Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
2
8
Questo documento è stato prodotto e distribuito gratuitamente dagli autori del sito web “Albero dei
Giochi”: http://www.albero-dei-giochi.org.
Esso non intende violare alcun copyright o marchio registrato ed è distribuito a soli fini amatoriali.
Gli autori ne autorizzano l’utilizzo, la modifica e la diffusione gratuita solo per scopi diretti e
personali.
Ne è vietata la pubblicazione e la distribuzione su altri siti web o su qualsiasi supporto cartacero o
informatico senza il preventivo consenso degli autori.
Le abbreviazioni puù comuni (PG, PNG, Thaco, D.V., ecc.) non vengono qui ripetute, essendo ormai note
a tutti i giocatori. Altre abbreviazioni meritano forse un cenno, soprattutto quelle relative alle fonti
dell’incantesimo: nella descrizione della magia, dopo il suo livello di potere, c’è una voce “Manuale:” o
“Manual:”, che specifica il manuale o il supplemento da cui esso è stato tratto.
PH italiano Manuale del Giocatore (Player’s Handbook), traduzione italiana della Ripa
ToM Tome of Magic
RAV Ravenloft boxed set, prima edizione
S&M Player’s Option: Spells & Magic, incantesimi trascritti secondo le normali regole di
gioco di AD&D, senza le nuove regole opzionali previste nel manuale. Dove
necessario, il testo è stato adattato per essere utilizzato in qualsiasi mondo fantasy
DH The Complete book of Druids
RAN The Complete book of Rangers
DK Dragon Kings (supplemento per Dark Sun)
PD Earth, Air, Fire and Water (supplemento dei chierici elementalisti per Dark Sun);
gli incantesimi di Dark Sun sono particolari e un po’ più potenti di quelli che si
trovano altrove. Alcuni, troppo specifici, sono stati eliminati e non si trovano in
questa raccolta, altri sono stati adattati per essere usati in qualsiasi mondo fantasy se
il tuo DM lo permette
INED. Incantesimo inventato, inedito sulle fonti ufficiali
Mi scuso in anticipo per errori e/o omissioni che potrai trovare in questa raccolta, confidando nella tua
comprensione nell’apprezzare lo sforzo compiuto, anche se qua e là cipuò essere qualche sbaglio…
Stefano Lorenzi
Livello 1° 3 Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
learning that the creature is Chaotic (and hence level priests find themselves in this situation,
Chaotic Neutral, since it is only one step away higher level characters often make use of this
from balance). spell. Astral celerity doubles the character's
Similar to spells such as Detect evil, this spell movement rate on the Astral Plane; normally,
will not yield a result on a hidden trap. If cast on characters move at a rate of 30 times their
a creature with an intelligence level of “animal” Intelligence score in feet per round, but this spell
or “non-,” it will always read true Neutral (i.e., increases this to 60 feet times their Intelligence
zero steps removed from balance). score. As an incidental benefit, the caster also
The material components are four iron coins attunes himself to the plane much faster and
which the priest tosses in his hand while suffers no penalties for missile fire while astral.
concentrating on the spell. The coins are not While astral celerity is most often used in the
consumed in the casting. astral plane, it also offers a small benefit to
ethereal characters, too: their movement rates are
increased by 50%, so a character with a
movement rate of 12 would enjoy a movement
ANTI-VERMIN BARRIER rate of 18 while this spell was in effect. Of
course, time and distance have little meaning in
(Abjuration)
the overall scheme of the Astral or Ethereal
Planes, but relative speed could be very
Level: 1°
important in avoiding an unpleasant encounter or
Manual: ToM
escaping from pursuit of some kind.
Sphere: Wards
Range: 30 yards
Components: V, S, M
BATTLEFATE
Duration: 1 hour/level
(Alteration)
Casting Time: 1
Area of Effect: 10-foot cube/level
Level: 1°
Saving Throw: None
Manual: S&M
Sphere: Chaos
With this spell, the caster creates an invisible
Range: 20 yds.
force field that repels nonmagical insects,
Duration: 2 rds./level
rodents, spiders, snakes, worms, and similar
Area of Effect: 1 creature
vermin of less than 1 Hit Die. The spell has no
Components: V, S, M
effect on giant-sized versions of these creatures
Casting Time: 4
unless they are less than 1 Hit Die. The barrier
Saving Throw: None
affects summoned creatures, such as those called
by a summon insects spell.
This spell alters probability to favor one
Any vermin within the area of effect when the
character or creature locked in battle. His
spell is cast are not affected; however, when
opponent may stumble at an awkward time, a
these creatures exit the area, they cannot return.
clumsy parry might catch the enemy's weapon at
The spell affects a cubic area whose sides are 10
just the right angle, or he happens to notice the
feet times the caster's level (for instance, a 2nd-
foe moving in for a flank attack. The more
level priest could affect a 20'x 20'x 20' cube.
powerful the priest, the more potent the aid;
The material components are the caster's holy
combat modifiers provided by Battlefate equal
symbol and a rodent's whisker.
+1 per three levels, so a lst–level caster provides
a +1 bonus, a 4th–level caster a +2 bonus, a 7th
level caster a +3, and so on to a maximum of +5
ASTRAL CELERITY
for a 13thlevel priest. The exact form of the aid
(Alteration)
or assistance varies from round to round — roll a
d6 to see which aspect of the subject's combat
Level: 1°
abilities are affected in any given round:
Manual: S&M
Sphere: Astral
1d6 Effect
Range: 0
Duration: 1 hr./level
1 Nothing happens
Area of Effect: The caster
2 Defenses enhanced: apply bonus to
Components: V, S
subject’s AC
Casting Time: 4
3 Luck enhanced: apply bonus to saving
Saving Throw: None
throws
4 Accuracy enhanced: apply bonus to
This spell enhances the caster's movement
attack rolls
capabilities in extraplanar settings by attuning
5 Damage enhanced: apply bonus to
him to his new surroundings. While very few lst–
damage rolls
Livello 1° Livello 1°
Incantesimi clericali del primo livello
BENEDIZIONE ®
(Convocazione/Attrazione)
Livello: 1°
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
DISPEL FATIGUE
CURSE OF TONGUES (Necromancy)
(Alteration)
Level: 1°
Level: 1° Manual: S&M
Manual: PD Sphere: Necromantic
Sphere: Charme Range: 30 yds.
Range: 5 yards per level Duration: Instantaneous
Components: V, M Area of Effect: l creature
Duration: l round per level Components: V, S, M
Casting Time: 4 Casting Time: 4
Area of Effect: l creature Saving Throw: None
Saving Throw: None
This spell removes physical fatigue or exhaustion
This minor spell makes its target's speech from the subject by undoing the physiological
completely unintelligible by distorting the air effects of his exertions. The subject is instantly
waves that project the voice and dispersing them. restored to his normal, fully rested level of
This interrupts any spell casting requiring verbal endurance or vigor. This spell can be used to
components. negate the penalties of forced marching, long
Material component: string or cord tied in a knot. swims, jogging, running, or sprinting, or even
accumulated fatigue points from either the
Player’s Option: Combat and Tactics rules or the
magic fatigue rules in Chapter 6 (of the Player’s
Option: Spells & Magic). Once this spell has
been cast, the subject may start to accumulate
fatigue or fatigue–based penalties again,
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Nota: in alternativa, se si usano le regole This spell allows the priest to perform an
opzionali dei Cura ferite (v.), l’incantesimo instantaneous reading of a single subject's
ristora (o infligge) 2/3 dei P.F. normalmente emotional state. It can be used on any subject
curati da un Cura/Infliggi ferite leggere, sempre possessing Intelligence of 3 or better. This
con il limite dei 3 P.F. sotto il massimo reading is neither deep nor specific and cannot
consentito, come sopra descritto. pick out mixed emotions or intricate details. For
example, it might tell the priest that the subject is
fearful, but the spell cannot reveal what the
subject is afraid of or why he is afraid.
Emotion read does not reveal individual thoughts
or the subject's motivation. Thus, the spell might
reveal that the subject is coldly unemotional at
the moment, but not the fact that the subject is
contemplating the cold-blooded murder of the
priest.
Note that this reading is instantaneous. It reveals
only the emotion that is strongest at the instant
the spell is used. While this will usually be
related to the subject's overall emotional state, it
is always possible that the subject might be
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello: 1°
Manuale: PH italiano
Sfera: divinazione
Raggio d’azione: 0
Componenti: V, S, M
Durata: 4 round per livello
Tempo di lancio: 4
Area d’effetto: tratto di 12 m largo 3 m
Tiro Salvezza: nessuno
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello: 1° Livello: 1°
Manuale: PH italiano Manuale: PH italiano
Sfera: divinazione Sfera: animale
Raggio d’azione: 0 Raggio d’azione: tocco
Componenti: V, S, M Componenti: S, M
Durata: 1 turno + 1 round per livello Durata: 1 turno + 1 round per livello
Tempo di lancio: 4 Tempo di lancio: 4
Area d’effetto: speciale Area d’effetto: 1 creatura toccata per liv.
Tiro Salvezza: nessuno Tiro Salvezza: nessuno
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Level: 1° Livello: 1°
Manual: ToM Manuale: PH italiano
Sphere: Time Sfera: divinazione, animale,
Range: 0 vegetale
Components: V, S, M Raggio d’azione: 100 m + 20 m per livello
Duration: Instantaneous Componenti: V, S, M
Casting Time: 1 Durata: 1 round per livello
Area of Effect: One object or creature Tempo di lancio: 1 round
Saving Throw: None Area d’effetto: tratto lungo 6 m e largo 6 m
per livello
This spell enables the caster to instantly know Tiro Salvezza: nessuno
the age of any single person, creature, or object
on which he concentrates. The age is accurate to Il sacerdote riesce ad individuare la direzione e la
the nearest year. distanza a cui si trova un determinato tipo di
The material component is a calendar page. animale o di pianta. Basta che si volti in una
direzione e pensi a quello che sta cercando per
sapere se quel soggetto è presente entro il raggio.
KNOW DIRECTION Se la risposta è affermativa, il sacerdote intuisce
(Divination) la distanza esatta e quanti esemplari ce ne sono.
Durante ogni round dell’incantesimo il sacerdote
Level: 1° può sondare una sola direzione (6 m di
Manual: ToM larghezza). La magia dura un round per ogni
Sphere: Travelers livello del sacerdote, mentre la lunghezza del
Range: 0 tratto esaminato è di 100 m più 20 per ogni
Components: V, S, M livello (il DM potrebbe limitare l’individuazione
Duration: Instantaneous alle piante e agli animali strettamente collegati al
Casting Time: 1 culto cui il sacerdote appartiene).
Area of Effect: Special La probabilità di localizzare un tipo di animale o
Saving Throw: None di vegetale dipende dalle condizioni e dalle
circostanze, ma per la frequenza del soggetto si
Know direction allows the caster to instantly può seguire questo schema: comune 50%, non
know the direction of north. The spell is effective comune 30%, raro 15%, molto raro 5%.
in any environment, whether underwater, La maggior parte delle erbe cresce nelle regioni a
underground, or in darkness (including magical clima temperato, mentre le spezie sono diffuse
darkness). nelle zone tropicali; le piante utili per gli
The material component is a small scrap of a ingredienti degli incantesimi sono rare o molto
parchment map that is at least 100 years old. rare. Gli esiti dell’incantesimo sono sempre
decisi dal DM.
Componente materiale: il simbolo sacro.
KNOW TIME
(Divination)
LOG OF EVERBURNING
Level: 1° (Enchantment)
Manual: ToM
Sphere: Time Level: 1°
Range: 0 Manual: ToM
Components: V, S Sphere: Elemental Fire, Plant
Duration: Instantaneous Range: Touch
Casting Time: 1 Components: V, S
Area of Effect: The caster Duration: 1 hour/level
Saving Throw: None Casting Time: 1
Area of Effect: Special
Know time is particularly useful when the caster Saving Throw: None
has been unconscious. This spell enables the
caster to know the precise time of day to the This spell increases the amount of time that a
nearest minute, including the current hour, day, wooden object will burn before being consumed.
month, and year. Wood that is enchanted in this manner burns
brightly without being consumed for the duration
of the spell. When the spell ends, the wooden
object crumbles to ash.
Livello 1° Livello 1°
Incantesimi clericali del primo livello
This spell does not cause the wood to catch fire; MISTAKEN MISSIVE
it must be ignited normally. While it burns, the (Alteration)
wood gives off twice the normal amount of heat;
thus, a single log can make a cozy fire. Level: 1°
The affected wood radiates magic. The priest Manual: ToM
may enchant up to 1 cubic foot of wood per level Sphere: Chaos
of experience. The spell is effective on torches. Range: Touch
Components: V, S, M
Duration: Permanent
LUCE ® Casting Time: 1
(Alterazione) Area of Effect: One page/level
Saving Throw: None
Livello: 1°
Manuale: PH italiano This spell alters the appearance of words written
Sfera: sole in ink. When the spell is cast upon a written
Raggio d’azione: 120 m page, the ink imperceptibly begins to move. Over
Componenti: V, S the next few days, the message becomes
Durata: 1 ora + un turno per livello progressively more illegible. If the page is left
Tempo di lancio: 4 undisturbed for six days, an entirely new
Area d’effetto: sfera con raggio di 6 m message forms on the page. The new message is
Tiro Salvezza: speciale completely legible and is recognizable as the
handwriting of the original author, but is contrary
Viene a crearsi un’area di luce, forte quanto in content to the original message.
quella di una torcia, entro 6 m dal centro After the spell is cast, the message will appear
dell’incantesimo. Gli oggetti che si trovano al different every day. The DM decides the message
buio oltre questa sfera possono essere al that the page will carry after the sixth day has
massimo intravisti come forme vaghe. Il centro passed. Following is a sample of the changes that
dell’incantesimo è un punto scelto dal sacerdote, could take place in a message.
che deve avere una visuale libera fino ad esso nel – Day one: the words of the letter appear faint, as
momento in cui opera la magia. La luce può if the author of the letter was running out of ink
scaturire dall’aria, dalla roccia, dal metallo, dal as he wrote.
legno o da qualsiasi altra sostanza. L’effetto è – Day two: the words have moved slightly from
immobile, a meno che non sia centrato their original positions, as if the person writing
appositamente su un oggetto o una creatura che the letter were shaking or in a moving carriage
si muove. Se l’incantesimo viene fatto su di una when the letter was written.
creatura, bisogna effettuare il T.S. e tener conto – Days three and four: the message is gibberish.
della eventuale resistenza al magico. Se la Although the ink forms groups of letters
resistenza funziona, l’effetto è annullato, mentre arranged in lines with punctuation, nearly all the
se riesce il T.S. la luce va a formarsi alle spalle words are meaningless. This may appear to be
della creatura. Se la luce è diretta contro gli occhi some sort of code, but it means nothing.
della creatura, la acceca, facendo diminuire di 4 – Day five: the ink has formed real words.
la sua Classe dell’Armatura ed i suoi T.S. Il However, the sentence construction is still
sacerdote può far smettere l’incantesimo in meaningless (e.g., Egg west worse green!).
qualsiasi momento con una sola parola. – Day six (and beyond): the message is coherent,
Non si possono sommare gli effetti but the opposite intent of the original message
dell’incantesimo ripetuto varie volte. has been created. If the original letter read, “Send
La magia è reversibile e può far scendere troops quickly,” the new letter reads, “All is fine.
l’oscurità nella stessa area ed alle stesse Keep your men in reserve.”
condizioni della Luce ma in tal caso dura la metà. If Mistaken missive is cast on the pages of a
Il BUIO magico è completo, come quello che spellbook or a scroll, the ink on the page reforms
può esserci all’interno di una camera oscura. into a new spell of the same level as the original
Qualsiasi sorgente luminosa, normale o magica, spell. Thus, a Darkness spell might become a
meno intensa della luce del sole non funziona in Maze spell. However, the spell formula will be
un’area con tenebre di questo tipo. La Luce e il wrong. Although it will look like a proper spell,
Buio si annullano a vicenda se lanciati it will not function when cast.
direttamente contro l’effetto contrario. A coded message that is subjected to Mistaken
missive will appear as a coded message on the
sixth day but will hold a different meaning than
the original message.
A Glass of preserved words will allow the
original message to be read correctly. Dispel
magic will restore the message to its original
form.
Livello 1° Livello 1°
Incantesimi clericali del primo livello
The material component is three drops of ink. faith. Because an Orison is not even on par with
other lst–level magic, a priest memorizes a
number of individual Orisons equal to three +1
MORALE per level (up to a maximum of nine) when he
(Enchantment/Charm) devotes a lst–level spell slot to Orison. In other
words, a lst–level priest can memorize four
Level: 1° Orisons for one lst–level spell slot, a 2nd–level
Manual: ToM priest can memorize five, and so on.
Sphere: War Unlike Cantrip, an Orison must have a specific
Range: Special effect, although the priest need not decide which
Components: V, S, M incantation he will use until he actually casts the
Duration: Special spell. Regardless of the prayer chosen, the
Casting Time: Special Orison's duration is never more than one round
Area of Effect: One unit up to 200 per level. Known Orisons include the following:
individuals
Saving Throw: None Alleviate: a single creature suffering from nausea
or pain is relieved of its discomfort. Magically
This spell can be used in two distinct ways. The induced nausea or pain is only alleviated if the
first is appropriate for battlefield use. The priest victim passes a saving throw vs. spell with a –2
can cast this spell on any unit within 240 yards in penalty.
an uninterrupted line of sight. The casting time
for this use is one turn and the material Calm: a single creature that has been startled or
component is a gem of at least 100 gp value frightened is soothed. Victims suffering from
which is consumed during the casting. magical fear may attempt a save vs. spell with a
At the conclusion of this use of the spell, the –2 penalty to calm themselves.
target unit's morale is modified by 1, either
positively or negatively, as the caster desires. Clarity: for the duration of the Orison, the
This modification remains in effect for 1d4+2 priest's speech is clear and free of impediment —
turns. useful for readings from sacred texts and other
The second and more powerful use of the spell such rites. Magical conditions such as Confuse
requires lengthy preparations. Casting must take languages cannot be overcome by this Orison.
place inside or within 100 yards of a place of
worship dedicated to the casting priest's deity. Courage: the priest gains a +1 bonus to his next
Both the priest and the unit to be affected must attack roll, as long as the attack is made within
be present. The casting time for this use is 5 the spell's duration.
turns. The material component is the priest's holy
symbol. Guidance: the priest gains a +1 bonus to a
At the conclusion of this use of the spell, the Wisdom or Intelligence check to determine the
unit's morale is raised by 3 (maximum of 19). right course of action in a moral dilemma or
This morale increase lasts until the next sunset. puzzle.
