The Orders of Abba Eecreeana; Spell List

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The Orders of Abba Eecreeana; Spell List

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

Animal Freindship Aid Animate Dead Abjure
EM>Bless Augury Continual Light Animal Summoning 1
Ceremony Bird Charm Create Food & Drink Call Unicorn/Pegases
Combine Chant Cure Disease Cloak of Bravery
Command Charm Person or Mammal Dispel Magic Control Temperature, 10'r
Cure Light Wounds Detect Charm Feign Death Cure Serious Wounds
Detect Evil Enthrall Flame Walk Detect Lie
Detect Magic Find Traps Glyph of Warding Divination
Detect Poison Fire Trap Hold Animal Feathers to Birds
Detect Snares & Pits Flame Blade Locate Object Free Action
Endure Heat/Cold Heat Metal Magical Vestment Giant Insect
Faerie Fire Hold Person Negative Plane Protection Imbue with Spell Ability
Inivisibility to Animals Holy Symbol Prayer Magic Font
Invisibility To Undead Messenger Protection from Fire Neutralize Poison
Light Obscurement Pyrotechnics Produce Fire
Locate Animals or Plants Produce Flame Remove Curse Protection From Evil 10'r
Pass Without Trace Resist Fire/Cold Remove Paralysis Protection From Lightning
Penetrate Disguise Silence 15'r Speak With Dead Repel Insects
Portent Slow Poison Starshine Spell Immunity
Predict Weather Speak with Animals Summon Insects
Protection from Evil Withdraw
Purify Food & Drink Wyvern Watch
Remove Fear
Sanctuary
Tongues

5th Level Spells

6th Level Spells

7th Level Spells

Air Walk Aerial Servant Animate Rock
Animal Growth Animal summoning 3 Astral Spell
Animal Summoning 2 Animate Object Confusion
Atonement Anti-Animal Shell Control Weather
Commune Blade Barrier Creeping Doom
Control winds Conjure Animals Exaction
Cure Critical Wounds Conjure Elemental Fire Storm
Dispel Evil Find the Path Gate
Flame Strike Fire seeds Holy Word
Insect Plague Forbiddance Major Immolation
Minor Immolation Heal Regenerate
Moonbeam Hero's Feast Restoration
Plane Shift Speak With Monsters Resurrection
Prismatic Bridge Stone Tell Succor
Quest Weather Summoning Sunray
Rain-bow Word of Recall Symbol
Raise Dead Transmute Metal to Wood
True Seeing Wind Walk
Wall of Fire

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Soothe        (Special ability)
Order of Mycr
Use Restriction: same
Range: 0
Components: V
Duration: special
Casting Time: 1
Area of Effect: 60' + 10 ' per level over 5th

       A Cleric using the soothe ability is attempting to calm a potentially violent encounter before it erupts into violence. The cleric must remain uninvolved in the argument and take no hostile action. They utter a low sing-song chant that causes everyone in the area of effect to make a save vs spell every round the cleric continues his chant. Persons failing become calm and unwilling to do violence. They become willing to listen to reason. Should violence break out during the clerics attempt to stop it before it starts, the soothe will no longer effect anyone. Back to Cleric Requierments.

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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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Fire Trap       (Abjuration, Evocation)
Sphere: Elemental (Fire)
Level: 2
Range: Touch
Components: V, S, M
Duration: Permanent until discharged
Casting Time: 1 turn
Area of Effect: Object touched
Saving Throw: ˝1/2

       Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way. As soon as the offending party opens the item, the trap discharges. As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful dispel Magic spell will not detonate the spell. When the trap is discharged, there will be an explosion of 5-foot radius from the spell's center. All creatures within this area must roll saving throws vs. spell. Damage is 1d8 points plus 2 point per level of the caster, and half that total amount for creatures successfully saving. (This ward cannot be cast under water.) The item trapped is not harmed by this explosion.
       The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a key word).
       To place this spell, the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual.

