This listing contains spells created specifically for the Avamor Campaign. The descriptions are for 2nd Ed. AD&D. This page went through several revisions over the course of its use, as spells were added, removed, tweaked, and otherwise altered. The last version was 6.1.
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These are priest spells that have been created specifically for my Avamor campaign. I excluded spells taken from Dragon Magazine, even though a number of those spells did make it into the Avamor campaign. The creator of the spell is noted at the end of each spell description, in square braces - [(N)PC Name - Player Name].
A warning to DMs: Most of these spells were created in order to make Priests more fun to play in a combat-oriented campaign. The Extend and Godfire spells can seriously change the balance of power among classes. Extend makes it possible for priests to deliver spells such as Harm as a limited ranged attack, often removing any to hit roll requirements. Godfire turns priests into frontline spellcasters, giving them a spell similar in combat-usefulness to the Wizard's Fireball (superior in some ways - no overblast effect, inferior in others - such as area of effect). Also be aware that the Leather to Leaves spell can effectively strip an opponent of all armor, thus removing an opponent's +6 Platemail of Etherealness and turning his AC positive in a single round. When used in combination with the spell Entangle, it will also leave an opponent bound and helpless. Aphids is also worth note - it is an extremely vicious and useful spell for high-level priests, as it not only damages opponents, but simultaneously heals the caster.
Kudos to Nancy Keeler (now Nancy Holland since those long-ago, fun days!) for a particularly... vindictive imagination! Also to Jerald Eaker, for role-playing the first Dwarven Prophet in my campaign - and teaching those Kathnyri to fear his decidedly non-combat priest!
Aura of Light (Abjuration) |
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Level: 1 |
Components: V,S,M |
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This spell bestows magical protection on the creature touched. The receiver of this magic temporarilly gains one extra hit point per level of the caster and a base AC of 8. Any damage suffered after this spell is cast is taken from the temporary hit points first. If the recipient of this spell already has an AC lower than 8, whether from wearing armor or other magics, only the extra hit points will be gained. Aura of light lasts until all of the extra hit points are used up. [Carey Mueller] |
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Aphids (Evocation) |
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Level: 5 |
Components: V,S,M |
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Aphids affects a 7'x7' square area for each level of the priest. Only those targets within the area of effect that the priest designates will be affected. Targets must save vs. spells each round at -2 (priests of death-oriented cults save at -1). A failed save results in the victim taking 1d6 hp. damage per round from fluid loss, moving at ½ normal speed. The caster recieves 1/3 of all of the targets' lost hit points as magical healing. At the beginning of each succeeding round, the victim(s) make a new save, with failure resulting in the damage described above. If the victim makes a successful saving throw, the damage is immediately halted. If a target dies as a result of this spell, the corpse is completely drained of all fluids. Aphids cannot be removed or dispelled. If the victim runs away, hides, teleports, etc., the spell will continue to drain hit points. [Ressa - Nancy Keeler] |
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Clean and Dry (Alteration) |
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Level: 1 |
Components: V,S |
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Clean and Dry allows the priest to clean dirt, film, rust, and other material from an area of 5 cubic feet, shaped in any manner the priest desires. Additionally, the spell dries out the area, removing any surface moisture (even damage-causing liquids), but leaving internal fluids untouched. This spell causes no damage to living or nonliving material (unless having one's surface dried would cause damage - as in the case of algae and fish). It can be used to remove dangerous slimes, jellies, and other liquid-based creatures from their prey. The priest merely points, and the slime/jelly is deposited in a heap 5' from the surface it was removed from. Clean and dry does not function on an object totally immersed in water or buried in dirt. [Ressa - Nancy Keeler] |
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Death Blessing (Enchantment) |
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Level: 3 |
Components: V,S,M |