Only priests of 10th level or higher can cast this
version of the spell. Healing: by his touch, the priest may heal a
creature of 1 point of damage.
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Resistance to poison: the priest gains a +1 bonus If the priest casts the spell based on an alias or
to his next saving throw vs. poison, as long as it incorrect birth information, the reading will be
occurs during the Orison's duration. inaccurate. The DM should develop a history and
personality at odds with the truth. This might
Other Orisons of similar power or scope may be allow the priest to determine whether the name
permitted by the DM. Generally, an Orison of the subject is correct–a reading giving
should not affect more than one creature or die information that conflicts with what the priest
roll at a time, and an Orison that can actually already knows should be a clue that the name is
cause immediate harm to a creature should inflict incorrect.
no more than 1 or 2 points of damage. An The subject need not be present during the
offensive Orison would be quite rare and most casting. The priest can cast the spell without ever
probably associated with an evil or chaotic having met the subject.
priesthood. The material component is a small book of
numerological formulae and notes (different
Nota: in alternativa a quanto detto sopra, se viene from the book used in Telethaumaturgy). The
usato il sistema di magia alternativo book is not consumed in the casting.
l’incantesimo costa 1 PM anziché 2 PM come le A DM may rule that this spell can be cast on
magie del 1° livello. humanoids or monstrous creatures. The
information available will be similar
(considering that words like “profession” will
PERSONAL READING mean something different when applied to an
(Divination) ogre). This spell will categorically fail on
creatures that have no concept of a personal
Level: 1° name.
Manual: ToM
Sphere: Numbers
Range: 0 PIETRA MAGICA
Components: V, S, M (Incantamento)
Duration: Special
Casting Time: 2 turns Livello: 1°
Area of Effect: One creature Manuale: PH italiano
Saving Throw: None Sfera: combattimento
Raggio d’azione: 0
This spell allows the priest to mathematically Componenti: V, S, M
analyze personal information about one human Durata: speciale
or demihuman character and learn valuable facts Tempo di lancio: 4
about that character. To cast this spell, the priest Area d’effetto: speciale
must know the subject's real name (the name the Tiro Salvezza: nessuno
subject was given as a child) or the date and
place of the character's birth. The priest analyzes Il sacerdote può rendere temporaneamente
this information and is able to build a rough magici tre sassi, non più grandi di proiettili da
picture of the character's life history and personal fionda, che può tirare ad un avversario. Se li
specifics. getta con la mano, può arrivare fino a 30 m e può
The “historical” information discovered through scagliarli tutti e tre in un solo round; il
this spell is generally vague. For example, the personaggio che li lancia deve effettuare un TxC,
priest might learn that the subject was born in the benché la magia delle pietre consenta a chiunque
woods and moved to the city only after hardship di raggiungere buoni risultati. Per quanto
made his life untenable. Specific information is riguarda la creatura da colpire (se, ad esempio, la
up to the DM. The DM might provide some or all si può ferire solo con armi magiche), i sassi si
of the following information: considerano armi +1 pur non avendo bonus sul
TxC o per le ferite. Ogni pietra che va a segno
– The subject's character class or career; infligge 1d4 ferite, 2d4 se la vittima è un non
– The subject's approximate level (stated in terms morto. La magia contenuta in ciascuna delle
such as “novice,” “highly skilled,” “moderately pietre dura solo mezz’ora, o finché non viene
competent,” etc.); usata.
– The subject's standing in the community Componente materiale: il simbolo sacro e tre
(“highly respected,” “mistrusted,” “considered an sassi, non lavorati né resi magici.
enigma,” etc.);
– The subject's success or failure in his
profession; PROOF AGAINST UNDEATH
– The subject's prevailing character traits or (Necromancy, Alteration)
mannerisms.
Level: 1°
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
RIPARO SCACCIAPAURA ®
(Scongiurazione) (Scongiurazione)
Livello: 1° Livello: 1°
Manuale: PH italiano Manuale: PH italiano
Sfera: protezione Sfera: charme
Raggio d’azione: tocco Raggio d’azione: 10 m
Componenti: V, S, M Componenti: V, S
Durata: 2 round + 1 round per liv. Durata: speciale
Tempo di lancio: 4 Tempo di lancio: 1
Area d’effetto: la creatura toccata Area d’effetto: una creatura ogni 4 liv.
Tiro Salvezza: nessuno Tiro Salvezza: speciale
Quando il sacerdote lancia questo incantesimo, Il sacerdote infonde coraggio ad una creatura,
chiunque cerchi di attaccare la creatura protetta facendo aumentare di +4 per un turno i suoi tiri
deve effettuare un tiro salvezza contro salvezza contro gli attacchi magici basati sulla
incantesimi. Se riesce, l’avversario può colpire paura. Se il beneficiario ha fallito da poco (in
normalmente; se invece fallisce, perde le tracce quel giorno) un T.S. contro un attacco del genere,
della creatura e la ignora finché dura può ripeterlo subito con bonus +4. Il sacerdote
l’incantesimo. può proteggere una creatura ogni quattro suoi
Chi non tenta di colpire la creatura riparata non livelli (una dal 1° al 4° livello, due dal 5° all’8°
subisce alcuna conseguenza. livello ecc.).
L’incantesimo non difende dagli attacchi con La forma inversa, INCUTI PAURA, fa scappare
area d’effetto (Palla di fuoco, Tempesta di una creatura a massima velocità per ld4 round in
ghiaccio, ecc.). La creatura difesa non può direzione opposta al sacerdote. Un T.S. riuscito
attaccare, altrimenti spezza la magia; può usare annulla l’effetto; si applicano i modificatori per
incantesimi che non siano d’attacco o comunque la Saggezza. Naturalmente, i due incantesimi si
agire in modo da non contravvenire alla regola. annullano a vicenda.
Un sacerdote protetto potrebbe curare ferite,
benedire, effettuare auguri e litanie, illuminare
un’area (ma non lanciare la Luce addosso
all’avversario!), e così via.
Componente materiale: il simbolo sacro ed uno
specchietto d’argento.
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello: 1° Level: 1°
Manuale: PH italiano Manual: ToM
Sfera: protezione Sphere: Astral
Raggio d’azione: tocco Range: Touch
Componenti: V, S Components: V, S
Durata: 1 ora 1/2 per livello Duration: 1 round/level
Tempo di lancio: un round Casting Time: 1 round
Area d’effetto: la creatura toccata Area of Effect: One creature
Tiro Salvezza: nessuno Saving Throw: None
La creatura viene protetta dalle temperature When a priest casts the 7th-level Astral spell, he
troppo elevate o troppo basse (dipende dalla leaves his physical body in suspended animation
forma scelta dal sacerdote al momento in cui fa while his astral body travels. By touching the
la magia): può sopportare, anche poco coperta, il comatose body and casting Speak with astral
gelo fino a -35° C o il caldo fino a +55° C (a traveler, a priest can mentally communicate with
seconda del tipo di incantesimo) senza subire the projected individual. Although
traumi. communication is mental, it takes the same
Le temperature oltre questi limiti infliggono una amount of time as a normal, verbal dialogue. The
ferita per ogni ora di esposizione e per ogni spell ends abruptly when its duration expires.
grado in eccesso. Se il beneficiario viene colpito
da caldo-freddo non normale (magia, soffio ecc.),
l’incantesimo si spezza subito, a prescindere STRENGTH OF STONE
dall’applicazione e dall’effetto (cioè, la (Invocation/Evocation)
resistenza al freddo può essere annullata sia dal
caldo che dal gelo di origine magica). Il Level: 1°
beneficiario non subisce le prime dieci ferite Manual: S&M
(dopo gli eventuali T.S.) causate dal caldo o dal Sphere: Elemental Earth
freddo nel round in cui l’incantesimo si è Range: Touch
spezzato. Se le creatura protetta riceve Duration: 3 rds.+ 1 rd./level
Resistenza al fuoco/al freddo, questa magia Area of Effect: 1 creature
termina subito. Components: V, S, M
Casting Time: 4
Saving Throw: None
SPARK OF BLINDING
(Conjuration) This spell grants supernatural strength to the
recipient by raising his Strength score by ld4
Level: 1° points or to a minimum of 16, whichever is
Manual: PD higher. Each 10% of exceptional Strength counts
Sphere: Elemental (air), Sun as 1 point, so a character with a Strength of 17
Range: 15 yards could be raised as high as an 18/30, but no
Components: V, S, M higher. Both the priest and the recipient must be
Duration: 1-4 rounds in contact with solid stone or earth when the
Casting Time: l round spell is cast — standing on the ground will do
Area of Effect: 10 foot radius nicely, but flying or swimming will not. The
Saving Throw: None spell lasts for 3 rounds plus 1 round per caster
level or until the subject loses contact with the
This spell causes a brilliant but tiny spark of light earth. Obviously, this can happen in a number of
to flash before a target's eyes, blinding him for ways, including being picked up or grappled by a
1d4 rounds. During that time, the victim fights as larger creature, being knocked through the air by
if blinded, and makes all saving throws at -2. A an impact or explosion, or even being magically
successful save will negate this effect The priest moved in some fashion.
may only cast this spell above ground and in the The material components are a chip of granite
presence of the sun. and a hair from a giant.
Material component: sunlight.
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del primo livello
Livello 1° Livello 1°
Incantesimi clericali del secondo livello
AIUTO
(Negromanzia, Convocazione) Livello: 2°
Manuale: PH italiano
Livello: 2° Sfera: Charme
Manuale: PH italiano Raggio d’azione: 0
Sfera: negromanzia Componenti: V, S
Raggio d’azione: tocco Durata: speciale
Componenti: V, S, M Tempo di lancio: 1 round
Durata: 1 round + 1 round per liv. Area d’effetto: raggio di 27 m
Tempo di lancio: 5 Tiro Salvezza: Neg.
Area d’effetto: la creatura toccata
Tiro Salvezza: nessuno Il sacerdote riesce ad ammaliare chiunque
capisca la sua lingua. I presenti nell’area
Chi riceve questo incantesimo ottiene i benefici d’effetto devono superare un T.S. contro
di una Benedizione (+1 sui TxC e sui T.S.) ed incantesimi, altrimenti dedicano al sacerdote
uno speciale bonus di 1d8 P.F. in più finché dura ogni attenzione, dimenticandosi di tutto il resto.
la magia. In pratica, il beneficiario ha più P.F. del Chi è di un culto o di una razza ostile al
normale; questi punti in eccedenza vanno perduti sacerdote ha un bonus +4 sul tiro. Valgono i
per primi (se rimane ferito) e non si possono bonus per la Saggezza. Le creature con più di 4
riguadagnare con le cure. Esempio: un guerriero D.V. o livelli e quelle con Saggezza 16 o più
del 1° livello ha 8 P.F., subisce due ferite, quindi sono immuni.
va a 6, e poi riceve un aiuto, che gliene dà altri 5. Per fare l’incantesimo, il sacerdote deve parlare
Ora ha 11 P.F., 5 dei quali temporanei; se subisce senza interruzione per un round intero. La magia
altre 7 ferite, perde prima i cinque punti si protrarrà finché il sacerdote continuerà a
provvisori e poi due P.F. normali. Un Cura ferite parlare, per un’ora al massimo. Il pubblico
leggere gli fa riguadagnare 4 P.F., riportando la ammaliato non fa nulla mentre ascolta il
quota a 8, come all’inizio. predicatore e poi per altri ld3 round, perché
Il funzionamento dell’incantesimo non è alterato intento a discutere gli argomenti. Anche quelli
dalla perdita permanente di P.F. causata dal che entrano nell’area d’effetto in un secondo
risucchio di energia, dall’azione di artefatti o da momento devono azzeccare il T.S. o cadere
perdita di D.V. oppure di demoni familiari; i vittime dell’oratoria. Chi non resta ammaliato ha
punti in più si sommano al nuovo e più basso una probabilità del 50% ad ogni turno di lanciare
totale. fischi e motteggi vari all’indirizzo dell’oratore;
Componenti materiali: una strisciolina di stoffa se le persone che esprimono il proprio dissenso
con una sostanza appiccicosa (ad es. resina) sono parecchie, gli ammaliati possono ripetere il
sull’estremità, più il simbolo sacro. T.S. Se il sacerdote viene attaccato e colpito o
compie qualche altra azione oltre a parlare, la
predica termina (ma c’è sempre il dibattito per
ALTRUISM ld3 round).
(Invocation) Se attaccato, il pubblico reagisce
immediatamente contro la fonte dell’interruzione
Level: 2° (effettuare una prova di reazione con penalità
Manual: PD -10) e l’incantesimo si spezza.
Sphere: Necromancy Nota: se si ha a che fare con molti T.S. di
Range: Touch creature affini, il DM può, per sveltire la cosa,
Components: V, S fare una media: in un gruppo di venti persone
Duration: Permanent con T.S. di base 16 (25% di probabilità di
Casting Time: 5 riuscita), 15 resteranno ammaliate e 5 no.
Area of Effect: 1 creature
Saving Throw: None
AMMALIARE
(Incantamento/Charme)
Livello 2° 26 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 27 Livello 2°
Incantesimi clericali del secondo livello
Livello: 2° Level: 2°
Manuale: PH italiano Manual: ToM
Sfera: divinazione Sphere: Travelers
Raggio d’azione: 0 Range: Touch
Componenti: V, S, M Components: V, S
Durata: speciale Duration: 1 hour/level
Tempo di lancio: 2 round Casting Time: 2
Area d’effetto: speciale Area of Effect: Creature touched
Tiro Salvezza: nessuno Saving Throw: None
Il sacerdote che lancia questo incantesimo cerca When this spell is cast, a faintly shimmering aura
di predire se un’azione che si verificherà surrounds the recipient. The aura insulates the
nell’immediato futuro (entro mezz’ora) sarà recipient from the effects of nonmagical heat and
benefica o dannosa per il gruppo. Se, ad cold in a range of -20 F. to 140 F. Any time a
esempio, la compagnia pensa di distruggere uno traveler encounters temperatures in this range, he
strano sigillo che chiude un portale, può usare maintains a comfortable temperature of 70 F.,
Augurio per sapere se da questo deriverà un bene regardless of prevailing weather conditions.
o un male. Se l’incantesimo riesce, il DM dà Additionally, the spell acts as a shield against
qualche indicazione riguardo all’esito: rain, snow, and hail, which are blocked by the
“sfortuna”, “sventura” o magari un rebus o un aura.
enigma. La probabilità di ricevere una risposta If a recipient encounters a temperature above or
che abbia un senso è del 70%, più l’1% per ogni below the stated range, the temperature within
livello del sacerdote (71% al primo, 72% al the aura is altered by an equal number of
secondo, 73% al terzo ecc.). Il tuo DM deciderà degrees. For example, a recipient who encounters
gli eventuali modificatori per le condizioni di a temperature of 150 will actually experience a
quel particolare augurio. temperature of 80°F.
Se, ad esempio, la domanda fosse: “facciamo All physical objects other than rain, snow, and
bene ad avventurarci nel terzo livello?” e in hail can pass through the aura. The recipient can
agguato all’ingresso ci fosse un terribile troll a cast spells normally while the Aura of comfort is
guardia di 10.000 mo ed uno scudo +1 (il DM in effect. The spell offers no protection against
pensa che la compagnia potrebbe sconfiggerlo, magically generated weather, such as that caused
dopo una dura lotta), il responso potrebbe essere: by Weather summoning and Ice storm. It does not
“Chi non risica non rosica”. Se il troll fosse protect against fire, nor does it shield against
troppo forte per loro, i nostri eroi potrebbero fire- or cold-based attacks.
sentirsi rispondere: “Sventura e distruzione su di
voi!”. Un gruppo che faccia una serie di
domande riguardanti la stessa azione in rapida BACCHE NUTRIENTI ®
sequenza potrebbe avere sempre la medesima (Alterazione, Evocazione)
risposta, a prescindere dal risultato ottenuto con i
dadi. Livello: 2°
Componente materiale: una serie di bastoncini Manuale: PH italiano
tempestati di gemme, ossa di drago o altri Sfera: vegetale
aggeggi analoghi, di valore non inferiore alle Raggio d’azione: tocco
1.000 mo (non vanno perduti ogni volta). Componenti: V, S, M
Durata: 1 giorno + 1 giorno per liv.
Tempo di lancio: 1 round
Area d’effetto: 2d4 bacche fresche
Tiro Salvezza: nessuno
Livello 2° 28 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 29 Livello 2°
Incantesimi clericali del secondo livello
che effettua la magia può farla smettere con una attention would be diverted and the individuals
parola quando vuole; se questo non accade, could act freely.
l’incantesimo dura due round se l’ha fatto un Creatures whose attention is held by the spell
sacerdote del primo livello, quattro round se cannot be instructed to attack or perform any
lanciato da uno del secondo, eccetera. action. Such creatures will ignore suggestions of
Componente materiale: una barretta di ferro. this nature. Depending on the nature of the
request, the DM may deem that the suggestion
causes a distraction that ends the spell.
