Black Storm of Vengeance (Invocation)
Sphere: Elemental (Air, Water), Vengeance, War, Weather Area of Effect: 120 yard radius circle
Level: 5 Components: V, S
Range: 400 yards Casting Time: 1 round per level
Duration: 1 round per level Saving Throw: Special

This powerful spell is invoked primarily against invading armies or in siege warfare. The spell's primary effect is to destroy or prevent the passage of troops who have attacked the priest or his comrades. This spell requires the priest to concentrate for the full duration of the spell. The casting time and duration are simultaneous. In the first round of casting, the priest summons an enormous black storm cloud over the area of effect. Lightning and crashing claps of thunder rock the area, and creatures within the area of effect must save versus paralysation of be deafened for 1d4 turns.

On the second round, the priest calls six lightning bolts down from the cloud. Each is directed at a specific target, and each bolt does 8d8 points of damage (A successful saving throw indicates half damage).

On the third round, hail stones pound those in the area of effect for 3d10 points of damage (no saving throw). On the fourth and fifth rounds, tornadoes sweep through the area of effect toppling 1 creature in 4, and doing 3d6 points of damage to 1 creature in 6.

On the sixth and seventh rounds, acid rains down on the area of effect inflicting 1d4+1 points of damage. No saving throw is allowed.

On the eighth and subsequent rounds, violent rain and wind gusts reduce visibility to five feet and movement is reduced 75%. Missile fire and spell casting from within the area of effect are impossible. The sequence of effects ceases immediately if the priest is disrupted from spell casting at any time. The priest may opt to cancel the effects at any time.


Cure Vampirism (Alteration, Necromancy)
Sphere: Healing Area of Effect: Vampire touched
Level: 5 Components: V, S, M
Range: 0 Casting Time: 3 turns
Duration: Permanent Saving Throw: None

By means of this spell, a priest is actually able to convert a being who has been changed into a vampire back to his mortal self again. At the same time, it changes the cursed being from an undead status to a living creature again (since a vampire is inherently a dead mortal). The spell must be cast within 5 days after the vampire to be cured has been slain or it will not work.

After casting this spell, the cured vampire must rest for a minimum or 24 hours before engaging in any activity. Cure vampirism is not as simple as just casting the spell and changing a vampire. The material component of this spell is the heart of the vampire who originally cursed the recipient of the spell with vampirism. In many cases, this will probably send the characters on a quest to destroy the vampire. Only a fragment of the heart is necessary to cast the spell. Therefore, if several people have been inflicted by the same vampire, the heart can be divided up and used as the material component for all to receive the spell. However, if the vampire is destroyed and there is nothing left (total destruction by sunlight, for example) then the spell component is lost and the spell cannot be cast. The recipient vampire must make a successful resurrection check or the spell will fail and the victim will not be able to be raised again.

In addition to the original vampire's heart, the spell also requires the priest's holy symbol and a stone altar (on which the body is laid) as material components. The altar must be decorated with gems and precious metals worth 10,000 gp and is fused into a worthless lump of obsidian after casting.