Wailing Wind (Alteration) Area of Effect: Special
Level: 1 Components: V
Range: 100'/level Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None

By means of this spell, a druid or other priest creates a magical warning system. When any creature enters a guarded area (a passage, chamber, cavern, doorway, or cave mouth of up to a maximum cubic size per side of 10'/level of the caster), a wailing, whistling blast of wind blows from the guarded area toward the druid.

The wind travels toward the druid regardless of intervening distance if the druid is on the same plane as the guarded area. The wind can reach up to 100' per level of the casting druid. The wailing wind has a distinctive tone and can be heard by all creatures. It transmits and magnifies any sound (speech, movement, etc.) made by the triggering being at the time it is activated, and it can thereby give any harder clue as to what sort of intruder approaches.

The spell cannot be modified to be activated by only specific beings or types of creatures. Once the guarded are is entered and the wind rises, the spell is exhausted. The wind itself lasts for one round per level of the druid, although the caster may end it sooner.

Once ended, the wind cannot be restarted except as follows: As the level of the caster increases, the number of activations per single spell is also increased. A caster of 1st or 2nd level creates only a single blast wailing wind; a 3rd or 4th level caster creates a wind of two blasts; a 5th or 6th level caster creates a wind of three blasts, and so on (with no known maximum).


Lex Codex (Divination) Area of Effect: Self
Level: 2 Components: V,S,M
Range: 0 Casting Time: 1 round
Duration: Instantaneous Saving Throw: None

This highly useful spell allows the priest to have an immediate and accurate idea of:

The degree of Law of the polace where he is at the moment
The legal procdedures applicable to a given case
The general legal system of the place where he stands at the moment.

This spell must be cast in front of / near an offcial building ( jail, courthouse ) and requires the scales of Justice ( Brass miniature ). This spell is very useful for priests of Justice Gods when they traveil out of their land and/ or jurisdiction. It may be useful, too, when the priests faces a legal or judicial procedure, such as a trial or official investigations, tax levies and so on.

copyright by Roby Franck and Roux Olivier


Touchsickle (Alteration) Area of Effect: Self
Level: 2 Components: V,S
Range: 0 Casting Time: 2 segments
Duration: 2 rounds/level Saving Throw: None

By means of this spell, one of the caster's hands temporarily becomes a magical weapon. The extremity is able to strike all creatures that can be hit by only magical weapons (even if such creatures are normally hit by only magical weapons of +2 or greater). The extremity gains no attack bonus, but its slightest touch does the same damage as a sickle (1D4+1 vs. S/M; 1D4 vs. L beings). Its touch can slash or stab like a normal sickle, as the caster wills.

A druid may use the enchanted extremity to harvest greater mistletoe as though it was a gold or silver sickle.


Exaltation (Adjuration/Conjuration/Summoning) Area of Effect: Creature touched
Level: 3 Components: V,S,M
Range: Touch Casting Time: 1 round
Duration: 1 round/level Saving Throw: Special

This spell enables a priest to aid and protect any one other being. By touch, the caster removes the effects of fear, sleep, feeblemindedness, hunger, pain, nausea, unconsciousness, intoxication, and insanity from the spell recipient. The recipient is protected against spells and other attacks causing these effects for the duration of the spell. Such effects are negated, not postponed until the spell expires.

When this spell is cast one a being of different alignment and faith that the caster, the recipient makes a saving throw vs. spell (even if willing). If the save is successful, the spell is lost and has no effect. If the spell recipient is of the same alignment as the priest but of a different faith, the saving throw is at -4. If the spell is successful, the exalted recipient receives a +1 moral and reaction/attack bonus. If the spell recipient worships the same deity as the caster but is of another alignment, the saving throw is at -6; a successful exalted recipient gets a +1 moral bonus. A recipient of the same faith and alignment as the caster needs no saving throw, gets a +2 moral bonus for the spell duration, and (if the cleric desires) can radiate a white, blue-white or amber faerie fire radiance for the spell duration (if chosen, the radiance is evoked immediately and cannot be ended before the spell expires).

A priest cannot cast this spell upon himself. The material components of the spell are a flask of holy water and a powdered sapphire of diamond (worth not less than 1,000 g.p.).