CALM CHAOS
(Enchantment/Charm)
CHANNEL STENCH
Level: 2° (Summoning)
Manual: ToM
Sphere: Law Level: 2°
Range: 20 yards Manual: PD
Components: V, S Sphere: Elemental (air)
Duration: Special Range: 0
Casting Time: 1 Components: S
Area of Effect: 1d6 creatures/level Duration: 3 rounds
Saving Throw: Special Casting Time: 3
Area of Effect: 10 foot cube
This spell temporarily calms a chaotic situation Saving Throw: Special
involving a group of people. The situation may
involve any range of emotions from violence (as The priest draws in a deep breath and expels it
in a barroom brawl) to joy and merrymaking (as toward his opponent. All noxious odors from up
in a festival or carnival). to two miles away are channeled through the
Unlike the Emotion spell, Calm chaos does not cleric's breath and ejected in a vile cone of
cause a change in the emotions of affected stench. All breathing creatures within the cone
creatures–anger, fear, or intense joy remain in must make a saving throw vs. poison. Those who
each individual. The emotion is simply restrained fail must retreat and gag for 1d6 rounds; those
rather than released. Thus, an angry character who succeed will fight at -1 for 1d6 rounds due
intent on attacking someone will still feel the to teared eyes and labored breathing. Strong
desire to do so, but he will withhold his action as winds or a source of fresh air will cut this in half.
long as the spell remains in effect. Those with more than 5 Hit Dice or higher than
Creatures to be affected are allowed a saving 5th level may ignore Channelstench.
throw vs. spell at a -4 penalty to avoid the
effects. If more creatures are present than can be
affected, creatures nearest the caster are affected CHAOS WARD
first. (Abjuration)
After casting the spell, the priest makes a
Charisma check. If successful, all characters Level: 2°
affected by the spell are compelled to stop what Manual: S&M
they are doing. They are filled with the sensation Sphere: Chaos
that something important is about to occur. At Range: Touch
this time, the priest or a character of his choosing Components: V, S, M
must gain the attention of the affected creatures Duration: 2 rounds./level
by giving a speech, performing for the crowd, or Casting Time: 5
casting spells with intriguing visual effects (such Area of Effect: Creature touched
as Dancing lights). The attention of the crowd is Saving Throw: None
then held for as long as the distraction continues.
A character could filibuster and maintain control By using this spell, the priest can create a
over the affected characters for hours or days. shimmering aura of whirling light that surrounds
Two conditions will cause the group to resume the chosen creature. This protective aura makes
its original actions. In the first, the method of the spell recipient more difficult to hit in hand–
entertaining the crowd ceases for one round–the to–hand combat by providing a –1 bonus to the
speech ends or the spell expires. If this action is subject's Armor Class. Against missile attacks or
not replaced with another distraction within one ranged spells aimed directly at the recipient, the
round, the crowd is freed of the spell. Chaos ward is even more effective since it
In the second condition, if an event occurs that is provides a –2 bonus to Armor Class and a +2
more immediate than the distraction, the crowd bonus to any saving throws required. In addition,
will divert its attention to that event. Thus, if the there is a chance that missile attacks or directed
spell were used to stop a barroom brawl and the spells may be deflected or reflecled by the
building caught fire or was attacked, the crowd's
Livello 2° 30 Livello 2°
Incantesimi clericali del secondo livello
chaotic energy of the shield, as shown below personalità e l’allineamento di base non lo sono.
(roll 1d100 and add the caster’s level): Se le si chiede di rinunciare a difendersi di
consegnare un oggetto prezioso o di usare una
01–85 No unusual effect, subject gains carica di un importante oggetto magico (specie
normal benefits of Chaos ward; contro i suoi precedenti amici ed alleati), la
creatura può aver diritto ad un T.S. contro
86–95 Spell or attack automatically defeated; incantesimi, per vedere se la magia funziona
ancora. Parimenti, non è devo che la creatura
96–99 Spell or attack ricochets, affecting a affascinata dica tutto ciò che sa o si meda a
random creature within 30 feet – normal attack disegnare lo schema di intere zone da esplorare.
roll or saving throw neads to be rolled for the Qualsiasi richiesta può andare incontro ad un
random creature to be affected rifiuto, se questo è in linea con il personaggio e
se non comporta danni per il sacerdote. Il rispetto
100+ Spell or attack reflected back at che la vittima nutre nei confronti del sacerdote
originator, normal attack roll or saving throw non si estende necessariamente ai suoi compagni:
applies se essi consigliano “Falle questa domanda...” o
commettono scorrettezze nei suoi confronti,
In order to qualify as a spell aimed directly at the verbali o fisiche, non la prenderà molto bene,
recipient, a spell must affect only the subject in specie se questo non fa parte del suo carattere.
quesbon; a spell such as Hold person or Sleep L’incantesimo non conferisce al sacerdote doti
that happens to include the subject in its area of linguistiche, oltre a quelle che normalmente
effect does not count as a directed spell and does possiede. La durata dipende dall’Intelligenza
not trigger the Chaos ward. The material della vidima ed è legata al T.S., che si ripete ad
component is a playing card used by a rogue of intervalli definiti, anche se il sacerdote non ha
chaotic alignment. fatto nulla che rovinasse il rapporto. Se la
creatura supera il T.S., l’incantesimo termina.
Livello 2° 31 Livello 2°
Incantesimi clericali del secondo livello
Level: 2° Livello: 2°
Manual: PD Manuale: PH italiano
Sphere: Elemental (fire) Sfera: elementale (fuoco)
Range: 0 Raggio d’azione: 0
Components: S, M Componenti: V, S
Duration: Special Durata: 1 round per livello
Casting Time: l round Tempo di lancio: 5
Area of Effect: 10 foot radius per level Area d’effetto: speciale
Saving Throw: None Tiro Salvezza: nessuno
Casting this spell on a pile of ashes will give the Dal palmo della mano del sacerdote scaturisce
caster a smoky vision of the scene before the una fiamma luminosa quanto quella di una torcia.
item or creature was destroyed. The vision starts Il fuoco non fa alcun male al sacerdote, ma
from the time the thing was ruined or killed back incendia i materiali combustibili (carta, stoffa,
to 1 round per level. A 4th-level priest would see legna secca, olio ecc.). è possibile lanciarlo come
the last four minutes of its existence. Clues of un proiettile, fino a 40 m di distanza (corta
ash will also tell the caster whather the thing was gittata); quando urta contro un ostacolo, si
an item or a living creature, and whather it was ravviva, incendia i combustibili entro un
destroyed by fire or by defiling magic. diametro di 90 cm dal punto di impatto e poi si
If vegetable matter destroyed by defiling magic spegne. Una creatura colpita dalla fiamma
is being tested, there is a 10% chance that the subisce ld4 + 1 ferite e, se si verifica un incendio,
priest will be able to identify the spell that deve passare un round ad estinguerlo oppure
destroyed it. subire altre ferite, assegnate dal DM, finché le
fiamme non si smorzano.
Il sacerdote può scagliare una sola fiamma per
COAT OF MIST ogni suo livello e mai più di una per round. Può
(Summoning) spegnerla quando vuole, ma non può fare
altrettanto con gli incendi da essa causati. La
Level: 2° magia non funziona sott’acqua.
Manual: PD
Sphere: Elemental (air, water)
Range: 0 CREATE HOLY SYMBOL
Components: V, S (Conjuration)
Duration: l round per level
Casting Time: 4 Level: 2°
Area of Effect: Self Manual: ToM
Saving Throw: None Sphere: Creation
Range: 0
A priest can use this spell to coalesce a magical Component:
mist about him. The mist lowers his armor class Duration: Permanent
by 2, and gives him a +2 saving throw vs. any Casting Time: 2
sun or fire based attacks. The spell can only be Area of Effect: The caster
used at night, during a rainstorm, or any other Saving Throw: None
time natural mists might be present. These
modifiers are cumulative with any others the When the words of this spell are uttered, a holy
priest might have, except further castings of symbol appropriate to the priest's deity appears
Coat of mist. out of thin air. The item appears in the priest's
hands. It may be used as a component for spells
or for any other purpose for which the priest
would normally use his holy symbol (such as
turning undead). He may also opt to give it to a
lower level priest of the same deity. The holy
symbol is a permanent object.
Livello 2° 32 Livello 2°
Incantesimi clericali del secondo livello
CREATE MIRAGE ® laying his hand on the subjectts body, the priest
(Illusion) can heal 1d10+1 points of damage.
Noncorporeal, nonliving, or extraplanar creatures
Level: 2° cannot be healed by this spell. The reverse of this
Manual: PD spell, CAUSE MODERATE WOUNDS,
Sphere: Elemental (air), Sun requires the priest to successfully touch the
Range: 60 yards + 10 yards per victim and inflicts 1d10+1 points of damage.
level
Components: V, S, M Nota: anziché curare (o infliggere) 1d10+1 P.F.,
Duration: Time of concentration questo incantesimo cura (o infligge)
Casting Time: 5 proporzionalmente un certo numero di P.F.,
Area of Effect: 400 cubic feet stabilito in funzione del numero massimo di P.F.
Saving Throw: Special della creatura o della persona che riceve
l’incantesimo, secondo la seguente tabella:
Under the heat of the sun, a priest can cause an
illusoy image exactly like the 1st-level wizard P.F. massimi P.F. curati/inflitti
spell Phantasmal force. The exception is that the
mirage will instantly disappear if touched. 5 o meno 1d2
Material component: sunlight. 6–9 1d3
Reversing this spell reveals things as they really 10–13 1d4
are, negating any mirages or illusions. 14–17 1d6
Material component: sunlight. 18–21 1d8
22–25 (3d6)/2
26–29 (1d8+1d6)/2
CRYSTALLIZE 30–33 (3d8)/2
(Alteration) 34–37 (2d8+1d10+1)/2
38–41 (3d10)/2
Level: 2° 42–45 (2d10+1d12+1)/2
Manual: PD 46–49 (2d6+2d12)/2
Sphere: Elemental (water) 50–53 (1d20+3d6+1)/2
Range: 30yards 54–57 (1d20+2d8+1d6)/2
Components: VS 58–61 (1d20+1d10+1d8+1d6+1)/2
Duration: Until the ice melts 62–65 (1d20+2d8+2d6)/2
Casting Time: l round 66–69 (1d20+3d8+1d6+1)/2
Area of Effect: 5 inch radius per level 70–73 (1d20+1d10+3d8)/2
Saving Throw: None 74–77 (1d20+2d10+2d8+1)/2
78–81 (2d20+2d10)/2
This spell turns l cubic foot of water per level of 82–85 (1d20+1d12+3d10+1)/2
the caster into ice, or forms a l inch thick layer of 86–89 (1d20+3d12+1d10)/2
ice over any existing pool. Anyone walking on a 90–93 (2d20+1d12+1d10+1d6+1)/2
patch of ice must make a save vs. paralyzation to 94–97 (2d20+2d12+1d8)/2
remain standing. If failed, the victim spends the 98–101 (2d20+2d12+1d10+1)/2
round tying to stand up. 102–105 (3d20+3d6)/2
106–109 (3d20+1d8+2d6+1)/2
110–113 (3d20+3d8)/2
CURE MODERATE WOUNDS ® 114–117 (3d20+1d10+2d8+1)/2
(Necromancy) 118–121 (4d20+1d10)/2
122–125 (3d20+1d12+2d10+1)/2
Level: 2° 126–129 (3d20+2d12+2d6)/2
Manual: S&M 130–133 (4d20+3d6+1)/2
Sphere: Healing 134–137 (4d20+2d8+1d6)/2
Range: Touch 138–141 (4d20+1d10+1d8+1d6+1)/2
Duration: Instantaneous 142–145 (4d20+2d8+2d6)/2
Area of Effect: Creature touched 146–149 (4d20+3d8+1d6+1)/2
Components: V, S 150–153 (4d20+1d10+3d8)/2
Casting Time: 5 154–157 (4d20+2d10+2d8+1)/2
Saving Throw: None 158–161 (6d20)/2
162–165 (5d20+1d12+1d10+1)/2
Somewhat less common than the well–known 166–169 (5d20+1d12+1d10+1d4)/2
Cure light wounds and Cure serious wounds, this 170–173 (6d20+1d6+1d3)/2
healing spell was created by a priest who found 174–177 (5d20+2d12+1d8)/2
that his heroic companions required his skill at 178–181 (5d20+2d12+1d10+1)
doctoring more than his advice and wisdom. By 182–185 (6d20+3d6)/2
Livello 2° 33 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 34 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 35 Livello 2°
Incantesimi clericali del secondo livello
After the enchanted object has moved a Intelligence increase. The spell has no effect if
satisfactory distance from the nearest creature, cast on a creature with an Intelligence score of
the appendages disappear. When a creature again less than 1.
comes within three feet of the enchanted object, The material component of this spell is the
the enchanted object sprouts appendages and priest's holy symbol.
flees. This process continues until the
enchantment is negated (through a dispel magic
or similar spell) or the enchanted object is GUARDIA VIVERNA
subdued or destroyed. (Evocazione)
The enchanted object can sprout feet (MV 24),
wings (Fl 24, maneuverability class B), or fins Livello: 2°
(Sw 24), whichever is most advantageous. Thus, Manuale: PH italiano
a book on a shelf might sprout wings and fly Sfera: guardia
away, while a table might gallop around a room. Raggio d’azione: 30 m
The enchanted object can freely and instantly Componenti: V, S, M
trade appendages as necessary. Durata: 8 ore o finché colpisce
The enchanted object will move only through Tempo di lancio: 5
open spaces. It will not crash through windows, Area d’effetto: sfera con raggio di 3 m
shatter a closed door, or dig through the earth. It Tiro Salvezza: Neg.
cannot attack or take any actions other than
movement. If surrounded or cornered, the Il nome di questo incantesimo deriva dalla
enchanted object moves in random directions nebbia prodotta, che assume una forma
until it is restrained or destroyed. vagamente simile a quella di una viverna. La
The enchantment ends if the caster voluntarily guardia serve a difendere un’area dagli intrusi,
negates it, if the enchanted object is destroyed cioè qualsiasi creatura che arrivi a meno di 3 m
(the object has the same vulnerabilities as it has dalla zona protetta e che può essere attaccata
in its normal state), or if the enchanted object is dalla “viverna”.
restrained for 2-5 (1d4+1) consecutive rounds. La creatura che entra nella zona deve superare un
Restraint means that the object is prevented from T.S. contro incantesimi o restare paralizzata per
fleeing; if a creature is able to grapple, lift, or sit un round ogni livello del sacerdote, finché non
on the object, it is considered restrained. A sarà liberata da lui stesso, da Dissolvi magie o da
creature capable of lifting the object in its normal Togliere la paralisi. Un T.S. riuscito indica che la
state is considered strong enough to restrain it creatura è stata mancata, ma l’incantesimo resta
(for instance, a person capable of lifting a 50- operante. Non appena una creatura viene presa
pound box is also capable of restraining such a dalla “viverna”, rimane paralizzata e la “viverna”
box enchanted by Frisky chest). The object may svanisce. L’incantesimo si spezza anche se la
also be restrained by tossing a net or heavy guardia non ha colpito nessuno dopo otto ore da
blanket over it or by surrounding it with several quando la magia è stata fatta.
characters. Chiunque si avvicini all’area difesa può
The material components are a dried frog's leg, a individuare la presenza della guardia prima di
feather, and a fish scale. essere attaccato: la probabilità è del 90% alla
luce del giorno, del 30% al crepuscolo e dello
0% al buio.
GIFT OF SPEECH Componente materiale: simbolo sacro.
(Enchantment/Charm)
Level: 2°
Manual: DH
Sphere: Animal
Range: 10 yards/level of caster
Components: V, S, M
Duration: 1 turn/level of caster
Casting Time: 5
Area of Effect: 1 animal
Saving Throw: None
Livello 2° 36 Livello 2°
Incantesimi clericali del secondo livello
HESITATION (Incantamento/Charme)
(Enchantment/Charm)
Livello: 2°
Level: 2° Manuale: PH italiano
Manual: ToM Sfera: animale
Sphere: Time Raggio d’azione: 30 m
Range: 30 yards Componenti: V, S
Components: V, S, M Durata: speciale
Duration: 1 round/level Tempo di lancio: 5
Casting Time: 2 Area d’effetto: cubo con spigolo di 9 m
Area of Effect: 20-foot-radius circle Tiro Salvezza: nessuno
Saving Throw: Neg.
Con questo incantesimo si crea un effetto
Creatures affected by this spell hesitate before ipnotico per cui uno o più serpenti cessano ogni
executing their intended actions. This causes tipo di movimento, a parte una specie di danza
them to modify their initiative rolls by +4. The oscillante, eseguita tenendo eretta la parte
initiative modifier occurs in the round following superiore del corpo. Se i serpenti sono incantati
the round in which Hesitation is cast. mentre dormono, la magia dura ld4+2 turni; se
The spell affects 2-8 Hit Dice or levels of sono svegli, dura ld3 turni; se, infine, sono irritati
creatures, although only one creature of 4 or o stanno attaccando, finisce dopo ld4+4 round. Il
more Hit Dice can be affected regardless of the sacerdote può incantare una quantità di serpenti
number rolled. All possible victims are allowed che abbia un totale di P.F. pari o inferiore al suo:
saving throws vs. spells; those failing their in media, un sacerdote del primo livello può
saving throws modify their initiative rolls by +4 incantare 4-5 P.F., uno del secondo può
for a number of rounds equal to the caster's level. incantarne 9, eccetera. I P.F. possono appartenere
The material component is a fragment of a ad una sola creatura o essere suddivisi tra più
turtle's shell. serpi, purché in tutto non superino quelli del
sacerdote: se un sacerdote ne ha 23 ed ha a che
fare con una dozzina di rettili da 2 P.F. ciascuno,
IDEA ne incanta undici. La magia funziona con tutti i
(Divination) mostri serpentiformi (naga, couatl, ecc.), tenendo
conto della resistenza al magico, dei P.F.
Level: 2° eccetera.