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Flame Blade       (Evocation)
Sphere: Elemental (Fire)
Level: 2
Range: 0
Components: V, S, M
Duration: 4 rds. + 1 rd./2 levels
Casting Time: 4
Area of Effect: 3-ft. long blade
Saving Throw: None
       With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This bladelike ray is wielded as if it were a Katana. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer normal sword damage (1d8) from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. It is considered a +1 magical weapon in the normal sense of the term, so creatures struck only by +1 weapons are harmed by it. This spell does not function under water. If the flame blade is cast on the Priest's normal or magical Katana it will add the 1d4 fire damage plus a +1 to hit for magical purposes. A magical blade is increased by a +1 for the duration of the spell.

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Produce Flame       (Alteration)
Sphere: Elemental (Fire)
Range: 0
Components: V, S
Duration: 1 rd./level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

       A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d8+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round.
       The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.

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Flame Walk        (Alteration)
Sphere: Elemental (Fire)
Level: 3
Range: Touch
Components: V, S, M
Duration: 2 rd. + 2/level
Casting Time: 5
Area of Effect: Creature(s) touched
Saving Throw: None

       By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000 F. (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with resist fire spells or similar protections.
       The material component of the spell is the priest's holy symbol.

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Protection From Fire       (Abjuration)
Sphere: Protection, Elemental (Fire)
Level: 3
Range: Touch
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: 2 creatures
Saving Throw: None

       The protection from fire Spell confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as burning hands, fireball, fire seeds, fire storm, flame strike, and meteor swarm; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 24 points of heat or fire damage per level of the caster, at which time the spell is negated.

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Call Unicorn/Pegasus       (Summoning)
Sphere: Summoning
Level: 4
Range: 0
Components: V, S, M
Duration: special
Casting Time: 1 turn
Area of Effect: one Pegasus or Unicorn
Saving Throw: None

       This spell allows a priest to summon one Pegasus or Unicorn to give aid in a time of need. The type of creature to be called must be decided before the spell is cast. The summoned creature will arrive on the round after the spell is cast. They will perform one service for the priest and depart. A Pegasus will carry the priest or a wounded companion to one destination within three days walk or fly. Or deliver a message to a person known to be within three days fly of the area. A Unicorn will take the priest only to any location on the world or heal good members of the cleric's party of wounds or poison. neither creature will risk their life for the cleric or party, nor serve as a continuing mount. If asked to do a task they normally would not, the summoned creature will leave. Under no circumstance can the creature be compelled to obey. A small amount of incense must be burnt in a brazier during the spell casting. A bit of sugar is not needed, but won't hurt.

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Feathers to Birds        (Alteration)
Reversible
Sphere: Plant
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 1d4 feathers, plus one feather per experience level, into birds; thus, a 9th level priest can change 10-13 feathers into an equal number of birds. These birds attack as commanded by the priest. There must, of course, be feathers to turn into birds. Such a feather must be the primary wing feather from a raptor. Feathers attached to birds are not affected feathers held by creatures are allowed a saving throw equal to that of the possessor (i.e., a headdress worn by an orc must roll the orc's saving throw vs. polymorph). Magical items that are or contain feathers are not affected by the spell. Only feathers within the area of effect are changed.
       The type of bird created varies, but a typical specimen conforms to the stats and attacks of a "small hawk". The chance of a bird thus changed being a "large hawk" is 5% per caster level, if the spellcaster desires. Thus, an 11th level priest has a maximum 55% chance that any bird created by the spell is a large hawk. The spell lasts for two rounds for each experience level of the spellcaster.
       If the caster has possession of true avian primary feathers he can change 1 per five levels into giant eagles. Mind you that true avian primaries are from two and a half to three feet long.
       The reverse spell changes normal-sized birds to feathers for the same duration, or it negates a sticks to snakes, or similar, spell 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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Flame 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: ˝Half

       When the priest evokes a flame strike spell, a vertical column of fire 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 plus 1d8 points of damage for every other level of the caster above 10th; otherwise, the damage is halved.