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When Death Blessing is cast upon a creature's remains, they are laid to rest and are more difficult to animate as undead. The level of the Death Blessing caster affects any attempts to animate the remains. An animator has a base 50% chance +/- 5% per level of difference between the caster and the animator. For example, a 9th level priest casts Death Blessing on the remains of some slain orcs. A 6th level evil priest later attempts to animate the orcs' remains as skeletons. The evil priest has a 35% chance (50 - 5 x (9-6)%) of successfully animating the bodies. If an animation attempt fails, the animator may make no further attempts to make the remains undead until he or she gains a level. The material component for a Death Blessing is the priest's holy symbol. [Deucalion - Robert Thomas] |
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Electric Shield (Enchantment, Evocation) |
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Level: 4 |
Components: S,M |
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With this spell, the priest snaps his fingers to create a spark of electricity, which leaps to a shield touched by the priest's other hand. A shield so enchanted will flicker with a blue glow for 1 round. Whenever an attacker strikes the wielder of the shield in melee combat, a bolt of electricity will arc from the shield to the attacker, inflicting 1d8 hit points of damage for every 2 levels of the caster (no save). Electric shield will not affect attackers using ranged weapons. The material components are the shield to be enchanted and the priest's holy symbol. |
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Extend (Enchantment) |
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Level: 3 |
Components: V |
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Extend allows a priest to extend the range of any spell with a range of touch by 1' per level. Thus, a 10th level Priest could cast Cure Serious Wounds on an ally who was 10 feet away. The reverse of healing spells (Cause wounds, Harm, etc.) can also be used with this spell. The casting time of Extend is added onto that of the Extended spell (i.e. The casting time of the second spell is increased by 2 segments). Extend can be cast separately, in preparation for later casting a companion spell, but will last for only 1 day or until the companion spell is cast - whichever comes first. [Carey Mueller] |
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Flame Shield (Evocation) |
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Level: 3 |
Components: V,S,M |
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This spell brings into being a pulsing, 6' high shield of darkness at the end of the druid's hand. The shield is weightless and has no solid existence. Missiles and other weapons and solid objects (including parts of the caster's body) pass harmlessly through it. The shield remains attached to one of the druid's hands (chosen in the casting) unless the druid touches another creature's hand and wills control of the shield to pass to the other creature (who must agree to the transfer or it cannot occur). The shield works against flame. Its touch extinguishes normal torches, flaming oil, and candles instantly. Larger fires are diminished. A Fireball striking or exploding around the bearer of a Flame Shield, for example, does only half damage. A Flame Blade coming into contact with a Flame Shield is harmlessly destroyed. A Flame Shield can prevent a Flame Strike only if it is directly in the path of the strike (i.e., over the target's head). Flame related illusions, hypnotic patterns, and the like have no effect on any being viewing them through a Flame Shield. A magical flaming sword striking through a Flame Shield encounters no resistance and does normal weapon damage (but not flaming damage). The shield doesn't permanently affect the blade in any way, but the part of the blade that has passed through the shield remains free of flames while any part of the blade is in contact with the shield; thus a flaming sword striking through a Flame Shield cannot ignite a scroll or other flammable object by touch. The material components for this spell are a piece of phosphorous, a drop of mercury, and a cobweb. |
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Flame Sword (Evocation) |
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Level: 2 |
Components: V,S,M |
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This spell causes a bladed weapon to burst into flame, inflicting +4 hit points of fire damage on a strike, even to creatures hit only by magical weapons. If the creature is immune to fire or heat attacks, then only the normal weapon damage will apply. The flames can ignite combustible materials. This spell cannot be used under water. The material component is a weapon that has been blessed. |
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Glacier Skin (Enchantment/Evocation) |
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Level: 6 |
Components: V,M |