Manual: ToM Possono esistere delle varianti di questo
Sphere: Thought incantesimo, che consentono di trattare creature
Range: 0 diverse, importanti nell’ambito di altri miti. Il
Components: V, S, M DM ti dirà se ce ne sono.
Duration: Instantaneous
Casting Time: 4
Area of Effect: The caster INDIVIDUAZIONE DELLO CHARME ®
Saving Throw: None (Divinazione)
Livello 2° 37 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 38 Livello 2°
Incantesimi clericali del secondo livello
He also requires at least four hours of rest for l’allineamento!) esegue la Litania, il bonus
each day that he did not eat, drink, or sleep diventa +2 e la penalità -2.
during his vigil.
Livello 2° 39 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 40 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 41 Livello 2°
Incantesimi clericali del secondo livello
Level: 2° Level: 2°
Manual: ToM Manual: ToM
Sphere: Charm Sphere: Time
Range: 0 Range: Touch
Components: V, S Components: V, S, M
Duration: 9 rounds Duration: Special
Casting Time: 1 round Casting Time: 2
Area of Effect: The caster Area of Effect: One creature/level
Saving Throw: None Saving Throw: None
This spell is one of the few cooperative spells Creatures affected by this spell are put to sleep
that requires one priest to cast the transfer spell, for one hour. Upon awakening, the creature is as
but another priest to use its effect. On one round, refreshed as if he had slept for eight hours. The
a priest (or priests) casts the mystic transfer. The affected person recovers lost hit points as if he
spell is then active for the remaining nine rounds rested for a full night. Wizards can memorize
of the turn. spells as if real time had passed.
Mystic transfer allows a priest to receive spells Because the rest is so complete and rejuvenating,
from another priest of the same ethos. Any priest a character does not feel fatigued after waking.
of the same religion can cast a spell and transfer Attempts to use Nap more than once in an 18-
it to a second priest within that spell's maximum hour period are ineffective (the character simply
range. The spell does not take effect; instead, it is is not sleepy). Only willing subjects can be
channelled through the Mystic transfer into the affected by Nap.
receiving priest. This priest must immediately The material components are a scrap of pillow
cast the spell or pass it to another priest cloaked ticking, a feather, and a pebble that the caster has
in a Mystic transfer within the spell's range. Any kept in his pocket for seven nights.
number of transfers can be made in the same
round, provided each new recipient is within
spell range of the previous recipient. If the spell OFFUSCAMENTO
is not transferred, the spell takes effect. (Alterazione)
For example, a 3rd-level priest casts a Mystic
transfer. On the following round, a 10th-level Livello: 2°
priest “passes” a Flame strike to the 3rd-level Manuale: PH italiano
priest. The two priests could be 60 yards apart Sfera: tempo atmosferico
(the maximum range of the Flame strike). The Raggio d’azione: 0
3rd-level priest could then use the Flame strike Componenti: V, S
to attack any target within 60 yards, or could Durata: 4 round per livello
pass the spell on to another priest who has an Tempo di lancio: 5
active Mystic transfer. Area d’effetto: speciale
The spell passed by the Mystic transfer has the Tiro Salvezza: nessuno
range, area of effect, damage, and other effects
equal to the level of the original caster. In the Attorno al sacerdote si crea una nube di vapore,
example above, the flame strike would function che permane per 4 round per ogni suo livello e
as if cast by a 10th-level priest. riduce la visibilità (per ogni tipo di vista,
The Mystic transfer does not require infravisione compresa) a ld3 m. La zona
concentration. However, on any round in which a interessata dall’incantesimo è una progressione
priest is receiving and/or transferring a spell, the geometrica basata sul livello del sacerdote: area
caster cannot take any other significant action. di 3x3 m al primo, di 6x6 m al secondo, di 9x9 m
A priest can receive spells only from priests who al terzo eccetera. L’altezza dei vapori è limitata a
worship the same deity and who specifically 3 m; la nuvola si sviluppa in estensione fino ad
target spells to him. Area effect spells may be occupare ogni interstizio. Un vento forte (Folata
passed. A priest can never use Mystic transfer to di vento) può ridurre del 75% la durata
pluck an opponent's spells out of the air. dell’offuscamento. L’incantesimo non funziona
sull’acqua.
Livello 2° 42 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 43 Livello 2°
Incantesimi clericali del secondo livello
veleno, ma gli impedisce di danneggiare subito la damage with a failed save or one quarter damage
creatura, nella speranza che, nel frattempo, la si with a successful saving throw.
possa curare.
Componenti materiali: il simbolo sacro del
sacerdote ed uno spicchio d’aglio da tritare e RESISTENZA AL FUOCO/AL FREDDO
spargere sulla ferita (o da mangiare, se il veleno (Alterazione)
è stato ingerito).
Livello: 2°
Manuale: PH italiano
RALLY Sfera: protezione
(Enchantment/Charm) Raggio d’azione: tocco
Componenti: V, S, M
Level: 2° Durata: 1 round per livello
Manual: ToM Tempo di lancio: 5
Sphere: War Area d’effetto: la creatura toccata
Range: 240 yards Tiro Salvezza: nessuno
Components: V, S, M
Duration: Instantaneous Quando il sacerdote tocca la creatura, questa si
Casting Time: 1 turn irrobustisce e diventa resistente al caldo o al
Area of Effect: One unit of up to 300 freddo (a scelta del sacerdote). Si acquisisce una
individuals sorta di immunità assoluta in condizioni non
Saving Throw: None estreme (starsene nudo mentre nevica o allungare
la mano per prendere uno scritto caduto in un
This spell allows the subject unit to make an normale fuoco). Il beneficiario riesce anche a
immediate rally check. It allows the check during resistere al calore o al gelo più intenso (naturale
the Magic Phase, rather than forcing the unit to o magico): carboni ardenti, grandi quantitativi di
wait for the Rally Phase in the Battlesystem olio bollente, spade fiammeggianti, tempeste di
rules. If the priest casting the spell is of 12th fuoco, palle di fuoco, sciami di meteore, soffio
level or higher, the subject unit receives a +1 del drago rosso, spade del gelo, tempeste di
bonus to its rally check die roll. The priest must ghiaccio, bacchette del gelo, soffio del drago
have an uninterrupted line of sight to the unit. bianco. In tutti questi casi, la creatura subisce
The material component is a miniature duplicate qualche conseguenza, ma ha un bonus di +3 sul
of a pennant or standard that represents the cause T.S. e dimezza il danno sostenuto; se, quindi
for which the unit is fighting (such as a national fallisce il T.S., subisce la metà delle ferite,
flag or the blazon of the unit's liege lord). The mentre se lo supera ne subisce 1/4. La resistenza
pennant is consumed in the casting. dura un round per ogni livello del sacerdote.
Componente materiale: una goccia di mercurio.
Livello 2° 44 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 45 Livello 2°
Incantesimi clericali del secondo livello
essere coinvolto dalle azioni degli altri e perdere undead do so at one level lower than their current
gli eventuali bonus di Destrezza e scudo. level.
Qualsiasi attacco ai suoi danni, se va a segno, The material components for the reverse are the
spezza l’incantesimo. priest's holy symbol and a handful of earth from
a grave.
SANCTIFY ®
(Conjuration/Summoning) SGAMBETTO
(Incantamento/Charme)
Level: 2°
Manual: ToM Livello: 2°
Sphere: All Manuale: PH italiano
Range: 10 yards Sfera: vegetale
Components: V, S, M Raggio d’azione: tocco
Duration: Special Componenti: V, S
Casting Time: 1 turn Durata: 1 turno per livello
Area of Effect: 10 yard 0 10 yard Tempo di lancio: 5
square/priest Area d’effetto: un oggetto lungo fino a 3 m
Saving Throw: None Tiro Salvezza: Neg.
This cooperative spell allows the priests to create L’incantesimo si effettua su un oggetto normale:
a beneficial atmosphere within a specified area. un tralcio, un bastone, un palo, una corda o
Companions of similar alignment to the casters qualcosa di simile. L’oggetto si solleva
will feel fortified and encouraged while in the leggermente dal terreno per far inciampare (se
sanctified area. The spell can be cast by a single falliscono il T.S. contro incantesimi) le creature
priest or a group of priests. che passano nel punto in cui si trova. Si possono
After casting Sanctify, the affected area is far inciampare solo tante creature quante
imbued with the deity's majesty. For followers of potrebbero effettivamente passare sull’oggetto:
that deity, the area radiates a holy aura. These una corda di 90 cm può far cadere soltanto una
followers gain a +2 bonus to saving throws creatura grande quanto un uomo. Se la creatura
against all fear- and charm-based powers (a +2 to va molto veloce (di corsa) al momento in cui
morale for Battlesystem rules units). Persons of viene sgambettata, subisce una ferita e, se cade
the same alignment as the caster but of different su una superficie molto dura, rimane stordita per
faiths gain a +1 to saving throws (+1 in ld4+1 round (se finisce su un prato o altro
Battlesystem rules). The effect applies only as terreno morbido resta stordita solo fino alla fine
long as the characters remain in the sanctified di quel round). Le creature molto grosse, come
area. gli elefanti, non si possono sgambettare.
Creatures intent on harming the priest or his L’oggetto continua a far cadere chiunque lo
followers suffer a -1 on saving throws vs. fear calpesti, sacerdote compreso, finché dura
and charm (-1 to morale for Battlesystem rules l’incantesimo. Se una creatura lo scopre prima di
units) when on sanctified ground. passarci sopra, ha un bonus di +4 sul T.S..
Undead creatures within the area are easier to L’oggetto ha 1’80% di probabilità di non essere
turn; any priest standing on sanctified ground notato, a meno che non si usi una magia per
turns undead as if he were one level higher. individuare trappole o si assista all’incantesimo.
Although this spell can be cast by a single priest, Lo Sgambetto non funziona sott’acqua.
it is most effective when cast by several priests at
once. The duration of the spell is equal to one
round per level of the caster. When several
priests cast the spell, the level of the most
powerful priest is used, with two rounds added
for every contributing priest. Thus, one 8th-level
and three 6th-level priests would give the spell a
duration of 14 rounds (8+2+2+2).
Sanctify is often used in conjunction with focus
to protect the grounds of a temple or encourage
men defending a castle.
The material components are the priest's holy
symbol and a handful of dirt from the grounds of
an existing temple of the same faith.
The reverse of this spell, DEFILE, functions in
an identical manner with respect to saving
throws for charm and fear. However, priests
standing on defiled ground who attempt to turn
Livello 2° 46 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 47 Livello 2°
Incantesimi clericali del secondo livello
ferisce le creature che si possono colpire solo con SPEAK WITH WATER
armi magiche (eccetto i non morti). (Divination)
L’incantesimo non funziona sott’acqua.
Oltre al simbolo sacro, occorre una foglia di
sommacco. Level: 2°
Manual: PD
Sphere: Elemental (water),
Divination
Range: Touch
Components: V, S
Duration: 1 question per level
Casting Time: 4 rounds
Area of Effect: Body of water
Saving Throw: None
STEAL BREATHE
(Evocation)
Level: 2°
Manual: PD
Sphere: Elemental (air)
Range: 120yards
Components: V, S, M
Duration: 3 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
Livello 2° 48 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 49 Livello 2°
Incantesimi clericali del secondo livello
Livello 2° 50 Livello 2°
Incantesimi clericali del secondo livello
pursue a given goal for long wittout changing his Range: 30 yards
mind. Components: V, S, M
The general direction of the wind usually Duration: 1 round/level
changes every two hours, and often more Casting Time: 2
frequently. The DM choeses the wind direction Area of Effect: 5-foot square/level
either randomly or based on whatever behavior Saving Throw: Neg.
change seems most dramatic or entertaining.
Magically altered wind direction can also change This spell prevents creatures within the area of
the character's attitudes; when the spell effects effect (or those who enter it) from speaking any
end, the wind returns to its original direction and deliberate and knowing lies. Creatures are
speed. Speed of wind has no effect on this spell. allowed a saving throw to avoid the effects; those
If the victim is a player character, the player who fail the save are affected fully. Affected
should play his altered alignment accorlingly, characters are aware of this enchantment;
even if it flies in the face of his original goals. If therefore, they may avoid answering questions to
the victim is a non-player character, the DM which they would normally respond with a lie or
coordinates the confused behavior similarly. they may be evasive as long as they remain
The material component of this spell is a set of within the boundaries of the truth. When a
wooden dicing sticks. character leaves the area, he is free to speak as he
chooses.
The spell affects a square whose sides are five
ZONE OF TRUTH feet long per level of the caster; thus, a 4th-level
(Enchantment/Charm) priest could affect a 20 foot by 20 foot square.
The material components are the priest's holy
Level: 2° symbol and a phony emerald, ruby, or diamond.
Manual: ToM
Sphere: Wards
Livello 2° 51 Livello 2°
Incantesimi clericali del terzo livello
Level: 3° ALBERO
Manual: ToM (Alterazione)
Sphere: Time
Range: Touch Livello: 3°
Components: V, S Manuale: PH italiano
Duration: 1-4 days Sfera: vegetale
Casting Time: 1 turn Raggio d’azione: 0
Area of Effect: One creature Componenti: V, S, M
Saving Throw: None Durata: 6 turni + 1 turno per livello
Tempo di lancio: 6
This spell enables the affected creature to Area d’effetto: il sacerdote
experience natural healing at twice the normal Tiro Salvezza: nessuno
rate for 1-4 days. In other words, a person
affected by Accelerate healing regains 2 hit Il sacerdote assume la forma di una pianticella,
points per day of normal rest or 6 hit points per di un arbusto o di un grosso tronco morto
day spent resting in bed. The spell has no effect d’albero con pochi rami. Benché nemmeno
on Potions of healing or other magical forms of un’ispezione ravvicinata possa rivelare che si
healing. tratta di una persona e sia una pianta in tutto e
per tutto, il sacerdote è in grado di vedere tutto
quel che gli succede attorno e mantiene la sua
ADAPTATION C.A. ed i suoi P.F.. Può sospendere l’incantesimo
(Enchantment/Charm, Alteration) e riprendere immediatamente il suo aspetto
normale quando vuole. Abiti ed equipaggiamento
Level: 3° si trasformano insieme a lui.
Manual: ToM Componenti materiali: simbolo sacro ed un ramo
Sphere: War d’albero.
Range: Special
Components: V, S, M
Duration: Special ANIMAL TRICK
Casting Time: Special (Enchantment)
Area of Effect: One unit of up to 200
individuals Level: 3°
Saving Throw: None Manual: RAN
Sphere: Animal
This spell can be cast in two different ways. The Range: 30 yards
first, appropriate for battlefield use, has a range Components: V, S
of 180 yards, a casting time of one turn, and Duration: 1 round/level
duration of 1d4+2 turns. During this period, the Casting Time: 6
affected unit can fight in one specific type of Area of Effect: One animal
terrain (specified by the caster) as if it were the Saving Throw: Special
favored terrain (per Battlesystem rules) for that
unit. While this spell is in effect, the unit gains This spell temporarily enables any animal to
no benefit when fighting in their actual favored perform a trick it normally doesn't know or lacks
terrain; the magically-enforced favored terrain the intelligence to execute. The animal must be
takes precedence. The priest can cancel the spell within 30 yards of the caster and must be able to
before the duration expires if desired. hear his spoken commands. If these conditions
The material component is a pinch of clay dust. are met, the animal will do exactly what the
The second effect requires preparation in ranger tells it. A lion will batter down the door of
advance. The priest and unit must be within 100 a cell, a cat will fetch a key and carry it in its
yards of a place of worship dedicated to the mouth, a parrot will draw a circle in the sand
casting priest's deity. The casting time is 5 turns. with its claw. A creature with less than 5 hit dice
At the conclusion of the casting, the unit gains and no prior allegiances receives no saving
the benefit described above, with two main throw. Any willing creature predisposed to aid
differences. First, the unit does not lose the the caster (such as an animal follower) will not
benefit of fighting in its own actual favored resist this spell at all.
terrain (the unit effectively has two favored The animal can't execute a trick or task that
terrains). Second, the spell endures until the next exceeds its physical limitations. A snake can't
sunset. Only priests of 12th level and higher can pick a lock, and a horse can't play a trumpet.
cast this variation. Note also that the caster must give specific
The material component is the priest's holy instructions, not general commands. If the caster
Livello 3° 52 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 53 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 54 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 55 Livello 3°
Incantesimi clericali del terzo livello
Level: 3° Level: 3°
Manual: RAN Manual: ToM
Sphere: Plant Sphere: Time
Range: Touch Range: Touch
Components: V, S Components: V, S, M
Duration: Special Duration: 1 round
Casting Time: 1 turn Casting Time: 3
Area of Effect: One tree Area of Effect: One creature
Saving Throw: None Saving Throw: None
A variation of the 4th-level priest spell, Speak In the round immediately following the casting
with plants, this spell enables a ranger to ask a of this spell, the affected creature is allowed two
simple question to a tree and receive a spoken rolls for any normal attack roll, initiative roll, or
response. The tree can be any species, so long as saving throw. The affected creature can then
its trunk is at least 1 foot in diameter. Before choose the roll he prefers.
casting the spell, the ranger must spend at least For example, a priest casts Choose future on a
an hour carving a humanoid face in the trunk; if warrior companion. In the next round, the
the ranger has a proficiency in wood carving (a warrior attacks an enemy with his sword. The
variation of artistic ability), he can carve a warrior makes two attack rolls instead of one,
suitable face in one turn. then chooses which roll will determine the
After carving the face, the ranger spends 1 turn outcome of his attack.
casting the spell, at which time the face becomes The material components are two grains of sand
animated, twitching and grimacing as if just and a rose petal.
awakening from a long sleep. The tree face then
looks at the caster expectantly, waiting for a
question. The caster may ask the tree any single CONJURE LESSER ELEMENTAL ®
question that can be answered in a single word or (Conjuration/Summoning)
short phrase. Typical questions might include:
"Has a dragon passed this way within the last Level: 3°
few days?"; "Has it rained here recently?"; "Are Manual: DK
there any fruit trees nearby?". The tree answers Sphere: Elemental (Various)
the question honestly. If the question is beyond Range: 30 yards
the scope of its knowledge, the tree says, "I don't Components: V, S, M
know". After answering, the face disappears. Duration: 1 turn + l round per level
The DM should keep in mind that a typical tree Casting Time: 3 rounds
doesn't know very much, as it has little Area of Effect: Special
experience, never travels, and rarely interacts Saving Throw: Special
with other living things in meaningful ways. As a
rule of thumb, a tree's knowledge is limited to With this spell a priest may freely summon a
things it has observed (passersby, weather lesser elemental from his own elemental Sphere.
conditions) and general information about the The lesser elemental does anything in its power
immediate area (animal populations, location of to aid the caster. A priest cannot summon an
landmarks). A tree can't give dependable advice elemental from another Sphere (e.g., a water
or make judgements. If the DM is in doubt about priest cannot summon a fire elemental).
what a particular tree knows, the tree answers, "I Once cast, there is a 50% chance for one to three
don't know". 2 HD elementals to appear; a 25% chance for
one or two 4 HD elementals; and a 25% chance
for one 6 HD elemental. The lesser elementals
can be sent back by the caster, one at a time or all
at once, at any time. They automatically return to
their home plane after the duration of the spell.