Flame Shield (Evocation) Area of Effect: Special
Level: 3 Components: V,S,M
Range: 0 Casting Time: 3 segments
Duration: 1 round/level Saving Throw: None

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 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 shield 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 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.


Flaming Weapon (Enchantment/Alteration) Area of Effect: One melee weapon
Level: 3 Components: V,S,M
Range: 0 Casting Time: 6
Duration: 1 round/level Saving Throw: None

With this spell, the priest turns one of his melee weapons to a flaming one. The weapon becomes +1 to hit and inflicts 2-5 points of fire damage. The weapon isn't harmed by the fire. It can be a magical weapon, but no better than +2. The flaming weapon projects light as a torch. Against trolls, undead, cold-dwelling or using creatures and flammable creatures, the flaming weapon is +2 to hit and inflicts 3-8 points of fire damage. This spell requires a pinch of sulphur.

copyright by Roby Franck and Roux Olivier


Forceward (Abjuration) Area of Effect: Creature touched
Level: 3 Components: V,S,M
Range: Touch Casting Time: 1 round
Duration: 1 round/level Saving Throw: Special

By means of a string of gems, rock crystals, or glass beads and his holy symbol, a priest can call into being a forceward. The air within this spherical area of protection glows faintly; it is barely visible in full sunlight but clearly in darkness.

All creatures except those touched or named by the priest in the spell casting must make a saving throw vs. spells or be forced away from the caster (for 10' per level of the caster), withdrawing immediately. Warded creatures must remain outside the protected area for the spell duration unless they save vs. spell at -3 to successfully break into the warded area (one save per round for each being attempting to enter).

Any creature breaking through the forceward may move and act freely thereafter but cannot confer freedom from the ward to other creatures, even by attempting to drag them along. Any creature may freely leave the warded area but must successful earlier in breaching the ward.

Missiles and spells may be launched freely into and out of the warded area. The forceward ends instantly if the casting priest leaves its confines, is slain or rendered unconscious, or wills the ward out of existence. The caster may engage in spell casting without affecting a forceward; continuous concentration is not required to maintain it. A dispel magic spell destroys a forceward instantly.


Holy Water Spray (Evocation) Reversible Area of Effect: Special
Level: 3 Components: V,S,M
Range: 0 Casting Time: 7
Duration: Instantaneous Saving Throw: None

When this spell is cast, holy water springs forth feet / level ) and 1 foot wide/level ( so a 10th level priest creates a cone 70' long and 10' wide at its end ). Any undead present in the aera of effects takes 1D4 of damage / two levels of the priest ( maximun 8 dices ) with no save. Creatures of the Lower Planes sustain 1d6 of damage/ two levels of the priest ( maximun 8 dices ) with no save ( but magic resistance still applies) The reverse, Unholy water spray affects paladins as if they were undead, and creatures of the upper planes as if they were of the Lowers Planes for the purpose of damage determination.

For this spell, the priest needs a vial of (un)holy water and his (un)holy s symbol. The vial vanishes when the spell is cast.

copyright by Roby Franck and Roux Olivier


Mace of Odo (Evocation) Area of Effect: Special
Level: 3 Components: V,S,M
Range: 0 Casting Time: 1 round
Duration: 1-4 rounds Saving Throw: Special

By means of a stone, a piece of wood, and two drops of holy water, this spell enables a priest to create a magical mace. A Mace of Odo is actually a mace-shaped construct of force. It is translucent but glows bright white (its radiance equal in effects to a light spell). The mace can be wielded immediatly when casting is complete, or it can be held for up to three rounds. All spells cast at the bearer of a Mace of Odo are absorbed harmlessly by the mace (area effect spells are not affected by such a mace).

A Mace of Odo strikes at +5 to hit and does 3-18 hp. damage (4-24 hp. to undead). Whenever it strikes, or four rounds after the round of its casting (whichever comes first), the mace vanishes instantly in a burst of white radiance. Creatures of 2 HD or less suffer only 1 hp. damage when struck be a Mace of Odo but must save vs. paralyzation or be paralyzed for 2-5 turns.