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When this dual purpose spell is cast, the target gains immunity to 1d4 + ½ the priest's level (round down) physical attacks. Any attack on the target that would normally inflict damage (including melee attacks, missile hits, spells and spell effects) will remove 1 glacier skin. Physical attacks by melee or missile weapons will not cause damage to the target, but they will reduce the number of "immunities" remaining. Spells and spell-like attacks (such as lightning bolt, fireball, and magic missile) are not protected against, and any magical attack that inflicts damage will also remove one glacier skin per attack, but will still have their full normal effects. Furthermore, any physical attack (melee or missile) that actually strikes the target will cause a blast of ice to shoot from the target to the attacker, provided the attacker is within 5' per level of the caster. This blast will inflict damage equal to the amount that would have been inflicted on the protected creature. For example: An 11th level Druid casts Glacier Skin on an Orc, giving the Orc immunity to 6 physical attacks. The orc is later attacked by an archer, and hit by 3 arrows. 3 Glacier Skins are removed, and furthermore, the archer will take 3d8 hp. of cold damage, if he is within 55' of the Orc. Creatures with vulnerability to cold damage will take additional damage from a glacier skin. The material component for glacier skin is a shard of glass or crystal. Heat and fire attacks do not have any special effects on Glacier Skin other than to reduce the total number of "immunities." The protected creature's skin takes on a faint icy blue sheen while under the effects of glacier skin. The spell lasts until all of the Glacier Skins are used. [Ressa - Nancy Keeler] |
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Godfire (Evocation) |
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Level: 3 |
Components: V,S,M |
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By means of this spell, a priest channels the energy of his/her faith into a cone of ghostly-white flames that will damage all in its area of effect. The damage inflicted is 1d6 per level of the caster. The Godfire does not cause fire damage and is ineffective against non-aligned, inanimate objects; therefore, spells which protect against fire or cold have no effect on Godfire. If Godfire is used on an object with an alignment, the object must make a saving throw versus magical fires at -1 for each place the object is removed from the caster's alignment (i.e. Lawful good vs. chaotic good is 2 places removed). Note that creatures which are immune to fire, or which take extra damage from fire, take normal damage from this spell. To cast this spell, the priest raises his hand, palm outward, while holding his holy symbol in his free hand. The fire shoots outward to its maximum range, but will shape itself to conform to space restraints without rebounding, like a Fireball would. [Carey Mueller] |
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Hand of Faith (Evocation) |
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Level: 5 |
Components: V,S,M |
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This spell enables a priest to focus magical energy into his hand. When the priest strikes an opponent with his "energized" hand, his opponent suffers 1 hit point of damage per level of the caster (no save) and is stunned for 1-4 rounds, unless a save vs. spells is made. After a successful hit, the spell fades. If the priest misses, he or she may try again the next round until the duration expires. However, once a successful hit is made the energy is gone and the spell has no further effect. The material component is the priest's holy symbol. [Carey Mueller] |
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Holy Armor of Moradin (Evocation) |
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Level: 3 |
Components: V,S,M |
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This spell surrounds the priest, or another creature touched, with a mystical barrier giving an AC equivalent to platemail (AC 3). The barrier will protect the recipient from damage until it has absorbed 3hp/caster level in damage, after which it will dissipate. The material component is a gauntlet of mithril, blessed and worn by the priest. The gauntlet is not consumed in the casting. [Dane - Jerald Eaker] |
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Holy Vow (Evocation) |
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Level: 3 |
Components: V,S,M |
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When cast upon a creature who is performing a task in the name of, or to the aid of, the priest's deity, the recipient gains +1 to hit, damage, AC, and saving throws. Further, the recipient temporarily gains 2 hit points for each level of the caster. Any damage taken by the target of this spell is subtracted from these extra hit points first. The only restriction on who may recieve this spell is that the recipient's morals (good, neutrality, evil) must be the same as the caster's. The recipient kneels in front of the priest and swears to do the appointed task. The priest speaks the prayer and places a silver necklace (worth 50 gp) with the symbol of his deity around the recipient's neck. The necklace is reuseable. Note that if the recipient of this spell worships a deity other than that of the caster, his deity will not take offense so long as the task for the Holy Vow does not contradict the recipient's deity's tenets. If the Vow does, the spell automatically fails and the intended recipient will be in severe need of atonement. A priest may cast this spell on himself. [Carey Mueller] |
