The Disciplines -- Spell List

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The Disciplines Spell List

1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells
BlessAidCall Lightning Animal Summoning 1
CeremonyAuguryCloudburst Control Temperature, 10'r
CleanseBird CharmContinual LightCure Serious Wounds
CommandBlendCreate Food & WaterDetect Lie
Create WaterChantCure Blindness or DeafnessDivination
Cure Light WoundsCharm Person or MammalCure DiseaseFree Action
Detect EvilDetect CharmDispel MagicGiant Rodent
Detect MagicDust DevilFlame WalkHold Plant
Detect PoisonFind TrapsHold AnimalLower Water
Detect Snares & PitsFire Trap IvyNeutralize Poison
Easy DeathFlame Blade Locate Object Produce Fire
Endure Heat/ColdFullbellyMagical VestmentsProtection From Evil 10'r
EntangleHeat Metal Meld into StoneProtection From Lightning
Faerie FireHold PersonNightsightReflecting Pool
Inivisibility to AnimalsHoly SymbolPlant GrowthRepel Insects
Invisibility to UndeadMessengerPrayerSpeak with Plants
LightObscurement Protection from FireSpell Immunity
Locate Animals or PlantsProduce FlameRemove CurseSummon Shadow Hawk
Pass Without TraceResist Fire/ColdRemove ParalysisTeeth to Rats
Penetrate DisguiseSlow Poison Snare
Precipitation Speak with AnimalsSpike Growth
Perdict WeatherTrip Stone Shape
Protection from EvilWarp Wood Summon Insects
Purify Food & DrinkWithdrawWater Breathing
Remove FearWater Walk
Sanctuary
Tongues
5th Level Spells6th Level Spells7th Level Spells
Air WalkAnimal summoning 3Animate Rock
Animal GrowthAnti-Animal ShellAstral Spell
Animal Summoning 2Blade BarrierChangestaff
Anti-Plant ShellConjure AnimalsConfusion
AtonementConjure Fire ElementalConjure Earth Elemental
CommuneFind the PathControl Weather
Commune with NatureFire seedsCreeping Doom
Control windsForbiddanceEarthquake
Cure Critical WoundsHealFire Storm
Dispel EvilHero's FeastGate
Flame StrikePart WaterHoly word
Insect PlagueSpeak With MonstersRegenerate
MoonbeamStone TellRestoration
Plane ShiftTransmute Water to DustResurrection
QuestTransport Via PlantsSuccor
Rain-bowTurn WoodSunray
Raise DeadWall of ThornsSymbol
Transmute Rock to MudWeather SummoningTransmute Metal to Wood
True SeeingWord of RecallWind Walk
Wall of Fire

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The Spells

Easy Death       (Enchantment/Charm)
Level: 1
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

       This spell will calm a dying creature and ease all pain and discomfort. It can also be used on wounded creatures that can be saved. Just because the spell is used does not mean they must die. The spell will not slow or speed the creature's dying, merely comfort them in their final hours. The spell will last until the creature dies, 1 day has passed, or a second spell of healing nature is cast on them. This does not force the creature to take dying calmly, but will relieve panic.

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Bird Charm       (Enchantment/Charm)
Sphere: Animal
Level: 2
Range: 90 yds.
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 90-ft. cube
Saving Throw: None

       When this spell is cast, a hypnotic pattern is set up that causes one or more birds to cease all activity and fly as the caster directs, the duration of the spell is 1d4+2 turns; if the birds are unaroused, the charm lasts 1d3 turns; if the birds are angry or attacking, the spell lasts 1d4+4 rounds. The priest casting the spell can charm birds whose total hit points are less than or equal to those of the priest. On the average, a 1st-level priest could charm birds with a total of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points, etc. The hit points can be those of a single bird or those of several birds, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit point caster charming a dozen 2-hit point birds would charm 11 of them. This spell is also effective against any avian monster, giant eagle, roc etc, subject to magic resistance, hit points, and so forth.
The birds can be directed to perch and remain calm fly in circles around the caster, fyl away, or fly a area that would obscure attack they cannot be used to directly attack however. Birds that sing can be directed to perch and sing.

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Blend       (Enchantment/Charm)
Level: 2
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 2
Area of Effect: Self
Saving Throw: None

       This spell allows the priest to move through a group or community as if one of them. The locals will not take note of any differences in clothing, race, accent (it does not confer language ability), or other factors that the local population would consider of note. The spell does not make the caster invisible, or unnoticeable. Normal encounters are still possible and will happen. However, any unique or objectible differances the cleric might have are not noticed

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Fullbelly        (Alteration, Evocation)
Level: 2
Range: Touch
Components: V, S, M
Duration: 1 day - 1 day per level
Casting Time: 1 round
Area of Effect: 1 meal (about 1 pound mixed foodstuffs)
Saving Throw: None

       This spell causes normal healthful food sufficient for one meal to become filling and nourishing enough for six meals. Smaller amounts of food will be sufficient for less meals. One meal can also feed six at one sitting. The affected food, regardless of it's nature will remain fresh and wholesome for the duration of the spell. Once the spell duration is ended the normal course of decay will begin, unless a second Fullbelly spell is cast on the same food.