Conjured lesser elementals must be controlled by
the priest or they simply assume a defensive
posture until returned to their plane. Lesser
elementals do not attack the priest when
uncontrolled. Lesser elementals can be controlled
up to 30 yards away per level of the caster.
Lesser water elementals are destroyed if they are
ever more than 30 yards from a large body of
water.
Livello 3° 56 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 57 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 58 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 59 Livello 3°
Incantesimi clericali del terzo livello
CURSE OF BLACK SAND The material component for this spell is a small
(Alteration) pendant of copper wire worth at least 20 gp.
Level: 3°
Manual: PD DICTATE
Sphere: Elemental (earth), Travelers (Enchantment/Charm)
Range: 10 yards
Components: S Level: 3°
Duration: 1 day per level Manual: S&M
Casting Time: 5 Sphere: Charm, Law
Area of Effect: 1 creature Range: 30 yds.
Saving Throw: Neg. Components: V
Duration: 1 rd./level
When this curse is cast and a save vs. spells fails, Casting Time: 6
the victim leaves black, oily, footprints in the Area of Effect: Up to 6 creatures in a 20–ft.
earth. The prints are easily tracked, and cannot cube
be erased or destroyed until the spell expires. Saving Throw: Neg.
They can be covered, but not by earth. A giant
leaf, for example, could hide a few footprints, Originally developed by the Harmonium faction
but this would be a temporary fix at best. If the of the Outer Planes, this useful spell has come
victim flies or takes to the trees, he can avoid the into more widespread use in recent years. While
spell's effects until he comes down again. the spell is available as a 2nd–level enchantment
In silty areas, a black streak resembling a slow for members of the Harmonium, the general
current will follow the cursed character version is not quite as efficient and is considered
whenever he is in contact with the surface. This a 3rd–level spell.
includes wading, swimming, or walking on the The Dictate spell is an improved version of
top of the silt by spell or magical devices. It Command, affecting up to 6 creatures in a 20–
would not affect those who flew or teleported. foot cube. The caster is not limited to a single
Should a priest cast several of these spells on word and can issue an order of no more than a
multiple targets, he will be able to tell the various dozen words in length. All the specified targets
trails apart, even if they should cross or overlap. who fail their saving throws must attempt to
The trail disappears when the spell expires. obey the caster's instructions. For example, a
priest could issue a Dictate such as "Stay here
until I return", "Throw down your weapons", or
DETECT SPIRITS "Seize that elf!" The subjects will continue to
(Divination) obey nonimmediate orders for up to one round
per experience level of the caster.
Level: 3° Subjects who cannot understand the caster are
Manual: S&M not affected, so characters who do not understand
Sphere: Divination the caster's language are immune to this spell. In
Range: 0 addition, the order must create an immediate and
Components: V, S, M obvious course of action for the subject; a
Duration: 1 turn + 1 turn/level Dictate to "Die!" or "Feel sorry for him!" would
Casting Time: 6 simply cause the subject to stand still in
Area of Effect: 10 x 60 ft. path confusion for one round. Poorly worded or
Saving Throw: None confusing commands grant the subjects a +1 to
+4 bonus on their saving throws at the DM's
This divination reveals the presence of discretion. Similarly, if after the subject fails his
disembodied or noncorporeal spirits of all types, saving throw he is given an obviously self–
including wraiths, ghosts, spectres, astrally– destructive Dictate, the subject simply loses his
projecting creatures, characters or monsters next round as he fights off the compulsion.
employing Magic jar or possession, and (of
course) animal spirits and spirits of nature.
Characters or monsters who are simply invisible,
phased, or ethereal do not count as spirits, since
they are physically present in the flesh despite
their unusual status. The caster detects spirits in a
path 10 feet wide and 60 feet long; any within
the area of effect are revealed in their preferred
form or appearance for all to see. Simply
detecting a spirit doesn't give the caster any
special ability to communicate with or attack the
entity.
Livello 3° 60 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 61 Livello 3°
Incantesimi clericali del terzo livello
leave the area of effect, they cannot return. against the various forms of Fear. Courage
Monsters outside the area of effect can hurl counters (and is countered by) Fear;
rocks, spears, and other missile weapons at – Fear: the subject flees from the priest for the
targets inside and can also cast spells into the duration of the spell, even if this takes him out of
warded area. spell range. Fear counters (and is countered by)
The material components are the priest's holy courage;
symbol and a pinch of salt. – Friendship: the subject reacts positively to any
encounter; in game terms, any result of a roll on
the Encounter Reactions table (Table 59 in the
EMOTION CONTROL DMG ) is moved one column to the left. Thus, a
(Alteration, Enchantment/Charm) threatening PC becomes cautious, an indifferent
PC becomes friendly, etc. Friendship counters
Level: 3° (and is countered by) hate;
Manual: ToM – Happiness: the subject experiences feelings of
Sphere: Thought, Charm warmth, well-being, and confidence, modifying
Range: 10 yards all reaction rolls by +3. The subject is unlikely to
Components: V, S, M attack unless provoked. Happiness counters (and
Duration: 1 round/level is countered by) sadness;
Casting Time: 5 – Hate: the subject reacts negatively to any
Area of Effect: One creature/5 levels of the encounter; in game terms, any result of a roll on
caster within a 20' cube the Encounter Reactions table is moved one
Saving Throw: Special column to the right (i.e., a friendly PC becomes
indifferent, a cautious PC becomes threatening,
This spell can be cast in one of two ways: in a etc.). Hate counters (and is countered by)
manner that affects the priest, or in a manner that friendship;
affects a subject other than the priest. – Hope: the subject's morale is improved by +2.
The first method affects only the priest and His saving throw rolls, attack, and damage rolls
allows him to shield his true emotions from are all improved by +1 while this emotion is in
magical examination. Thus, it can block wizard effect. Hope counters (and is countered by)
spells such as ESP or priest spells such as hopelessness;
Emotion read. While Emotion control is in effect, – Hopelessness: the subject's morale suffers a -10
anyone using one of these spells will sense the penalty. In addition, in the round in which the
emotion designated by the priest rather than his emotion is initially established, all subjects must
true emotions. When the priest casts Emotion immediately make a morale check. Hopelessness
control, he designates the false emotion he counters (and is countered by) hope;
wishes to be revealed. – Sadness: the subject feels uncontrollably glum
This use of Emotion control also gives the priest and is prone to fits of morose introspection. All
a +2 bonus to saving throws against the attack rolls suffer a -1 penalty and initiative rolls
following spells: Spook, Taunt, Irritation, Know suffer a +1 penalty. The subject's chance of being
alignment, Scare, Emotion, Fear, and surprised is increased by -2. Sadness counters
Phantasmal killer. When any of these spells are (and is countered by) happiness.
cast on the priest, he is immediately aware of the
attempt, although he does not learn the source of All subjects of the second version, even willing
the spell. targets, must save vs. spell to resist the emotion.
If another character casts Emotion read, ESP, or In addition to all other modifiers, the saving
a similar spell on the priest, the priest must make throw is modified by -1 for every three levels of
a saving throw vs. spells with a +1 bonus for the priest casting the spell.
each 5 levels of the priest. If the priest The material component for both versions of the
successfully saves, the other spellcaster reads the spell is a small bunch of fleece or uncarded wool
false emotion; if the priest fails the saving throw, that is consumed in the casting.
the spellcaster reads the priest's true emotion.
The second use of this spell allows the priest to
create a single emotional reaction in the
subject(s) (similar to the wizard spell emotion).
Some typical emotions follow, but the DM may
allow other similar effects:
Livello 3° 62 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 63 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 64 Livello 3°
Incantesimi clericali del terzo livello
sacerdoti, purché il livello del sacerdote sia movement rate of 48. The hand can search within
sufficiente a lanciarlo. I danni si dimezzano o si a 5-mile radius of the caster.
annullano superando il T.S., a seconda del glifo. If the hand is unable to locate the indicated
Non è possibile evitare i glifi con magie di creature, it returns to the caster (provided he is
individuazione: possono essere rimossi solo con still within the area of effect). The hand displays
Dissolvi magie o mediante l’abilità speciale dei an outstretched palm, indicating that no such
ladri di trovare e rimuovere trappole. character or creature could be found. The hand
Il DM può decidere che il tipo di glifo dipende then disappears.
dal culto del sacerdote e può permettergli di If the hand locates the indicated subject, the hand
crearne altri con la ricerca del magico. beckons the subject to follow it. If the subject
follows, the hand points in the direction of the
caster, leading the subject in the most direct,
HEAT EXHAUSTION feasible route. The hand hovers 10 feet in front
(Summoning) of the subject, moving before him. Once the hand
leads the subject to the caster, it disappears.
Level: 3° The subject is not compelled to follow the hand
Manual: PD or help the caster. If the subject chooses not to
Sphere: Elemental (fire), Sun follow the hand, the hand continues to beckon
Range: 50yards for the duration of the spell, then disappears. If
Components: V, S the spell expires while the subject is en route to
Duration: Special the caster, the hand disappears; the subject will
Casting Time: 4 have to rely on his own devices to locate the
Area of Effect: 1 creature caster.
Saving Throw: None If there is more than one subject within a 5-mile
radius that meets the caster's description, the
A beam of light streaks from the caster's finger hand locates the closest creature. If that creature
and slams into the target’s forehead, instantly refuses to follow the hand, the hand will not seek
causing the brain to overheat as if struck by out a second subject.
sunstroke or a fever. This causes momentay The ghostly hand has no physical form. The hand
confusion and delirium, and until the target is can be seen only by the caster and potential
healed, all attack rolls and saving throws are targets. It cannot engage in combat or execute
made at -2. any other task aside from locating the subject and
Cooling the victim dispels heat exhaustion, leading him back to the caster. The hand will not
pouring a canteen of water or cool liquid over the pass through solid objects, but can pass through
target's head is also effective. Dispel magic, Cure small cracks and slits.
light wounds, and other healing spells also arrest The material component is a black silk glove.
this condition. Material component: sunlight.
HOLD POISON
HELPING HAND (Necromancy)
(Evocation)
Level: 3°
Level: 3° Manual: S&M
Manual: ToM Sphere: Healing
Sphere: Travelers Range: Touch
Range: Special Components: V, S, M
Components: V, S, M Duration: 1 day/level
Duration: 1 hour/level Casting Time: 1
Casting Time: 1 round Area of Effect: Creature touched
Area of Effect: Special Saving Throw: None
Saving Throw: None
This spell is an improved version of Slow poison,
When a priest is trapped or otherwise with a duration measured in days rather than
endangered, this spell can summon help. The hours. When cast upon a victim who has been
spell creates a hovering, ghostly image of a hand poisoned by any means, Hold poison arrests the
about one foot high. The caster can command it venom and prevents it from doing any additional
to locate a character or creature of the caster's damage to the victim. (In most cases, the spell
choice based on a physical description. The must be cast during the poison's onset time in
caster can specify race, sex, and appearance, but order to be effective.) Damage that has already
not ambiguous factors such as level, alignment, been inflicted is not restored, but as long as the
or class. Hold poison is in effect, the victim can be cured
After the hand receives its orders, it begins to or healed of damage caused by poison by any
search for the indicated creature, flying at a normal means.
Livello 3° 65 Livello 3°
Incantesimi clericali del terzo livello
This spell can be used to indefinitely postpone cooperative magic spell. The potency of this
the onset of a poison if the caster chooses to spell can be increased if several priests cast it at
continue to cast it on the poisoned character the same time. The duration of the spell is then
before the previous Hold poison wears off. equal to one turn per level of the most powerful
However, each time a new Hold poison is used to priest, plus one turn for every contributing priest.
stop the venom's advance for another few days, Each priest also increases the area of effect by
there is a 2% cumulative chance that the spell one 10' x 10' square (these areas must be
fails and the poison runs its course. Evil priests contiguous). Thus, a 9th-level priest and two 5th-
have been known to deliberately poison a person level priests could create a 30'x 10' Invisibility
and then use this spell to grant the victim a stay– purge area having a duration of 11 turns.
of death for a few days This can be an extremely
effective threat if the victim doesn't have access
to a Neutralize poison spell. INVOCARE IL FULMINE
The material component is the priest's holy (Alterazione)
symbol and a bud of garlic, crushed and smeared
on the injury (or eaten if the poison was Livello: 3°
ingested). Manuale: PH italiano
Sfera: tempo atmosferico
Raggio d’azione: 0
INVISIBILITY PURGE Componenti: V, S
(Abjuration) Durata: 1 turno per livello
Tempo di lancio: 1 turno
Level: 3° Area d’effetto: raggio di 108 m
Manual: ToM Tiro Salvezza: 1/2
Sphere: Wards
Range: 30 yards L’incantesimo permette di far arrivare un
Components: V, S, M fulmine. Perché questo avvenga, nei paraggi
Duration: 1 turn/level dov’esserci una perturbazione di qualche genere
Casting Time: 1 turn (temporale, tempo caldo e nuvoloso o addirittura
Area of Effect: 10-foot square/priest un tornado, compreso quello formato da un djinn
Saving Throw: None o un elementale dell’aria da 7 o più D.V.). È
possibile far scendere un fulmine per turno; non
All invisible creatures who enter an area è necessario farlo subito (si può anche fare altro,
enchanted with Invisibility purge instantly come ad esempio lanciare incantesimi). Ogni
become visible. Invisibility -related spells do not volta che invoca il lampo, il sacerdote deve stare
take effect within the boundaries of the fermo e concentrarsi per un turno intero. La
enchanted area, and magical devices such as magia dura un turno per ogni livello del
Potions of invisibility do not function. Creatures sacerdote ed ogni saetta causa 2d8 ferite da
with the natural ability to become invisible are scossa elettrica, più altre ld8 ferite per ogni
unable to use this ability within the area of effect. livello dell’evocatore: un sacerdote del 4° livello
Invisible objects carried into the warded area lancerebbe un fulmine da 6d8 ferite (2d8 + 4d8).
also become visible. Il lampo scende in verticale e colpisce dove
Invisible creatures or persons within the area of vuole il sacerdote, fino a 360 m di distanza. Ogni
effect when Invisibility purge is cast remain creatura nel raggio di 3 m dal punto il cui si
invisible; however, if such creatures exit the area scarica la saetta subisce tutto il danno, a meno
of effect and later re-enter, they instantly become che non riesca a dimezzarlo superando un T.S.
visible. Such creatures also lose any natural contro incantesimi.
ability to turn invisible as long as they remain La magia riesce solo all’aperto, perché necessita
within the area of effect. di un temporale in corso; non funziona sotto terra
A creature who consumes a Potion of invisibility né sott’acqua.
outside the warded area becomes invisible
normally, but becomes visible when he enters the
area of effect; if the duration of the Potion of KNOW CUSTOMS
invisibility has not yet expired when he exits the (Divination)
area of effect, he becomes invisible again outside
the area. Level: 3°
Creatures who are invisible in their natural state Manual: ToM
or have no visible form (such as invisible Sphere: Travelers
stalkers) are not affected by this spell. Range: Special
The material components are the priest's holy Components: V, S
symbol and a silver mirror no more than three Duration: Special
inches in diameter. Casting Time: 3
The Invisibility purge can be cast as a Area of Effect: The caster
Livello 3° 66 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 67 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 68 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 69 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 70 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 71 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 72 Livello 3°
Incantesimi clericali del terzo livello
Only living plants can be polymorphed; the spell PROTEZIONE DAL FUOCO
won't work on a fallen leaf, a nut, or a picked (Scongiurazione)
fruit. The size of the plant is not relevant; a blade
of grass may be polymorphed into a towering Livello: 3°
oak tree and vice versa. The new form doesn't Manuale: PH italiano
have to be indigenous to the environment; an Sfera: protezione, elementale
evergreen tree on a frigid mountain may be (fuoco)
polymorphed into a cactus (although it may not Raggio d’azione: tocco
thrive for long). Componenti: V, S, M
Neither the original vegetation nor its Durata: speciale
polymorphed form can be an intelligent plant or Tempo di lancio: 6
a plant-like creature. Nor are unnatural plant Area d’effetto: la creatura toccata
forms allowed; a mushroom may be transformed Tiro Salvezza: nessuno
into a normal-sized cornstalk, but not a 50-foot
tall cornstalk or a stalk that produces apples L’effetto dell’incantesimo varia a seconda di chi
instead of corn. riceve la magia, che può
The material component for this spell is any essere il sacerdote oppure
seed. qualcun altro. In entrambi i
casi, non dura più di un
turno per livello del
PREGHIERA sacerdote.
