level: 4
Range: 30 yds.
Components: V, S
Duration: 2 rds./level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

       The conjure wolves spell enables the priest to magically create one or more normal wolves to attack his opponents. The total Hit Dice of the wolves cannot exceed twice his level. Thus, a priest of 12th level could conjure 12 normal wolves, 8 wargs, 6 dire, wolves, or 4 winter wolves. The conjured wolves remain for two rounds for each level of the conjuring priest, or until slain, and they follow the caster's verbal commands. Conjured wolves unfailingly attack the priest's opponents, or take any other action the priest desires. The short duration of the spell effectively precludes their use as beasts of burden. The conjured wolves disappear when slain or at the end of the spell's duration.

Spell List

Night Form (Alteration)
Sphere: Animal
Level: 4
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

       This spell allows the caster to assume the form of a bat or wolf. The caster retains their own hit points, attack rolls and mind, but gains the advantage of the form of locomotion common to the assumed form. This spell can only be used during the hours of darkness. The duration is 1 turn per level of the caster. Should the caster be in the nightform when the morning sun strikes them they will be stuck in that form until the next sunset. At sunset they will revert to their normal form, but a System Shock roll is required. Should the roll fail the caster will lose 1-6 points of Constitution, this will recover at the rate of 1 per day if total bedrest is observed.

Spell List

Repel Insects (Abjuration, Alteration)
Sphere: Animal, Protection
Level: 4
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 rd.
Area of Effect: 20 foot radius
Saving Throw: None

       When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects, arachnids, myriapods, and similar creatures do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster's experience level are also repelled (for example, 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 through the magical barrier.

Spell List

Teeth to Rats (Alteration)
Reversible
Sphere: Animal
Level: 4
Range: 30 yds
Components: V, S, M
Duration: 2 rds./level
Casting Time: 7
Area of Effect: 1d4 sticks +1 stick/level in a 10-ft. cube
Saving Throw: None

       By means of this spell, the caster can change 2d8 rats teeth, plus two teeth per experience level, into rats; thus, a 9th-level priest can change 20-34 teeth into an equal number of rats. These rats attack as commanded by the priest. The caster must, of course, have rats teeth to turn into rats. The insicsor teeth are prefered. If the caster has possession of the insicsor teeth from giant rats, half the usual number (one per level +1d8) of giant rats can be made from giant rat teeth. Only teeth not currenting within a living creature are affected.
       The rat created varies, but a typical specimen has 1/4 Hit Dice, Armor Class 7, a movement rate of 15, and bites for 1 point of damage per round. Giant rats will have 1/2 hit die, AC 7, move 12 and bite for 1-3 points damage The spell lasts for two rounds for each experience level of the spellcaster.
       The reverse spell changes normal-sized or giant rats to teeth for the same duration, or it negates the sticks to snakes, or similar spells according to the level of the priest countering the spell (for example, a 10th-level priest casting the reverse spell can turn 11-14 snakes back into sticks).

Spell List

Death Fog (Evocation)
Sphere: Weather
Level: 5
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

       This spell causes a thick fog to issue from the point of casting for the duration of the spell. The area of effect depends on the prevailing conditions at the time. Indoors or in calm conditions the fog will rise to a height of 20 feet and spread at a rate of ten yards a round. The fog will persist for an additional turn per level of the Cleric once the duration ends. In winds from 10mpr. to 15 mph. the fog area and duration will be halved, winds over 15 mph. will defeat the spell, and no fog can persist.
       Any creatures caught in he fog, other than those named in the casting, will feel as if they are being smothered, this feeling will last as long as they remain in the fog area. Each round that a creature does remain in the fog they must save vs. spell or be overcome by the Death Fog. The affected creatures will pass out, and remain unconscious for the duration of the fog in the area. The fog does not kill anything.        The casting cleric and those named in the spell can see as if the fog did not exist, but all others will have their visibility impaired as if in a very dense fog.

Spell List

Insect Plague (Conjuration/Summoning)
Sphere: Combat
Level: 5
Range: 120 yds.
Components: V, S
Duration: 2 rds./level
Casting Time: 1 turn
Area of Effect: 180 ft. x 60 ft. 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 spell fails. The insects obscure vision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect plague, regardless of Armor Class, sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects. 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. For example, a wall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball spell 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 will movein the direction indicated by the will of the caster at the rate of 20 feet a round. For as long as it lasts. Note that the spell can be countered by a dispel magic spell.

Spell List

Lightning Strike (Evocation)
Sphere: Combat
Level: 5
Range: 60 yds
. Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: 5 ft. radius x 30 ft. column
Saving Throw: 1/2

       When the priest evokes a lightning strike spell, a vertical bolt of lightning roars downward in the location called for by the caster. Any creatures within the area of effect must roll a saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved.

Spell List

Anti-Animal Shell (Abjuration)
Sphere: Animal, Protection
Level: 6
Range: 0
Components: V, S, M
Duration: 2 turn/level
Casting Time: 1 rd.
Area of Effect: 20". radius
Saving Throw: None

       By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of non-sentient living creature that is wholly or partially animal (not magical or extraplanar). Any sentient fee-willed creature can pass the barrier without harm to it or the barrier. Undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The Anti-Animal Shell lasts for two truns 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.

Spell List

Conjure Animals (Conjuration/Summoning)
Sphere: Summoning
Level: 6
Range: 30 yds.
Components: V, S
Duration: 2 rds./level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

       The conjure animals spell enables the priest to magically create one or more normal animals to attack his opponents. Mammals, birds, or reptiles can be created with the spell. Magical creatures, monsters, or unnatural beings cannot. The total Hit Dice of the animals cannot exceed twice his level. Thus, a priest of 12th level could conjure two animals with 12 Hit Dice each, four with 6 Hit Dice each, six 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 of a Hit Die. Thus a creature with 4 + 3 Hit Dice equals a 4 Hit Dice creature. However, twice the hit dice of rodents, bats or canines can be conjured.
       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, or take any other action the priest desires. The short duration of the spell effectively precludes their use as beasts of burden. The conjured animals disappear when slain or at the end of the spell's duration.

