| Hammer of Retribution (Invocation) |
| Sphere: Vengeance, War |
Area of Effect: 5-foot radius per level |
| Level: 5 |
Components: V, S, M |
| Range: 10 yards per level |
Casting Time: 1 round |
| Duration: Instantaneous |
Saving Throw: 1/2 |
This powerful spell is invoked primarily against invading armies or in siege warfare. The spell's primary effect is to destroy troops or fortifications of creatures who have done unredressed damage to a priest or his companions. The spell begins with the priest describing the atrocities an army or band of marauders is guilty of. The priest must have first-hand knowledge of these crimes, or must have heard testimony from a witness under the effect of a zone of truth or true speak spell.
The spell strikes as a great column of force that descends from the sky. The area of effect is a circle whose radius is 5 feet per level of priest. All creatures within the area of effect take 1d6 HP per level of priest in damage. Creatures making a saving throw versus spell take half damage. Small objects must save versus crushing blow or be destroyed. Structures suffer damage as if hit by a heavy catapult (2d12). Any creature unfortunate enough to be flying over the area of effect takes 1d6 points of damage for every 10 feet above the ground the creature was flying to a maximum of 10d6 plus the normal damage due
to the crushing blow of the spell.
When cast over water, the spell raises a wave 10 feet high per level of the priest, travelling 30 feet per minute in a circle that grows outward from the area of effect. On land, the force of this spell often crushes trees and rends the earth producing a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds.
The material component of this spell is the priest's holy symbol and a war hammer which the priest throws into the air as the spell is cast. The hammer is destroyed in the casting.
| Intelligence Gift (Enchantment/Charm) |
| Sphere: Animal |
Area of Effect: Animal touched |
| Level: 5 |
Components: V, S, M |
| Range: 0 |
Casting Time: 2 months |
| Duration: Permanent |
Saving Throw: None |
By means of this spell, the caster may increase the Intelligence of any non-fantastic animal with animal Intelligence to half the normal Intelligence of the caster (fractions rounded down). This affects the ability of the animal to understand concepts, situations, and commands, and allows for the animal to use individual initiative in unforseen circumstances.
This spell does not grant the animal the power of speech (since few animals' vocal chords are designed so that they can create human sounds), but when the spell is completed, an Intelligence check should be made for the animal to see if it is able to fully understand the language of the caster. This check is made at double Intelligence (so an animal with an Intelligence of 5 must roll a 10 or lower on a 1d20 to be able to comprehend the language). If the check fails, then the animal can understand a wide variety of commands, but lacks the ability to understand conversations and dialogues.
DM discretion is allowed here: if the animal is one that would seem to have the ability to use human speech (eg., a myna bird), then the DM can rule that the animal is also capable of conversation. The casting time of this spell is two months: it includes constant companionship and training, and only one animal at a time can be affected by the druid or priest. A character with the animal training non-weapon proficiency can reduce the casting time of this spell in half (to just one month). The material component is the food the animal is fed.
Note: The animal must be prepossessed toward the spell caster before the spell begins. The spell does not affect loyalty, friendship, or anything of that nature. One may assume, however, that depending upon the treatment of the animal, there would develop a strong bond over the time it takes to cast this spell.
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