(Convocazione/Attrazione) Se la protezione viene conferita al sacerdote,
questi diventa completamente invulnerabile
Livello: 3° rispetto ai fuochi normali (torce, falò, eccetera) e
Manuale: PH italiano può assorbire 12 danni da fuoco magico per ogni
Sfera: combattimento suo livello (Mani brucianti, Palla di fuoco, Semi
Raggio d’azione: 0 di fuoco, Tempesta di fuoco, Lingua di fuoco,
Componenti: V, S, M Sciame di meteore, il soffio del segugio infernale
Durata: 1 round per livello o dell’idra del fuoco, eccetera).
Tempo di lancio: 6 Se la magia viene fatta su di un altro soggetto,
Area d’effetto: raggio di 18 m questo acquisisce totale immunità al fuoco di
Tiro Salvezza: nessuno tipo normale e, per quanto riguarda quello
magico, ha un +4 sul T.S. e dimezza le ferite
Il sacerdote invoca fortuna per sé ed i suoi amici ricevute.
e sventura per gli avversari. Sono interessati i Componente materiale: simbolo sacro.
presenti entro l’area alla fine del lancio
dell’incantesimo: tutti i compagni del sacerdote
acquisiscono un bonus di +1 su TxC e per le PROTEZIONE DAL PIANO NEGATIVO
ferite e sui T.S., mentre i nemici hanno penalità (Scongiurazione)
di -1. Dopo aver portato a termine l’incantesimo,
il sacerdote può fare altro, non come con Litania Livello: 3°
in cui deve continuare a salmodiare. Se, però, c’è Manuale: PH italiano
un altro sacerdote della sua stessa fede (non basta Sfera: protezione, negromanzia
l’allineamento) che prosegue la litania, gli effetti Raggio d’azione: tocco
si combinano e, se le magie agiscono Componenti: V, S
simultaneamente, si ottengono +2 e -2. Durata: speciale
Componente materiale: simbolo sacro, rosario o Tempo di lancio: 1 round
qualche oggetto analogo. Area d’effetto: una creatura
Tiro Salvezza: nessuno
Livello 3° 73 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 74 Livello 3°
Incantesimi clericali del terzo livello
Using a die roll, the DM randomly determines The spell expires when the creature accomplishes
the victim of the damage. The DM selects a die his goal (i.e., the kobold is killed or the lock is
with a value nearest the number of eligible opened) or when the duration of the spell has
creatures (the wielder of the weapon and his ended.
companions). If the number of creatures does not
equate to highest value of a die, the wielder of
the enchanted weapon takes the extra chances to SAND SPRAY
be hit. For example, if a goblin wields a sword (Evocation/Summoning)
affected by this spell, he and his six companions
are eligible to receive the damage. The DM rolls Level: 3°
1d8. On a roll of 1-6, one of the goblin's Manual: PD
companions suffers the damage; on a roll of 7 or Sphere: Elemental (earth),
8, the goblin with the affected weapon suffers the Summoning
damage. Range: 0
The weapon is affected for 3 rounds+1 Components: V, S, M
round/level of the spell caster. If the wielder of Duration: Instantaneous
the weapon changes weapons while the spell is in Casting Time: 5
effect, the discarded weapon remains enchanted. Area of Effect: Cone 20 feet long x 10 feet
The material component is a bronze die. wide
Saving Throw: Special
Livello 3° 75 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 76 Livello 3°
Incantesimi clericali del terzo livello
Level: 3° Level: 3°
Manual: ToM Manual: S&M
Sphere: Law Sphere: Summoning
Range: 10 yards Range: 10 yds. /level
Components: V, S Duration: 1 round/level
Duration: 2d6 rounds Area of Effect: Special
Casting Time: 3 Components: V, S, M
Area of Effect: One creature +1 creature/2 Casting Time: 6
levels Saving Throw: None
Saving Throw: None
This spell summons a minor spirit or entity to the
By casting this spell on a group of lawful caster's aid. Clerics usually summon minor
creatures, the priest imbues each creature with a elementals of some kind, while shamans
Strength bonus equal to that of the strongest typically conjure an animal spirit or spirit of
creature in the group. To be affected by the spell, nature. Regardless of the spirit's origin, it appears
all creatures must touch the hand of the priest at as a ghostly beast of some kind: wolves, bears,
the time of casting. Only human, demihuman, tigers, or lions are most common. The animal
and humanoid creatures of man-size or smaller spirit obeys the mental commands of the priest,
may be affected. The characters can be a mixed attacking his enemies or performing any other
group of Lawful Neutral, Lawful Good, or task that it could reasonably accomplish. The
Lawful Evil alignments. The spell will not take creature is incorporeal and cannot handle or
effect if any creature of Neutral or Chaotic manipulate objects of any kind, but it can see and
alignment is included in the group. hear as a normal animal of its archetype and
Prior to casting, one creature is designated the could be used to scout a dangerous area or act as
keystone. There may never be more than one a distraction of some kind.
keystone in a group, even if another creature has In combat, the animal spirit has the following
equal strength. statistics: MV 24; AC 4; THAC0 15; Dmg 2d4.
Upon completion of the spell, all affected It can only be injured by magical weapons and
characters gain a bonus to damage equal to the can strike monsters hit only by +1 or better
keystone's bonus to damage from Strength. Any weapons. The spirit has a number of hit points
magical bonuses belonging to the keystone are equal to 10 plus the caster's level, so a 6th–level
not added; only the keystone's natural strength is priest conjures a animal spirit with 16 hit points.
conferred on the group. The creature is not affected by Charm, Sleep,
This bonus supersedes any bonus a character Hold, or other mind–affecting spells and suffers
might normally receive. Thus, a warrior with 16 no damage from cold–based attacks. However, it
Strength (a +1 bonus to damage) who benefits is vulnerable to Dispel magic or turning as an
from this spell with a keystone who has Strength undead monster of the caster's Hit Dice. If the
18/07 (a damage bonus of +3) gains a total bonus animal spirit is turned, destroyed, or dispelled,
of +3 to damage (not +4 to damage). The the priest who summoned it must make a saving
keystone receives no bonus. throw vs. spell or be stunned for ld4 rounds.
Affected creatures gain no improvements to Because the spirit is intelligent and free–willed
THAC0, bend bars/lift gates, or other functions under the caster's direction, the priest need not
of Strength. concentrate in order to direct its attacks: an
The spell ends if the keystone is killed before the animal spirit could be ordered to attack a
duration expires. The bonus and duration are not spellcaster in the back of an enemy party, while
affected if a member of the group is killed within the cleric waded into hand–to–hand combat. The
the duration of the spell. animal spirit makes use of flank or rear attacks
when it can and gains any normal combat
bonuses that a living creature in its position
would be entitled to. The priest enjoys
instantaneous, silent communication with the
animal spirit and can order it to stop attacking, to
change its target, or to undertake almost any
conceivable action desired. However, the spirit
must remain within the spell's range; if it is ever
more than 10 yards per caster level away from
the priest, it dissipates harmlessly.
The material component is a small whistle
carved from a bone taken from the appropriate
type of animal.
Livello 3° 77 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 78 Livello 3°
Incantesimi clericali del terzo livello
Level Range multiplier 5%, presuming the character has at least a score
of 5% in any skill).
The spell affects a cube whose sides equal the
1-6 x2
caster's level times five feet (a 10th-level caster
7-11 x3
could affect a cube whose sides equal 50 feet).
12-16 x4
The material components are the priest's holy
17+ x5
symbol and a silver key.
Thus, a 12th-level priest who has cast
Telethaumaturgy on an individual could
TOGLIERE LA PARALISI
subsequently cast charm person on that
(Scongiurazione)
individual at a range of 320 yards, rather than the
normal range of 80 yards.
Livello: 3°
A spell to be enhanced by Telethaumaturgy must
Manuale: PH italiano
be cast on the round immediately following the
Sfera: protezione
completion of Telethaumaturgy. Spells that
Raggio d’azione: 10 m per livello
normally affect more than one individual (such
Componenti: V, S
as confusion ) will affect only the selected
Durata: permanente
subject when cast following Telethaumaturgy.
Tempo di lancio: 6
When Telethaumaturgy is cast by a priest of 11th
Area d’effetto: ld4 creature in cubo con
level or higher, it has an additional effect. If the
spigolo di 6 m
target is within the normal range of the
Tiro Salvezza: nessuno
subsequent spell (e.g., 80 yards for Charm
person), the subject's saving throw suffers a
Il sacerdote libera una o più creature dagli effetti
penalty of -2.
della paralisi o da magie ad essa collegate (tocco
Like the Personal reading spell,
del ghoul, incantesimi che bloccano o rallentano
Telethaumaturgy functions only if the priest
il movimento). Se l’incantesimo viene fatto su di
knows the correct name of his subject. If the
un solo soggetto, questo è guarito; se le creature
priest casts the spell using an alias, he will not
sono due, ognuna ha diritto a ripetere il T.S. con
know that Telethaumaturgy has not taken effect
bonus +4; se sono tre o quattro, rifanno il tiro
until the subsequent spell fails. The priest does
con bonus +2. Perché la magia riesca non
not automatically know why the subsequent spell
dov’esserci alcun tipo di barriera tra il sacerdote
failed (the subject might simply have made a
e le vittime.
successful saving throw).
The material component is a small book of
numerological formulae and notes. This book is
TRAPPOLA
different from the book used in Personal
(Incantamento/Charme)
reading. The book is not consumed in the
casting.
Livello: 3°
Manuale: PH italiano
Sfera: vegetale
THIEF'S LAMENT
Raggio d’azione: tocco
(Alteration)
Componenti: V, S, M
Durata: permanente finché viene
Level: 3°
attivata
Manual: ToM
Tempo di lancio: 3 round
Sphere: Wards
Area d’effetto: cerchio con diametro di 60
Range: 10 yards/level
cm più 5 cm per livello
Components: V, S, M
Tiro Salvezza: nessuno
Duration: 1 hour/level
Casting Time: 3
Il sacerdote allestisce una trappola che è quasi
Area of Effect: 5-foot cube/level
impossibile da individuare senza l’aiuto della
Saving Throw: Neg.
magia (90% di probabilità di non essere
scoperta); può farla con un qualsiasi rampicante,
A thief entering an area enchanted with Thief's
un laccio o una corda. Quando riceve
lament suffers a great reduction in his thieving
l’incantesimo, l’oggetto si fonde con ciò che lo
skills. The thief is allowed a saving throw to
circonda; un’estremità forma un cappio che si
resist the effects of the spell; failure indicates
stringe attorno alla vittima che entra nel cerchio
that he suffers the full effects of the lament. All
(in questo modo è possibile strozzare un verme
attempts to pick pockets, open locks,
gigante o un serpente).
find/remove traps, move silently, detect noise,
Se nei paraggi c’è un albero robusto e flessibile,
climb walls, and hide in shadows are reduced by
il cappio si può legare ad esso.
25% (although a skill cannot be reduced below
Livello 3° 79 Livello 3°
Incantesimi clericali del terzo livello
Quando viene azionata la trappola, l’albero si subconscious tells him to. While the spell is in
piega e poi si raddrizza, infliggendo ld6 ferite effect, the priest gains a +2 bonus to his Armor
alla vittima e sollevandola da terra per l’arto Class and saving throws, but in any given round
imprigionato (o strangolandola, se è entrata nel there is a 25% chance that he will have to forego
cappio con la testa). Se non c’è una pianta di his intended action in order to obey the spell's
questo tipo, il laccio si avvolge attorno alla preda warning impulses.
senza ferirla, ma tenendola immobile. The premonition only works on actions
Sott’acqua, la corda si avvolge attorno undertaken by the priest himself. If his
all’ancora. La trappola è magica e nella prima companion is about to pull a mysterious lever
ora può essere spezzata solo da un gigante delle that will drop a 10 ton block of stone on the
nuvole o da una creatura ancor più forte (Forza priest, he receives no warning.
23). La magia si affievolisce ad ogni ora che
passa e rompere il laccio diventa più facile: dopo
due ore basta Forza 22, dopo tre, Forza 21, dopo UNEARTHLY CHOIR
quattro, Forza 20 eccetera. Quando sono (Invocation)
trascorse sei ore, la trappola si spacca anche con
Forza 18, mentre dopo dodici ore il materiale di Level: 3°
cui è fado il lacciolo perde ogni proprietà magica Manual: ToM
e il cappio si apre, liberando l’eventuale preda. Sphere: Combat
La trappola si può tagliare con armi magiche o Range: 0
con un’arma da taglio maneggiata da qualcuno Component: V
che abbia un bonus sul TxC di +2 come minimo Duration: Instantaneous
(grazie alla sua Forza, ad esempio). Casting Time: 5
Componenti materiali: pelle di serpente e tendine Area of Effect: Special
di un animale forte, da intrecciare assieme al Saving Throw: ½
laccio con cui si fa la trappola. Occorre anche il
simbolo sacro. This cooperative spell requires at least three
priests casting the spell simultaneously. At the
time of casting, the priests must be within 10 feet
UNFAILING PREMONITION of each other. Upon completion of the spell, the
(Divination) priests sing a single, dissonant chord. The result
of the spell depends on the number of voices in
Level: 3° the choir:
Manual: S&M
Sphere: Time – Trio: in this form, the spell projects a cone of
Range: 0 sonic force 120 feet long and 40 feet wide at the
Components: V, S base. All creatures within the area of effect must
Duration: 1 turn + 2 rds./level save vs. spells or suffer 2d4 points of damage.
Casting Time: 6 Those who successfully save suffer only 1d4
Area of Effect: The caster points. Undead suffer a -2 penalty to their saving
Saving Throw: None throws;
– Quartet: with four voices, the spell has the
By anticipating possible futures and outcomes of same area of effect as described above. However,
the caster's actions, this spell provides the all those who fail their saving throw suffer 2d4
character with a temporary sixth sense or feel for points of damage and are deafened for one
danger. The spell operates on a subconscious round. Those who successfully save suffer half
level, and the caster receives strong intuitive damage and are not deafened. Undead creatures
impulses when he contemplates courses of action are not allowed a saving throw;
that may bring immediate physical injury or – Quintet: five singers produce a chord of major
harm to him. For example, if the priest was about power. All within the area of effect suffer 3d4
to open a trapped chest, the Unfailing points of damage (saving throw for half damage).
premonition would create a flash of insight or a Undead are not allowed a saving throw. All
gut feeling telling him thst he shouldn't do so. creatures are deafened for one round.
Similarly, opening a door that leads into the lair Furthermore, pottery, glassware, crystal, and
of a ferocious troll may also trigger the spell's similar breakable goods must save vs. fall or be
warning. Threatening a NPC who is likely to shattered.
respond by drawing a weapon and attacking the – Ensemble: an ensemble of singers consists of
PC would create a warning, but threatening a six to ten priests. In this case, the area of effect
NPC who will get even with the priest in an hour increases to a cone 180 feet long and 60 feet
or two will not trigger the premonition. wide at the base. All creatures within this area
The Unfailing premonition is also quite useful in suffer 1d4 points of damage per priest and are
combat, as long as the priest obeys his instincts deafened for 1d4 rounds. A successful saving
and ducks, dodges, or withdraws when his throw vs. spell reduces the damage and duration
Livello 3° 80 Livello 3°
Incantesimi clericali del terzo livello
WIND SERVANT
(Conjuration/Summoning)
Level: 3°
Livello 3° 81 Livello 3°
Incantesimi clericali del terzo livello
Livello 3° 82 Livello 3°
Incantesimi clericali del quarto livello
ABBASSARE IL LIVELLO DELLE ACQUE take 1d6 points of damage for each round spent
® in the rain. A character who does not save must
(Alterazione) make saves for his equipment as well.
Livello: 4°
Manuale: PH italiano ADAMANTITE MACE
Sfera: elementale (acqua) (Alteration)
Raggio d’azione: 120 m
Componenti: V, S, M Level: 4°
Durata: 1 turno per livello Manual: S&M
Tempo di lancio: 1 turno Sphere: Elemental (Earth)
Area d’effetto: speciale Range: Touch
Tiro Salvezza: nessuno Duration: 1 rd./level
Area of Effect: Caster's weapon
L’incantesimo fa svanire l’acqua o il liquido Components: V, S, M
presente nell’area d’effetto fino ad una Casting Time: 7
profondità minima di 2,5 cm. L’acqua si può Saving Throw: None
abbassare al massimo di 60 cm per ogni livello
del sacerdote. L’area interessata è un quadrato By means of this spell, the priest transmutes his
con lato lungo 3 m per ogni Livello: un sacerdote own cudgel, mace, or staff into an enchanted
dell’8° livello prosciuga un volume di 4,8x24x24 weapon of adamantite, the most magical mineral
m, uno del 9° livello ne prosciuga uno di 5,4 x 27 known. The Adamantite mace gains a +2 bonus
x 27 m, eccetera. Se si tratta di masse d’acqua to attack and damage rolls, but it can strike
notevoli, come l’oceano, si crea un gorgo che creatures normally hit only by +4 or better
trascina verso il fondo le imbarcazioni, che non weapons. As an incarnation of elemental earth,
possono uscirne con mezzi normali finché dura the mace inflicts up to twice the damage (roll
l’incantesimo. Se viene lanciato sui mostri twice the required damage dice) against creatures
d’acqua, l’incantesimo ha l’effetto di Rallentare: of elemental air or magical avians such as
la creatura va a velocità dimezzata e fa la metà griffons, perytons, pegasi, and winged baatezu or
degli attacchi ad ogni round. Non ha tanar'ri. The Adamantite mace retains ils special
conseguenze sulle altre creature. properties for one round per level of experience
La forma inversa, INNALZARE IL LIVELLO of the caster.