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Leather to Leaves (Alteration) |
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Level: 3 |
Components: V,S,M |
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Leather to Leaves transmutes normal, non-magical leather to green, living leaves. Armor that is protected by magic spells (such as bless, protection from evil, etc.) gets a saving throw vs. disintegration based on the Druid's level vs. the target caster's level. For every level of the Druid above the target caster, the save is at -1. For every level of the target caster above the Druid, the save is at +1. The leaves cannot hold much weight and will break easily, causing warriors armored in plate mail to become unarmored, and possibly unclothed as well. The material component is the leather itself. [Ressa - Nancy Keeler] |
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Locate Person (Divination) |
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Level: 4 |
Components: V,S,M |
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Locate person allows the priest to find the direction and distance to the desired individual, provided the individual is within spell range. The spell can locate only one specific person per casting. Furthermore, the priest must have part of the individual (hair, fingernail clippings, etc.) or some item closely associated with the person (weapon, clothing, etc.) to use in the casting. The priest does not need to know the person herself. The material component is not consumed in the casting. [Ressa - Nancy Keeler] |
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Mist of Faithful Healing (Necromantic) |
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Level: 2 |
Components: V,S,M |
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When cast upon a creature, the target is immediately wreathed by a cool, soothing mist that heals 1d4 hit points of damage. Every hour thereafter, the mist heals another 1d4 hit points until the duration expires. The mist also has the effect of easing pain (halving the effects of a symbol of pain or similar magics and poisons). The spell can be ended at will by the caster. The mists do not impair any of the target's senses. The reverse of this spell causes 1d4 hit points of damage on touch and on each hour thereafter. The material component for either version is the priest's holy symbol. [Ressa - Nancy Keeler] |
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Mystic Blade (Alteration, Evocation) |
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Level: 3 |
Components: V,S,M |
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Upon casting this spell, the priest brings into being a shimmering, blade-like plane of force from a hilt or broken blade. The sword has no magical attack bonuses, but can hit nearly any sort of opponent, even those that are Ethereal or out of phase. The blade lasts until the spell duration expires or the caster no longer desires its presence. The blade will inflice 1 hit poiint of damage per level of the caster. The wielder makes a to hit roll against the base AC of the target, counting only magical adjustments to armor class. The target struck may save for ½ damage. The material component is a hilt or broken blade of a weapon. [Deucalion - Robert Thomas] |
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Oration (Enchantment/Charm) |
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Level: 4 |
Components: V,M |
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This is a powerful form of the Suggestion spell that a priest can use to stir a crowd into action. The creatures to be spoken to must be able to understand the oration -- it must be spoken in a language they can understand. The creatures then make a saving throw (with all Wisdom bonuses applying). If the save is failed, the creatures will do as the priest has suggested. The save is modified according to the chart below, with all bonuses/penalties being cumulative. The duration of the charm is until the completion of the task the priest has assigned, the charm is dispelled, or a new save is made (see below). The material component is the priest's holy symbol. | |
| Suggestion | Modifiers to Save: |
| Reasonable suggestion | up to -4 |
| Unreasonable suggestion: | up to +4 |
| Creatures are of priest's faith: | -4 |
| Same ethos: | -2 |
| Opposing ethos: | +2 |
| Opposing faith: | +4 |
| Same alignment: | -2 |
| Alignment 1 removed: | -1 save |
| Alignment 2 removed: | No modifier |
| Alignment 3 removed: | +1 save |
| Opposite alignment: | +2 save |
| Duration of Charm: | |
| Intelligence Score | Period Between Checks |
| 3 or less | 3 months |