Spell List

Shapeshift (Alteration)
Sphere: Animal
Level: 6
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Self
Saving Throw: None

A shapeshift spell allows the cleric to assume the form of a bat or wolf at will during the duration of the spell. The cleric can freely change from his own form to either bat or wolf, and change back again. Unlike the night form spell daylight has no effect.
       The cleric retains his own mind, hit points, AC and, attack dice, but uses what ever form of locomotion and attack possessed by his current form. Changes from one to the other take one round.

Spell List

Weather Summoning (Conjuration/Summoning)
Sphere: Weather
Level: 6
Range: 0
Components: V, S
Duration: 1 Hour/level
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. Thus, in spring a tornado, thunderstorm, 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 almost anywhere. For the duration of the spell the weather is under the full control of the cater as if he where himself a vampire. The caster need not continuously concentrate on the weather, but can cast other spells and still return his attention to the weather and make changes, control the direction and strength of the wind, etc. When the caster is not concentrating on the current conditions the weather will do what it will. The area of effect varies from about 1 square mile to 100 square miles.
       Within four rounds 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 rounds after the spell is cast. ,Once the spell duration ends the weather slowly reverts to its original condition.

Spell List

Control Weather (Alteration)
Sphere: Weather
Level: 7
Range: 0
Components: V, S
Duration: 1/2 hour / level
Casting Time; 1 turn
Area of Effect: Special
Saving Throw: None

       Control weather allows the cleric to call any manner of weather, even that which is out of season. The caster can bend the very elements to their will, ordering clouds, rain, and wind to do their bidding. Snow can be brought in mid-summer, tropic breezes in the dead of winter. During the duration of the spell the caster is unaffected by the weather. They can, if they so wish, stand naked in a howling blizzard. The casting cleric is under full control of the conditions. He can direct the wind, the path of a tornado, etc. This control can be released and regained at any time during the duration of the spell. Other spells can be cast an control resumed at will.
       The time it takes to raise weather is one stage of wind, cloud and temperature every turn. The practictioner can affect all three or just one of the three elements of weather. From moderate to strong, strong to gale, etc. Tornados cannot be produced in less than a thunderstorm, hurricanes in, well, hurricane forces winds. The following chart shows the stages of weather change:

WindCloudTemperature
Dead calmClear -- no cloudsExtreme cold -20 or less
Calm 1-5 mph Scattered clouds 0 - 20%very cold -20 - 0
Light winds 5-10 mphPartly cloudy -- 20% - 40%Cold 0 - 20
Moderate winds 10-15 mphMostly cloudy -- 40% - 60%chilly 20 - 40
Strong winds 20-25 mphCloudy -- 60% - 80%brisk 40 - 60
Severe Storm 25-35 mphOvercast -- 80% - 100%Warm 60 - 80
Half gale 35-50 mphStorm Cells -- thunderstorm conditionsHot 80- 100
Full gale 50-70 mphSuper Cells -- tornado building conditionsVery hot 100 - 110
Hurricane force 70+ mphExtreme heat 110 or more

       Precipitation can begin in any conditions beginning with "cloudy" and higher
       In conditions of chilly of less precipitation will fall as frozen rain, sleet or snow depending on how cold it is. No precipitation can fall in conditions of Extreme Cold.

       The area of effect will vary according to how strong the weather summoned. The minimum area that will feel the effect of the control weather spell is a one mile diameter around the caster. Each step in force from the prevailing conditions, either better or worse doubles the area of effect. A change from calm, to hurricane would cover an area 64 miles across. The center of the effect will always be on the caster, and will move with them if they move. The caster must remain outside at all times or lose the spell. Wind and clouds will return to normal conditions at a rate equal to twice the spell's duration. Unseasonable temperatures will correct themselves in half the spell's duration, if the temperature is not taken out of the normal range for season and climate, it will return to normal at the same rate as clouds and wind, if the caster does not return things to normal by the end of the spell duration.

Spell List

Creeping Doom (Conjuration/Summoning)
Sphere: Animal, Summoning
Level: 7
Range: 0
Components: V, S
Duration: 4 rds./level
Casting Time: 1 rd.
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] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike 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 160 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 travels more than 160 yards away from the summoner, it loses 25 of its number for each 20 yards beyond 160 yards. For example, at 200 yards, its number has shrunk by 50. 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.

Spell List

Vampire Form (Alteration)
Sphere: Necromantic
Level: 7
Range: 0
Components: V, S, M
Duration: 3 turns/level
Casting Time: 1 turn
Area of Effect: Self
Saving Throw: None

       On casting this spell the cleric assumes the form, powers and weaknesses of a Vampire. The Cleric will gain the abilities of a "Full" Vampire. The form lasts until either the duration runs out, the cleric chooses to end the spell, or the spell is dispelled in some manner. The cleric cannot shift back and forth from Vampire to normal. The cleric retains his own hit points but gains the benefit of the Vampire's Armor Class. All other stats are adjusted as if the cleric where a Vampire in fact, and return to normal when the spell ends.
       Upon casting the spell the cleric must drink a quantity of fresh mammalian blood before the duration ends or suffer a coma. There is no save against this effect. If killed in Vampire form they cannot be raised.

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       The Above is a work of fiction. All ethics are fictional, any resemblance to ethics living or dead is coincidental.

       Copyright Garry Stahl: May 1997. All rights reserved, re-print only with permission.


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