DELLE ACQUE, riporta il liquido alle sue The material component is a special powder
massime dimensioni: fiumi in piena, alta marea, made from a diamond worth 100 gp, sprinkled
eccetera. I guadi diventano intransitabili, le navi over the weapon.
in secca riprendono il mare e, a discrezione del
DM, è anche possibile che vengano travolti dei
ponti. Le due versioni dell’incantesimo si ADDITION
annullano a vicenda. (Alteration)
Componente materiale: simbolo sacro
(sconsacrato) ed un pizzico di polvere. Level: 4°
Manual: ToM
Sphere: Numbers, Creation
ACID RAIN Range: 30 yards
(Conjuration) Components: V, S, M
Duration: Special
Level: 4° Casting Time: 1 round
Manual: PD Area of Effect: Special
Sphere: Weather Saving Throw: None
Range: 120yards
Components: V, S The philosophy of the Sphere of Numbers holds
Duration: 1 round per level that the structure of reality–the “equation of the
Casting Time: 3 rounds moment” – can be analyzed and modified by
Area of Effect: 20 foot x 20 foot cube someone with sufficient knowledge and power.
Saving Throw: Neg. The Addition spell allows a priest to add a new
mathematical term to the equation of the
This terrible enchantment creates a toxic shower moment. This effectively allows a new object or
that covers all within its area of effect The even a living creature to be brought into
droplets are composed of very corrosive acids, existence temporarily.
and eat through metal, cloth, and flesh. Anything The effect of this spell varies depending on the
caught beneath the rain takes 2d6 points of level of the caster. At 10th level or lower,
damage. It is easy enaugh to move out of the Addition can create a single, inanimate object
cube, but if a character cannot, he continues to weighing up to 10 pounds. The spell gives the
Livello 4° 83 Livello 4°
Incantesimi clericali del quarto livello
priest only rudimentary control over the creation 100 pounds in weight and up to 2 hit dice. The
process, so the object cannot be complex. The creature, once created, behaves as a normal
object must be described in a single word or member of its species; the caster has no control
short phrase (e.g., “a water pitcher” or “a block over its actions. This creature remains in
of stone”). The caster has no control over existence for 2 turns per level of the caster.
elements such as shape or color; thus, the water The material component is a small table of
pitcher might be short, squat, and blue, or tall, numerological formulae inscribed on an ivory
slender, and red. plaque, plus a length of silken cord. During the
Objects created with this spell cannot be of any casting, the priest ties the cord into a complex
greater mechanical complexity or technological knot. As the magical energy is discharged, the
level than a crossbow. If the priest tries to create cord vanishes in a flash of light. The plaque is
an object that breaks this prohibition, the spell not consumed in the casting.
fails and nothing is created. Thus, if the priest
tried to create “a pistol,” assuming he had heard
the word somewhere, the spell would fail. AGE PLANT
Objects cannot contain any information in an (Alteration)
abstract form such as writing or diagrams. If the
priest tries to create an object that breaks this Level: 4°
prohibition, there are two possible results: the Manual: ToM
spell may fail, or the object may be created Sphere: Time
without the information. Thus, if the priest were Range: 30 yards
to attempt to create “a spellbook,” the result Components: V, S, M
would be either a book similar to a spellbook Duration: Permanent
with blank pages, or nothing at all. Casting Time: 1 round
The object appears at whatever location the Area of Effect: One plant, seed, or
caster wills, as long as it is within spell range. tree/level
The object cannot appear in the same space Saving Throw: None
occupied by another object or creature, or within
a hollow object (for example, the priest cannot This spell enables the caster to affect the aging of
create an object blocking the trachea of an any plant, seed, or tree. The process can operate
enemy). either forward or backward, causing flowers to
The object created by Addition remains in blossom, seeds to sprout and grow, and trees to
existence for 1 turn per level of the caster. bear fruit; or fruit to turn to blossoms, trees to
During this time, it obeys all the laws of physics become saplings, and new shoots to turn to
as if it were a “real” object. The object cannot be seeds.
disbelieved and spells such as True seeing cannot The change in age, either forward or backward,
distinguish it from a naturally-occurring object. is chosen by the priest at the time of casting. The
Priests of 11th to 15th level can create a single changes associated with normal or reversed
inanimate object of up to 20 pounds in mass or growth occur instantaneously. Plants can be
two identical objects, each of up to five pounds altered in age up to 10 years per level of the
in mass. The object(s) so created remains in caster. The caster can stop the aging at any point
existence for two hours (12 turns) per level of the within the limits imposed by his level; he could
caster. cause a tree to grow from a sapling until it
Priests of 16th to 19th level can create a single withers and dies from old age or he could stop
inanimate object of up to 50 pounds in mass or the tree's growth at a stage at which it would
up to 10 identical objects, each of up to five shelter his home.
pounds in mass. The object(s) is permanent The spell does not alter the appearance or
unless destroyed. Since these objects are not characteristics of a plant except those that result
magical constructs, but real additions to the from normal aging (or regression). Age plant has
“equation of the moment,” Dispel magic has no no effect on magically-generated plants or plant-
effect on them. Alternatively, the caster can type monsters.
create a single normal (nonmonstrous) living The material components are the priest's holy
creature of up to 20 pounds in weight. The symbol and the petal from an apple blossom.
creature, once created, behaves as a normal
member of its species; the caster has no control
over its actions. This creature remains in
existence for 5 rounds per level of the caster.
Priests of 20th level and above can create a
single inanimate object of up to 100 pounds in
mass or up to 10 identical objects, each of up to
10 pounds in mass. The object(s) are permanent.
Alternatively, the caster can create a single
normal (nonmonstrous) living creature of up to
Livello 4° 84 Livello 4°
Incantesimi clericali del quarto livello
Livello: 4° Livello: 4°
Manuale: PH italiano Manuale: PH italiano
Sfera: charme Sfera: animale, convocazione
Raggio d’azione: tocco Raggio d’azione: 1,6 Km
Componenti: V, S, M Componenti: V, S
Durata: speciale Durata: speciale
Tempo di lancio: 1 turno Tempo di lancio: 7
Area d’effetto: la persona toccata Area d’effetto: speciale
Tiro Salvezza: nessuno Tiro Salvezza: nessuno
Con quest’incantesimo il sacerdote può trasferire Il sacerdote richiama fino a otto animali da 4
su di un’altra persona un certo numero degli D.V. o meno, del tipo prescelto al momento in
incantesimi che ha memorizzato attualmente, cui viene fatto l’incantesimo. Risponderanno
insieme alla capacità di lanciarli. Solo chi non è solo gli animali che si trovano entro il raggio
in grado di fare incantesimi (compresi ranger al d’azione quando avviene la magia. Il sacerdote
di sotto dell’ottavo livello e paladini inferiori al può fare tre tentativi con tre tipi diversi:
nono) può ricevere questa magia, che non supponiamo che prima chiami i cani selvatici
funziona con le classi che lanciano incantesimi, i (che non ci sono), poi i falchi (assenti) ed infine
mostri privi di intelligenza e gli individui che dei cavalli selvaggi (bisogna vedere se rientrano
hanno meno di un D.V. nel raggio d’azione). Spetta al DM decidere se
La persona che assorbe gli incantesimi deve l’animale attirato è alla portata del sacerdote. Le
avere, inoltre, Saggezza 9 o più. Si possono bestie convocate lo aiutano come meglio possono
trasferire solo gli incantesimi dei sacerdoti di e restano fino alla fine del combattimento o della
tipo difensivo o informativo, o Cura ferite missione, o finché non vengono mandate via da
leggere; se si tenta di attribuire anche altre lui. Si possono far arrivare solo animali normali
magie, si vanifica l’intero incantesimo. Le o giganti; non si chiamano mostri o animali
persone di più alto livello possono ricevere più di fantastici (chimere, draghi, gorgoni, manticore
un incantesimo, a discrezione del sacerdote. eccetera).
Livello 4° 85 Livello 4°
Incantesimi clericali del quarto livello
round oppure morde, infliggendo una ferita più vegetale, compresi funghi e piante ingrandite o
l’eventuale veleno. La probabilità che il serpente animate per magia. Colpisce fanghiglie verdi,
sia velenoso è del 5% per ogni livello del muffe, boleti stridenti, treant eccetera; dura un
sacerdote (sempre che lui voglia che lo sia). Se il round per ogni livello del sacerdote e interessa
sacerdote è dell’undicesimo livello, ha una ld4 piante in un’area quadrata con lato 12 m o di
probabilità massima del 55% di aver creato un 4-16 m. se si tratta di bassa vegetazione, come
serpente velenoso. L’incantesimo dura due round erba o muschio. Se il sacerdote ha come
per ogni livello del sacerdote. obiettivo una pianta soltanto (o un quadrato con
Componenti materiali: un po’ di corteccia e lato di 4 m), il T.S. dei vegetali interessati ha
qualche scaglia di serpente. penalità di
La forma inversa, SERPENTE IN BASTONE, -4; se le piante sono due (quadrato con lato di 8
trasforma dei normali serpenti in altrettanti m), la penalità diventa -2 e, se sono tre (lato di
bastoni per lo stesso periodo di tempo, oppure 12 m), si riduce a -1; con quattro piante (lato di
annulla la forma positiva, a seconda del livello di 16 m), il T.S. non ha modificatori.
chi vuole contrastarla (un sacerdote del 10°
livello che lanci la formula a rovescio può far
ridiventare bastoni da 11 a 14 serpenti). BODY CLOCK
(Alteration)
When this spell is cast, a narrow shaft of light – The subject's need for sleep is reduced. For
shines down upon the priest, making him every hour that a subject sleeps, he is as
immune to the effects of natural cold (such as a refreshed as if he slept 10 hours. For every two
blizzard) and granting him a +3 bonus to saving hours that a subject sleeps during the spell (20
throws vs. magical cold (such as a white dragon's hours of rest), he regains hit points as if he spent
breath weapon). a day of complete rest. However, wizards are not
For each level of the priest above 7th, an able to memorize spells; “real” time must pass
additional beam of light may be created to for this to occur;
protect another creature, who must be standing – The subject's need to breathe is reduced. He
within 3' of the priest. Thus, a 10th-level priest breathes only 10% as often as normal for the
could protect four other creatures in a 3' radius. duration of the spell, enabling him to hold his
breath 10 times longer than normal and use less
air in enclosed situations.
BLOCCAPIANTE – The subject can set an internal “alarm clock” to
(Incantamento/Charme) alert him when a specific amount of time has
passed. The subject then hears a brief ringing in
Livello: 4° his ears, audible only to him. The ringing is loud
Manuale: PH italiano enough to wake the subject. He can set as many
Sfera: vegetale internal alarm clocks as he wishes, as long as
Raggio d’azione: 80 m they all occur within the duration of the spell.
Componenti: V, S
Durata: 1 round per livello The spell has no effect on movement,
Tempo di lancio: 7 spellcasting, or any other normal activities.
Area d’effetto: speciale The material components are a kernel of corn, a
Tiro Salvezza: Neg. drop of water, and a stoppered glass bottle.
Livello 4° 86 Livello 4°
Incantesimi clericali del quarto livello
Manual: PD
Sphere: Elemental (fire)
Range: 30yards CHAOTIC SLEEP
Components: V, S, M (Alteration)
Duration: Special
Casting Time: 5 rounds Level: 4°
Area of Effect: 10 foot x 10 foot cube Manual: ToM
Saving Throw: None Sphere: Chaos
Range: Touch
When a priest casts this spell, he channels energy Components: V, S, M
from burning materials through himself, and can Duration: Permanent
use it to attack his enemies. When in range of Casting Time: 1 turn
100 pounds or more of burning matter, he may Area of Effect: One creature
direct the flame to targets within a range of 30 Saving Throw: Neg.
yards. The flame from the original source does
not extinguish, it grows as it is fed energy from After casting this spell, the priest must
the target. The damage from this attack is 1d4 successfully touch his victim. The victim is then
points for every level of the cleric. allowed a saving throw to avoid the spell's effect.
A magical flame that fed off nothing would not If the saving throw is failed, the spell takes effect
fit the material requirements of this spell, nor at the next sunrise or sunset (whichever comes
would a torch, but a burning cottage would. first).
The spell remains in effect as long as the material From the time the spell takes effect until the spell
component remains alight, usually one turn. is negated, the sleeping pattern of the victim is
randomly disrupted. At sunset and sunrise of
every day, a check is made to determine the
CHAOTIC COMBAT effects of Chaotic sleep. In the 12-hour period
(Invocation/Evocation) that follows the check, there is an equal chance
that the character will be unable to sleep or
Level: 4° unable to remain awake (roll 1d6; on a roll of 1-
Manual: ToM 3, the character is awake, on a roll of 4-6, he
Sphere: Chaos sleeps). This condition lasts until the next sunrise
Range: 30 yards (or sunset) when the check is made again.
Components: V, S For example, a fighter fails to save against
Duration: 1 round/level Chaotic sleep. For the next few hours, the spell
Casting Time: 3 has no effect. At sundown, the first check is
Area of Effect: One creature made, resulting in a 2. The fighter does not
Saving Throw: None notice anything until he tries to sleep that night,
at which time he is wide awake, fidgeting and
When Chaotic combat is cast on a fighter, he is restless. At sunrise, another die roll is made,
inspired beyond his years of training and is resulting in a 6. The fighter is suddenly
suddenly struck with numerous insights for exhausted and sleeps until sunset.
variations on the standard moves of attack and Characters who sleep as a result of this spell can
defense. The spell affects only warriors. be roused only by physical stimuli – a slap or a
Unfortunately, these insights are helpful in only wound, for example. Once awake, the character
two-thirds of the warrior's attacks. In the remains conscious only as long as there are
remaining attacks, the spell actually impairs the active stimuli around him, such as a fight.
warrior's standard performance. At the beginning Walking through caves or riding a horse will not
of each round, after the player has declared his keep the character awake. Unlike a sleep spell,
character's actions, 1d6 is rolled for the affected characters affected by Chaotic sleep doze off as
warrior. On a roll of 1, 2, 3, or 4, the warrior soon as they are left relatively undisturbed.
gains bonuses of +2 to attack rolls and +2 to Keeping an affected character awake is difficult
armor class. On a roll of 5 or 6, the warrior at best.
suffers a -2 penalty to attack rolls and a -2 Lack of sleep will eventually take a physical toll
penalty to armor class. This must be determined on any character under the influence of the spell.
at the beginning of the round so that both the For every 12-hour period that a character
warrior and his opponents can apply the remains awake beyond the first, he suffers a -1
necessary changes. penalty to THAC0. Such characters do not regain
The insight imparted by this spell is lost after the hit points as a result of normal healing.
spell expires. The insight is generated by chaos, Spellcasters cannot memorize spells until they
which is nearly impossible to contain. After the have had sufficient sleep.
spell expires, the warrior remembers the battle Chaotic sleep can be removed with a remove
but not the specifics of his actions. He is unable curse.
to duplicate the maneuvers. The material components are a pinch of sand and
Livello 4° 87 Livello 4°
Incantesimi clericali del quarto livello
Livello 4° 88 Livello 4°
Incantesimi clericali del quarto livello
Livello 4° 89 Livello 4°
Incantesimi clericali del quarto livello
126-129 2d20+2d12
CURA FERITE GRAVI ® 130-133 3d20+1d6
(Negromanzia) 134-137 3d20+1d8
138-141 3d20+1d10
Livello: 4° 142-145 3d20+2d6
Manuale: PH italiano 146-149 3d20+1d8+1d6
Sfera: guarigione 150-153 3d20+2d8
Raggio d’azione: tocco 154-157 3d20+1d10+1d8
Componenti: V, S 158-161 4d20
Durata: permanente 162-165 3d20+1d12+1d10
Tempo di lancio: 7 166-169 4d20+1d4
Area d’effetto: la creatura toccata 170-173 4d20+1d6
Tiro Salvezza: nessuno 174-177 4d20+1d8
178-181 4d20+1d10
È una versione potenziata di Cura ferite leggere. 182-185 4d20+2d6
Il sacerdote cura mediante imposizione delle 186-189 4d20+1d8+1d6
mani 2d8+1 ferite. La cura non riguarda creature 190-193 4d20+2d8
incorporee, non morte o di altri piani. 194-197 4d20+1d10+1d8
La forma inversa, CAUSA FERITE GRAVI, è 198-201 5d20
come Causa ferite leggere: bisogna toccare la
vittima con un TxC; se si riesce, si infliggono
2d8+1 ferite. CURSE OF THE CHOKING SANDS
(Alteration)
Nota: anziché curare (o infliggere) 2d8+1 P.F.,
questo incantesimo cura (o infligge) Level: 4°
proporzionalmente un certo numero di P.F., Manual: PD
stabilito in funzione del numero massimo di P.F. Sphere: Elemental (water)
della creatura o della persona che riceve Range: 3yards
l’incantesimo, secondo la seguente tabella: Components: V, S
Duration: 1 day per level
P.F. massimi P.F. curati/inflitti Casting Time: 4 rounds
Area of Effect: 1 creature
5 o meno 1d2 Saving Throw: Neg.
6-9 1d4
10-13 1d6 Priests of water only use this spell against those
14-17 1d8 that have truly angered them, for it actually
18-21 1d10 transforms good water into lifeless sand.
22-25 2d6 When cast on a victim who fails a save vs. magic
26-29 1d8+1d6 throw, the victim is unable to drink water for a
30-33 2d8 period of one week. When he puts a container to
34-37 1d10+1d8 his lips, the water inside turns to sand, usually
38-41 2d10 pouring down the unfortunate victim's throat. If
42-45 1d12+1d10 the victim hasn't died from dehydration when the
46-49 2d12 spell ends, he may begin to drink normally. of
50-53 1d20+1d6 course, everything that had turned to sand
54-57 1d20+1d8 remains sand.
58-61 1d20+1d10 A Dispel curse ends the spell prematurely.
62-65 1d20+2d6 Overloading the spell by completely immersing
66-69 1d20+1d8+1d6 the cursed person under water, also terminates
70-73 1d20+2d8 this spell.