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Minor Immolation       (Alteration)
Sphere: Elemental (fire)
Level: 5
Range: 0 yds.
Components: V, S
Duration: 2 rds./level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

       This spell causes the casting priest to immolate at the "low" level common to Phoenixes. This effect will last until the duration of the spell expires or the priest ends it. The minor immolation will cause the priest's body to radiate at a temperature of 500 F. Anyone grabbing the priest will suffer 1-8 points damage until they let go. Likewise, anyone the priest grabs will automatically suffer 1d8 hit points damage until he lets go.
       A Phoenix priest that uses this spell can remain at "high immolation" for the duration of the spell without cost.
       All objects on the priest when the spell is cast are protected for the duration of the spell. The priest (and everything on him) are likewise totally immune to any fire damage for the duration of the spell.

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Wall of Fire         (Conjuration/Summoning)
Sphere: Elemental (Fire)
Level: 5
Range: 80 yds.
Components: V, S
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

       The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--yellow-green or amber (different from the 4th-level wizard version). The spell creates an opaque sheet of flame up to one 30-foot square per level of the spellcaster, or a ring with a radius of up to 20 feet + 10 feet for every two levels of experience of the priest, and 20 feet high.
       The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 4d4 points of damage, plus 1 point of damage per level of the spellcaster, to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult. A successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the priest concentrates on maintaining it, or two rounds per level of experience of the priest in the event he does not wish to concentrate upon it.

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Fire Seeds        (Conjuration)
Sphere: Elemental (Fire)
Level: 6
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 rd./seed
Area of Effect: Special
Saving Throw: 1/2

       The fire seeds spell creates special missiles or timed incendiaries that burn with great heat. The spell can be cast to create either fire seed missiles or fire seed incendiaries, as chosen when the spell is cast.
       Fire seed missiles: This casting turns up to four acorns, or other nuts into special grenadelike missiles that can be hurled up to 40 yards, or used as sling bullets. An attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 4d8 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives only one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw).
       Fire seed incendiaries: This casting turns up to eight holly, or other berries into special incendiaries. The berries are most often placed, being too light to make effective missiles. They can be tossed only up to 6 feet away. They burst into flame if the caster is within 40 yards and speaks a word of command. The berries instantly ignite, causing 2d8 points of damage to any creature and igniting any combustible within a 5-foot-diameter burst area. Creatures within the area that successfully save vs. spell suffer half damage.
       All fire seeds lose their power after a duration equal to one day per experience level of the caster--e.g., the seeds of a 13th-level caster remain potent for a maximum of 13 days after their creation.
       No other material components beyond nuts or berries are needed for this spell.

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Fire Storm        (Evocation)
Reversible
Sphere: Elemental (Fire)
Level: 7
Range: 160 yds.
Components: V, S
Duration: 1 rd.
Casting Time: 1 rd.
Area of Effect: two 10-ft. cubes/level
Saving Throw: ˝

       When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame that equal a wall of fire spell in effect. Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2d8 points of damage plus additional damage equal to the caster's level (2d8 +1/level). Creatures that roll successful saving throws vs. spell suffer only one-half damage. The damage is inflicted each round the creature stays in the area of effect. The area of effect is equal to two 10-foot x 10-foot cubes per level of the cater--e.g., a 13th-level caster can cast a Fire Storm measuring 130 feet x 20 feet x 10 feet. The height of the storm is 10 or 20 feet; the imbalance of its area must be in length and width.
       The reverse spell, fire quench, smothers twice the area of effect of a Fire Storm spell with respect to normal fires, and the normal area of effect with respect to magical fires. Fire-based creatures, such as elementals, salamanders, etc., of less than demigod status have a 5% chance per experience level of the caster of being extinguished.

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Major Immolation        (Alteration)
Sphere: Elemental (fire)
Level: 7
Range: 0 yds.
Components: V, S
Duration: 2 rds./level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

       This spell causes the casting priest to immolate at the "high" level common to Phoenixes. This effect will last until the duration of the spell expires or the priest ends it. The major immolation will cause the priest's body to radiate at a temperature of 2500OF. Anyone coming within 10 feet of the priest will suffer 2-d10 points damage until they leave. Likewise, anyone the priest gets within 10 feet of will automatically suffer 2d10 hit points damage per round until he leaves.
       A Phoenix priest that uses this spell can double the radius of their high immolation.
       All objects on the priest when the spell is cast are protected for the duration of the spell. The priest (and everything on him) are likewise totally immune to any fire damage for the duration of the 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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