Mold Touch (Alteration) Area of Effect: Creature Touched
Level: 3 Components: V,S,M
Range: Touch Casting Time: 3 segments
Duration: Special Saving Throw: Special

This spell empowers the druid to transmute mistletoe, holly, or oak leaves (the material components) into brown mold spores without harm to himself. Any creature touched by the caster within six rounds of casting is infected by brown mold (an attack roll is required; if the druid cannot touch any creature, the mold spores vanish at the end of six rounds). The mold spores created by this spell cannot live on plant or inorganic material. All the spores created by the spell are transferred to any creature touched by the druid. Thus, the druid can infect only one creature per spell (in the event of an accident, it could be a friend or ally).

A mold touches spell does 4-24 hp. damage to the target creature (half that is a saving throw vs. spells is made). Brown mold spreads upon the victim; in the second round after the attack, the mold does 2-12 hp. damage (save for half damage). On every round thereafter, the victim receives a saving throw vs. spells. If the save is successful, no damage is taken and the spell ends. If the save fails, the victim takes 1-6 hp. damage in that round.

Brown mold created by this spell is of limited duration, and a victim cannot infect other creatures, even is intending to do so. Magical cold harms mold created by this spell in the usual manner (but also affects the creatures the mold is growing on).


Protection from poison (Abjuration) Area of Effect: 1 person
Level: 4 Components: V,S,M
Range: Touch Casting Time: 1 round
Duration: 2 turns per level Saving Throw: None

This powerful protective spell bestows the following benefits to one person touched by the priest

Immunity to insinuative and contact poisons/ venoms.

+4 to saving throws against ingestive and gaseous poisons, with all effects halved ( the toxin is weakened).

This spell requires the holy symbol of the priest.

copyright by Roby Franck and Roux Olivier


Seeking Sword (Evocation) Area of Effect: Special
Level: 4 Components: V,S,M
Range: 30' Casting Time: 7 segments
Duration: 2 rounds/level Saving Throw: None

This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires. The sword forms in mid-air and is animated by the will of the caster (who need not ever touch it), flashing about as it attacks.

The blade is silent (maneuverability class A) and fast (able to catch a Quickling), although it cannot move beyond spell range from the caster. The blade can strike four times per round, doing 2-8 hp. damage each successful hit.

Although it has no attack bonuses, a seeking sword is considered a +4 magical weapon to determine what sorts of beings it can strike. It can strike nonliving objects and can be wielded dexterously enough to lift latches, slide bolts open or shut, turn pages of books, and so on. The caster may freely move the sword from target to target unless physical or magical barriers (such as a wall of force) is in the way, but the caster must concentrate on the blade to maintain its existence and to direct it (other spell casting is impossible).

A seeking sword moves with strength enough to parry and hold back another blade wielded by a strong human or humanoid. It can be used to shatter glass objects, spike open doors, puncture sacks, or search for unseen opponents by sweeping through apparently empty spaces or across windowsills and threshold.

The material components are a drop of mercury and a human hair.


Striking (Enchantement/Alteration) Area of Effect: a blunt weapon
Level: 4 Components: V,S
Range: Touch Casting Time: 6
Duration: 1 round per 3 levels of the caster Saving Throw: None

When this spell is cast, the priest is cast, the priest enchants a melee weapon (blunt weapons only). This weapon, which must be of a normal (ie non magical) sort acquires the following properties:

+1 to hit for every three levels of the caster (+2 at 7th level, +3 at 9th level and +4 at 12th level, maximun)

+1d4 to damage for every three levels of the caster (+2D4 at 7th level, and so on, to a maximun of +4d4 at 12th level).

a speed factor halved (rounded down but no less than 1).

If the priests hits a foe with the enspelled weapon and scores a natural 20, bonuses and damage are doubled, but the spell is cancelled (for example, Vethar, a 9th level priest, casts the spell upon his footman's mace. The mace is +3 to hit and inflicts +3D4 hit points of damage. If Vethar scores a natural 20, the hit causes (1d6+1)*2 + (3d4)*2 !! A powerful and deadly blow!!)

copyright by Roby Franck and Roux Olivier


Truth Bolt (Invocation) Area of Effect: Special
Level: 4 Components: V,S
Range: 0 Casting Time: 7
Duration: Instantaneous Saving Throw: 1/2