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Ivy       (Alteration)
Level: 3
Range: 0
Components: V, S
Duration: 6 turns +1 turn/level
Casting Time: 6
Area of Effect: Self
Saving Throw: None

       By means of this spell the caster is able to assume the form of Ivy or another climbing plant, living or dead. They can blend with existing climbing plants or not as they choose. Although the closest inspection cannot reveal that the plant is actually a person, and for all normal tests he is a vine, the caster can observe all that goes on around him just as if he was in normal form. The armor class and hit point of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible. All of the caster's clothing and gear change with him.

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Nightsight        (Alteration)
Level: 3
Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 person/level
Saving Throw: None

       This spell allows anyone touched, up to the caster's maximum, to see in total darkness as if in full moonlight. Movement will be noted out to 100 yards; stationary creatures to 50 yards; general identification made at 30 yards; recognition at 10 yards. The spell has no effect on infravision. Magical darkness will defeat this spell.

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Animal Summoning 1       (Conjuration/Summoning)
Level: 4
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None

       By means of this spell the caster calls up to eight animals, or twice that number of hawks that have 4 hit dice or less, of what even sort the caster names when the summoning is made. Only animals within the range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. The DM will determine the chance of a summoned animal being within range. The animals will take from 1 round to 3 turns to arrive, depending on how far away they are and their method of movement. Waterborne animals can only be summoned while in the water. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell.

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Summon Shadowhawk        
Level: 4
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       This spell allows the priest to summon a shadowhawk for the purposes of reconnaissance or to carry a message.
       In the reconnaissance roll the hawk will overfly the requested area and report back to the priest. The priest can question the bird at some length, and based on that information get a second overfly and report. Once the shadowhawk has made two overflies and been debriefed it will leave the area.
       When it is called to carry a message it will listen to the verbal message and them carry it either to Shadowhawk himself, a servant of the god or another priest or paladin of Shadowhawk, or a priest or paladin of the Vala, Avians, or Centaurs. A shadowhawk will not carry a message to one who does not serve the god, or one of these three councils. Once the message has been delivered the bird will carry one return message, and then depart. It will take the bird 1-3 days to locate an person that does not serve Shadowhawk directly, and 1-3 hours for any servant of the god. An equal amount of time is required for a return message.

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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 teeth + 1 tooth/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 rsats 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).

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Giant Rodent        (Alteration)
Reversible
Level: 5
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
       With this spell the priest can turn one or more normal sized rodents into larger forms resembling the giant types described in the Compendium. Only one type of rodent can be altered at one time. A single casting could not affect rats and mice at the same time. All rodents affected must be grown to the same size. The number of rodents and the size to which they can be grown depends on the priest's level.

Priest's
Level
Rodent
Hit Dice
Maximum
Total HD
7-9
3
9
10-12
4
12
13+
6
18

       If the casting is interrupted for any reason or the rodent(s) are currently under a magical effect they will die. The DM decided what manner of rodent is available for the spell.
       If the rodent created matches an existing monster then use those stats. If no match is available then the enlarged rodent will have an AC from 8-4 and one attack doing 1d4 damage per hit die. Any rodent over 4 hit dice can be ridden by human sized creatures. Bats mush be over 5 hit dice to be ridden.
       Any giant rodents created by the spell will not attack the priest. The priest's control of the rodents is limited to simple commands.
       The reverse of the spell Shrink Rodent will reduces any Giant Rodent to normal size. The hit dies of the rodents are subtracted from the hit dice affectable by the priest. Partial effects are not possible. Either spell has no effect on intelligent rodent-like creatures.

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Animal Summoning 2        (Conjuration/Summoning)
Level: 5
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       By means of this spell the caster calls up to six animals that have 8 hit dice or less or 12 animals with 4 hit dice or less, or double that number of hawks, of what even sort the caster names when the summoning is made. Only animals within the range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. The DM will determine the chance of a summoned animal being within range. The animals will take from 1 round to 3 turns to arrive, depending on how far away they are and their method of movement. Waterborne animals can only be summoned while in the water. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned, fantastic animals or monsters cannot be summoned by this spell.

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Animal Summoning 3        (Conjuration/Summoning)
Level: 6
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
       By means of this spell the caster calls up to four animals that have up to 16 hit dice or less, 12 of 8 hit dice or less, or 16 of 4 hit dice or less, or twice that number of Hawks, of what even sort the caster names when the summoning is made. Only animals within the range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. The DM will determine the chance of a summoned animal being within range. The animals will take from 1 round to 3 turns to arrive, depending on how far away they are and their method of movement. Waterborne animals can only be summoned while in the water. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell.

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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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