| 4 to 6 | 2 months |
| 7 to 9 | 1 month |
| 10 to 12 | 3 weeks |
| 13 to 14 | 2 weeks |
| 15 to 16 | 1 week |
| 17 | 3 days |
| 18 | 2 days |
| 19 or more | 1 day |
[Dane - Jerald Eaker] | |
Repel Parasite (Abjuration) |
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Level: 3 |
Components: V,S,M |
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This spell can be cast upon an area or an individual. In either case, Repel Parasite protects an area 10' radius from where the priest touches. Common (nonmagical) parasites such as leeches, mosquitoes, fleas, etc. cannot enter the area. Giant or magical parasites are also repelled unless they have more Hit Dice than 1/3 of the priest's level. In the latter case, the parasite(s) must make a saving throw. If the save is failed, the parasite(s) take 1d6 hit points of damage in addition to being unable to enter the area. The material component is the priest's holy symbol. [Ressa - Nancy Keeler] |
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Ricochet Strike (Evocation) |
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Level: 4 |
Components: V,S,M |
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Ricochet Strike creates a ball of energy filled with glowing, glass-like shards. The ball will ricochet among all targets indicated by the priest, allowing the spell to hit half the priest's level in opponents. The priest must declare how many and which targets will be struck before casting the spell, and then make a normal to hit roll for each target. Those opponents successfully struck will take 3d12 hit points of damage (save vs. spells for half). The material component is the priest's holy symbol. [Deucalion - Robert Thomas] |
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Shield of Moradin (Enchantment, Evocation) |
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Level: 4 |
Components: V,S,M |
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By this prayer, a priest creates a glowing, yellow shield that moves to block physical attacks directed at the target being. The shield will block 1 attack for every level of the caster before shattering into a hundred slivers of iron. Any blocked attack will inflict no damage or effects upon the protected being, and only physical weapons will be stopped (for example: swords, magical arrows, even a Melf's Acid Arrow will be blocked, but Magic Missile spells and Lightning Bolts will not be). Further, the shield only protects against attacks that come from in front of the target. The material component is a small, hand-sized shield of iron inscribed with the priest's holy symbol. [Dane - Jerald Eaker] |
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Storm Manacles (Enchantment, Evocation) |
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Level: 4 |
Components: S,M |
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To cast this spell, the priest takes a drop of water and works it into a wisp of a cloud. The priest then points to a target of his choice (within spell range) and the wisp will darken and grow to bocome manacles that shackle two of the target's arms or legs. The target can make a save vs. spells to negate the effects. Manacled creatures suffer -4 to any attacks they make, and if the manacles are on the legs, a dexterity check must also be made at a -4 or the target will fall to the ground. Furthermore, if the manacled creature attempts any hostile action towards the priest or the priest's allies, the manacles will hit the creature with lightning for 1d4 hit points per level of the priest (save vs. spells for ½ damage). The manacles can inflict this damage each round for the duration of the spell. [Deucalion - Robert Thomas] |
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Unholy Vow (Evocation) |
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Level: 3 |
Components: V,S,M |
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When cast upon a creature who is performing a task in the name of, or to the aid of, the priest's deity, the recipient gains +1 to hit, damage, AC, and saving throws. Further, the recipient temporarily gains 2 hit points for each level of the caster. Any damage taken by the target of this spell is subtracted from these extra hit points first. The only restriction on who may recieve this spell is that the recipient's morals (good, neutrality, evil) must be the same as the caster's. The recipient kneels in front of the priest and swears to do the appointed task. The priest speaks the prayer and places a silver necklace (worth 50 gp) with the symbol of his deity around the recipient's neck. The necklace is reuseable. Note that if the recipient of this spell worships a deity other than that of the caster, his deity will not take offense so long as the task for the Unholy Vow does not contradict the recipient's deity's tenets. If the Vow does, the spell automatically fails and the intended recipient will be in severe need of atonement. A priest may cast this spell on himself. [Carey Mueller] |
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