This spell invokes a blast of blinding light emanating from the Priest. The Truth Bolt is either a burst of light of 20 feet radius centered on the Priest, or a ray shooting forth from the Priest's han, 5 yars long per level and 10 feet wide at its end. Every creature in the area of effect suffer the following effects:

No effect if the creatures has the same alignement or the same religion than the Priest. 2D6 hit points if different alignement from the priest's. 4D6 hit points if the creature habitually break the Law (Thieves, assassins, thugs and spies are all eligible.) 6D6 hit points and blindness for 2-8 rounds if the creature has a Chaotic alignement. Effects are cumulative but the second and the fourth so a Chaotic Neutral Thief may suffer 10D6 hit points of damage and be blinded. A save versus Spells is allowed to reduce damage and blindness duration by half.

copyright by Roby Franck and Roux Olivier


Defolation (Necromancy) Reversible Area of Effect: Special
Level: 5 Components: V,S
Range: 10 yards / level Casting Time: 8
Duration: Permanent Saving Throw: Special

When this spell is cast, a thin ray of green energy springs from the caster's fingertips. This ray of energy withers and kills plants it touchs : either 3 square feet of inert plants per level of the priest, or a single sentient or plant-like monster ( treant, shambling mound,...). Only sentient plants are allowed to save versus Death. If the save is failed, the plan monster suffers 2-12 hit points of damage per round. At 0 hit points, it crumbles to dust. If the save is made, the plant monster is blasted with somes decay and rot, that cause 4D6 hit points and then the spell ends.

copyright by Roby Franck and Roux Olivier


Protection from disease (Abjuration) Area of Effect: 1 person / 3 levels
Level: 5 Components: V,S,M<
Range: Touch Casting Time: 1 turn
Duration: 1 turn per level Saving Throw: None

This powerful spell has the following effects when cast on the priests and/or up to 5 persons chosen by him:

Immunity to natural diseases.

+4 to all saving throws against magical diseases (and a saving throw of 16 for diseases which don't allow a saving throw, like a mummy touch)

To cast this spell, the priest needs a piece of linen embroidered with prayers against plagues.

copyright by Roby Franck and Roux Olivier


Metal storm (Conjuration) Area of Effect: 10' radius circle
Level: 6 Components: V,S,M<
Range: 60 yards Casting Time: 9
Duration: Instantaneous Saving Throw: None

This spectacular spell invokes the fall of numerous razor-edged metallic blades and sharp spikes on the area of effect. So fast and violent is this "rain" that there is no saving throw. All victims present in the area of effect sustain 6d6 of damage plus their AC (not counting any dexterity or shield bonus). So for example a victim who is AC 4 suffers 6d6+4 points of damage (substract negative AC from the dice result, with a minimun damage of 6 hit points). To cast this spell, the priests needs several metallic blades and spikes (pitons daggers nails and so forth)

copyright by Roby Franck and Roux Olivier


Protection from undead (Abjuration/Necromancy) Area of Effect: 10' radius sphere
Level: 6 Components: V,S,M<
Range: 0 Casting Time: 9
Duration: 2 rounds per level Saving Throw: Special

This spell creates a mystic shield of bright azure light around the priest in a 10 feet radius sphere. The shield moves with its caster. This anti-undead shield has the following effects on undead who touch it or cross it boundaries:

Undead of 3 hd or less are destroyed, with no saving throw.
Undead of 3+1 to 5 hd are destroyed if they miss a saving throw against Death. If they save the spell keeps them at bay and burn them for 5d6 of damage.
Undead of 5+1 to 8hd are kept at bay and sustain 8d6 of damage if they fail a saving throw versus death. If they save, they are not blocked by the sphere and only take half damage.
Undead of 8+1 or more HD take 4d6 of dommage, or half if they save against Death.

When undead penetrate the sphere of protection, they sustain the following penalties:

-2 to hit and saving throws.
Priests are at +2 on the rolls for turning attempts
+4 to saving throws against their special attacks (cahrm, canion stench, etc...)

To cast this spell, the priest needs his holy symbol, holy water and powdered silver. Pushing the shiueld against undead breaks the spell, for it is not an offensive dweomer.

copyright by Roby Franck and Roux Olivier