74-77 1d20+1d10+1d8
78-81 2d20
82-85 1d20+1d12+1d10
86-89 1d20+2d12
90-93 2d20+1d6
94-97 2d20+1d8
98-101 2d20+1d10
102-105 2d20+2d6
106-109 2d20+1d8+1d6
110-113 2d20+2d8
114-117 2d20+1d10+1d8
118-121 3d20
122-125 2d20+1d12+1d10
Livello 4° 90 Livello 4°
Incantesimi clericali del quarto livello
Level: 4° Level: 4°
Manual: ToM Manual: DH
Sphere: Law Sphere: Animal
Range: 5 yards Range: Touch
Components: V, S Components: V, S, M
Duration: 1 round+2d4 rounds Duration: Instantaneous
Casting Time: 1 Casting Time: 1 turn
Area of Effect: One creature/two levels Area of Effect: 1 creature
Saving Throw: None Saving Throw: None
This spell must be cast on at least two creatures. Depending on how it is cast, Detect animal
The priest may affect one creature per two levels attacker gives the druid a visual image either of a
of his experience, and all creatures to be affected creature that injured an animal or of an animal
must be within three feet of each other at the that attacked any victim.
time of casting. After the spell is completed, While casting the spell upon any victim of an
affected characters may move about freely. attack by a natural animal (a victim whose body
Defensive harmony grants affected creatures a still bears the marks of claws, fangs, or other
defensive bonus by bestowing an enhanced natural weapons), the druid touches the victim's
coordination of their attacks and defenses. The wound. This brief touch gives the caster a
affected creatures must be involved in a single fleeting vision of the animal that caused the
battle so that their efforts harmonize to the injuries as it looked at the time of the attack.
benefit of all involved. For example, the affected Likewise, a druid casting the spell upon an
creatures can attack one dragon or a group of injured real world animal can touch its wound
orcs in a single area. They can also attack and receive a vision of the person, monster, or
additional enemy forces that arrive in the same animal that harmed it.
combat. If the enemy forces divide and flee, the Even if the caster receives a vision of an
affected creatures can follow, continue to attack, unfamiliar attacker, the character usually can get
and benefit from the spell. If the affected group an idea of ils size, primary attack method, and
is split into two smaller groups when attacked, alignment (the druid senses good, evil, or
however, it gains no benefit from Defensive neutrality.)
harmony. In addition, if the creature still lives and fails a
While the spell is in effect, each affected creature saving throw vs. spell, the caster senses its
gains a +1 bonus to armor class for every other current position, location, and direction of travel.
creature benefitting from the spell, to a Detect animal attacker works only within one
maximum bonus of +5 (although more than five hour per level of the caster after the victim
characters may be affected by the spell). Thus, if receives the injury in question. The spell is
four creatures are affected by Defensive effective regardless of whether the attack proved
harmony, each creature gains a +3 bonus to fatal.
armor class. The material component is the priest's holy
This bonus represents a mystical coordination of symbol.
effort on the part of all affected creatures. A
fighter will naturally wage his attack to distract
the troll attacking the thief. The ranger will DIMENSIONAL ANCHOR
instinctively block the swing of an orc, thereby (Alteration)
protecting the wizard. Creatures affected by the
spell are not consciously aware of these efforts, Level: 4°
and they are unable to create specific strategies Manual: S&M
and tactics. Sphere: Guardian
Range: 10 yds./level
Components: V, S
Duration: 1 turn + 1 rd./level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Livello 4° 91 Livello 4°
Incantesimi clericali del quarto livello
bodily extradimensional travel. Forms of within 5 feet of the priest. The location of the
movement barred by the Dimensional anchor “far side” of the gate always opens within 5 feet
include Blinking, Dimension door, Etherealness, of the place the priest desires. Thus, there is no
Gate, phasing, Plane shift, Maze, Shadow walk, chance of arriving at the wrong destination, as
Teleportation and similar spell–like or psionic with the wizard spell teleport.
abilities. The field persists for one turn plus one There is a risk involved in using Dimensional
round per caster level and has no effect other folding, however. Many philosophers believe that
than blocking extradimensional travel. The what we know as time is simply another
Dimensional anchor does not interfere with the dimension, and the behavior of this spell seems
movement of creatures in astral form, nor does it to support this thesis. Unless the priest is
block extradimensional perception or attack extremely familiar with the destination, there is a
forms such as a basilisk's gaze. significant chance that any creature passing
through a Dimensional folding gate will suffer
instantaneous aging. Theorists believe that this is
DIMENSIONAL FOLDING the same kind of “slippage” that can cause a
(Alteration) Teleporting wizard to land high or low, except
that in this case, the slippage is in the time
Level: 4° dimension.
Manual: ToM The chance of this instantaneous aging occurring
Sphere: Numbers depends on how familiar the priest is with the
Range: 5 feet destination. The table that follows outlines the
Components: V, S, M conditions and effects of aging:
Duration: 1 round
Casting Time: 1 round
Area of Effect: 10-foot circle Destination is aging % aging
Saving Throw: None
Very familiar* 2% 1 year
This spell allows the caster to selectively warp
Studied carefully 5% 1d2 years
the fabric of space, folding it into higher
Seen casually 10% 1d3 years
dimensions.
Viewed once 15% 1d6 years
This effect can be best explained through an
Never seen 25% 1d10 years
example. If an ant crawling along the west edge
of a map decided to travel to the east edge of the
* Use this row if the desired location is within
map, it would have to crawl the full width of the
view of the priest.
map. But if the map were folded in two so that
the east and west edges were touching, the ant
If the die roll indicates that aging occurs, every
would travel almost no distance at all. The ant's
creature that passes through the gate in either
world (the map) would have been folded through
direction suffers the aging effect. Multiple
the third dimension. The Dimensional folding
creatures passing through the gate in the same
spell does something similar with the three-
direction all age by the same amount determined
dimensional world: it folds it through a higher
by a single die roll. Although the chance of aging
dimension (the fourth), allowing instantaneous
is low and the potential amount of aging is
travel between two locales on the same plane of
minimal for familiar destinations, the effects can
existence.
add up and become significant over time.
Although this effect may seem similar to the
Although the word “destination” is used to refer
wizard spell Teleport, in practice, it is much
to the “far end” of the gate, the priest need not be
different. The Dimensional folding spell opens a
the one doing the traveling. For example, a priest
gate that allows instantaneous, bidirectional
may open the gate near a distant ally so he may
access to a distant locale on the same plane. This
travel instantaneously to join the priest.
gate is circular, of any size up to 10' in diameter,
The material component is a sheet of platinum
and remains in existence for up to 1 full round.
“tissue” worth at least 15 gp, which the priest
The caster and any other creatures can pass
folds intricately during the casting. The tissue is
through the gate in either direction while it
consumed when the gate closes.
remains open. Missile weapons and magic spells
can also pass through the gate.
The gate appears as a shimmering ring, glowing
with a faint light equivalent to starshine. Vision
through the gate is clear and unobstructed in both
directions, allowing the priest to “look before he
leaps.” However, anyone on the other side of the
gate is able to see the priest and his point of
origin.
The “near side” of the gate always appears
Livello 4° 92 Livello 4°
Incantesimi clericali del quarto livello
Livello 4° 93 Livello 4°
Incantesimi clericali del quarto livello
Livello 4° 94 Livello 4°
Incantesimi clericali del quarto livello
Livello 4° 95 Livello 4°
Incantesimi clericali del quarto livello
other priests of the same faith. These aides need * The caster must state a desired range
not memorize the spell (or even be capable of (temperature, wind strength, etc.) within the
casting it). Their duty is to provide the extra spell's normal limitations at the time it is cast.
hands and voices needed at specific points of the
casting. A large number of worshipers must also Once the spell is cast, the normal duration and
be present since the focus requires their energy. area of effect for that spell are ignored. The focus
Not surprisingly, the casting of this spell is often begins to increase these factors of the spell's
incorporated into important holy festivals or power. After one day, the amplified spell reaches
special occasions. its full area of effect. Thereafter, it remains over
The duration of the focus is one year. If the that area until the focus fails.
devotional energy falls below a minimum level, The area affected by the focus (and its amplified
the spell ends sooner. A focus requires the spell) depends on the level of the caster. The
devotional energy of at least 100 devout spell expands in a radius from the focus, 20 feet
worshipers. Lay monks (those dedicated to the per level of the caster, although it can
religion but not priests) count as two worshipers, deliberately be created smaller. Within that area
while priests (of any level) count as ten. A focus of effect, the amplified spell exerts its normal
could be maintained by a congregation of 100, a effect. A 13th-level priest could create a focus up
monastery of fifty, or a seminary of as few as 10 to 260 feet in diameter.
priests (or any combination of the above). The The material components are many, including
focus must receive this energy for at least 10 special vestments, incense, oils, waters, and other
hours out of every day. If these conditions are not equipment the DM deems appropriate. The cost
met, the focus weakens. The area of effect of the of these materials is never less than 1,000 gp plus
amplified spell decreases by 20% each day until 100 gp per level of spell being amplified. These
it fades away completely. items are given up as offerings to the deity
Once the focus is created, the priest or priests (perhaps to be distributed to the poor), and new
have 1 turn in which to cast the desired spell ones must be obtained each time the spell is cast.
upon the focus. A focus can amplify only one
spell, and each item, creature, or place can
receive only one focus. Spells that can be cast FORESTA ILLUSORIA ®
upon a focus are listed below: (Illusione/Visione)
Sfera: vegetale
Spell Type Possible focus Raggio d’azione: 80 m
Componenti: V, S
Durata: permanente
Anti-animal shell S/I/L
Tempo di lancio: 7
Anti-plant shell S/I/L
Area d’effetto: quadrato lato 12 m per liv.
Bless S/I
Tiro Salvezza: nessuno
Control temperature, 10' radius S*
Control winds S/I*
Quando viene fatto questo incantesimo, si crea
Cure disease I/L
una foresta immaginaria, che sembra
Cure blindness or deafness I/L
perfettamente naturale e non è per nulla diversa
Detect poison S/I
dalle foreste reali. I sacerdoti in simbiosi con i
Detect lie I
boschi (così come i loro abitanti, centauri, driadi,
Detect magic I
draghi verdi, ninfe, satiri e treant) si accorgono
Dispel evil S/I
del trucco; tutte le altre creature crederanno alla
Endure cold/endure heat S*
sua esistenza ed il movimento sarà rallentato di
Know alignment I/L
conseguenza. Toccare gli arbusti non servirà a
Negative plane protection S/I
svelare l’inganno né rovinerà l’incantesimo. La
Protection from evil S/I
foresta permane finché non viene eliminata con
Protection from lightning S
Dissolvi magie o con la forma inversa. L’area è
Protections from fire S
grosso modo rettangolare o quadrata e profonda
Purify food and drink I
almeno 12 m nella direzione scelta dal sacerdote,
Remove fear S/I/L
ma la foresta può essere anche più piccola,
Remove curse I
volendo. Uno dei suoi margini può essere fino a
Repel insects S/I
80 m di distanza dal sacerdote.
Resist fire/resist cold S
Speak with animals S/I/L
Tongues S/I
True seeing S
Livello 4° 96 Livello 4°
Incantesimi clericali del quarto livello
GENIUS HUNGER
(Divination) (Alteration)
Level: 4° Level: 4°
Manual: ToM Manual: DH
Sphere: Thought Sphere: Animal, Plant
Range: 0 Range: 10 yards
Components: V, S, M Components: V, S, M
Duration: Instantaneous Duration: 1 day/level of caster
Casting Time: 5 Casting Time: 7
Area of Effect: Caster Area of Effect: 1 person
Saving Throw: None Saving Throw: Neg.
This spell is similar to Idea, except that the Those affected by hunger no longer gain
priest's player can ask the DM one question sustenance from food. No matter how much they
about any event occurring at the moment. The eat, they still feel hungry. If the spell did not end,
question must be somehow related to evaluation victims eventually would starve, visibly wasting
of the current situation, such as “What are these away.
monsters?” Speculation about the future, such as After one day under the spell's effect, victims'
“What's on the other side of the door?” is not concentration suffers (due to their preoccupation
permitted. with their constant hungry feeling), causing them
As with Idea, the DM must be careful in to suffer a -2 penalty to all ability and
adjudicating this spell. The answer to the proficiency checks. On the eighth day wilhout
question should always be relevant and correct, food, victims who have been maintaining normal
although not necessarily complete, and should aclivity levels lose 1 Strength point; on the ninth
not be unbalancing to the situation. The answer day, they lose 1 Constitution point. This
can also be cryptic, in the form of a riddle or alternating pattern continues until one of the
rhyme, depending on the DM's assessment of the character's ability scores falls to 3; at this point,
Livello 4° 97 Livello 4°
Incantesimi clericali del quarto livello
Livello 4° 98 Livello 4°
Incantesimi clericali del quarto livello
beneath the earth as the spell is cast, and can be some mind altering ailment.. Normal
dug up and reused anytime thereafter. healing spells kill the bugs, so does shaving
The spellcaster has no control over what kind of the heal and scrubbing the scalp.
parasites are summoned.
It takes about 1 day before infestation sets in. Material component: a personal item of the
Roll on the table provided below to determine pa target.
rasitical type.
Nota: questo incantesimo è specifico dei deserti
1d6 Effects di Athas. Il DM può consentire al chierico di
usarlo solo in aree desertiche, e non ovunque.
1 Ear Mites: these microscopic creatures will
cause permanent deafness in 7-12 days
(1d6+6); INSETTO GIGANTE ®
2 Eye Mites: eye mites cause permanent (Alterazione)
blindness in 7-12 days (1d6+6).
3 Desert Lice: desert lice cause their host to Livello: 4°
feel generally unhealthy, and any saving Manuale: PH italiano
throws made vs. disease or poisons are at Sfera: animale
-2. The lice may be removed by smothering Raggio d’azione: 20 m
affected areas in oil or non-porous salves, Componenti: V, S, M
or by magic. Durata: speciale
4 Skin Worms: these are the most dreaded Tempo di lancio: 7
parasitic organisms in all the wastes of Area d’effetto: da 1 a 6 insetti
Athas. They live off of flesh and secrete a Tiro Salvezza: nessuno
toxic waste that slowly poison their hosts.
Every day after the third day of infection, a Il sacerdote ingrandisce uno o più insetti, fino a
saving throw vs. poison must be made. If it farli diventare simili agli insetti giganti del
fails, death results in no more than 24 Manuale dei mostri. Si può alterare un solo tipo
hours. Cure light wounds does not affect d’insetto per volta (è impossibile ingigantire una
skin worms, but slow poison allows the formica e una mosca contemporaneamente); tutti
victim to make a save for the day the spell dovranno avere le stesse dimensioni finali.
was cast. All other cure spells, and Il numero degli insetti e le dimensioni cui essi
neutralize poison, kill the parasites. A possono arrivare dipendono dal livello del
person always knows that he has skin sacerdote:
worms, the tell-tale sores mark his flesh and
cause constant itching and pain. Liv. sacerdote D.V. insetto Massimo D.V.
5 Sand Fleas: while these tiny creatures aren't
deadly, they are a source of constant itching Dal 7° al 9° 3 9
and discomfort. Anyone infected by sand Dal 10° al 12° 4 12
fleas will cease to heal at the normal 1 hit 13° o più 5 15
point a day rate, due to misey and
discomfort. The victim becomes cranky and Ad esempio, un sacerdote dell’8° livello
irritable, resulting in a -3 on all reaction potrebbe far crescere tre insetti fino a 3 D.V.,
rolls. Sand fleas notoriously leap from host quattro fino a due oppure nove fino ad un D.V..
to host, almost like a contagious disease. Gli insetti volanti da 3 o più D.V. possono essere
Anyone traveling with the victim should cavalcati da un uomo (possono reggere 36 Kg
roll a save vs. breath weapons every day. per D.V.).
Failure indicates infestation. Se, per qualsiasi motivo, il sacerdote viene
6 Mind Worms: the Athasian mind worm is interrotto mentre sta facendo l’incantesimo, o se
one of the strangest insect creatures on any gli insetti sono già sotto l’effetto di una magia
world. These tiny vermin infest a victim's (compresa questa), gli insetti muoiono e
hair and secrete a drug that excites certain l’incantesimo è perduto. Il DM decide quanti
portions of the brain, causing insetti di un certo tipo sono disponibili; questo è,
hallucinations, delirium and hysteria. The di solito, il limite principale.
host is always confused, as if by a Se l’insetto creato con l’incantesimo corrisponde
Feeblemind spell, and often sees terrifying alla descrizione di un mostro già esistente, si usa
illusions of things crawling over him or quella. Se non ce n’è una adatta, l’insetto gigante
lurking just beyond the next sand dune. The ha C.A. compresa tra 8 e 4, un attacco ed infligge
worms’ effects grow in time, so the first few ld4 ferite per D.V.
hallucinations are mild and probably Esempio: un sacerdote del 14° livello ingrandisce
undetectable by the victim's companions. uno scarafaggio (c’è solo quello) a 6 D.V. Il DM
Eventually, his condition deteriorates, and it decide che esso ha C.A. 5 e fa 6d4 ferite con il
becomes obvious that he is suffering from morso.
Livello 4° 99 Livello 4°
Incantesimi clericali del quarto livello
L’incantesimo funziona solo con gli insetti, non The material component is a miniature golden
con aracnidi crostacei ed altre creature consimili. balance (i.e., similar to the scales of justice).
Gli insetti giganti non attaccano il sacerdote, che
impartirà loro semplici ordini (“attacca”,
“difenditi”, “sorveglia” eccetera). Non si può JOIN WITH ASTRAL TRAVELER
comandare di attaccare una determinata creatura (Alteration)
o di stare attenti ad una certa circostanza: si tratta
di concetti troppo complicati. Gli insetti si Level: 4°
scagliano contro il primo bersaglio che capita a Manual: ToM
tiro, a meno che il sacerdote non lo vieti Sphere: Astral
esplicitamente. Range: 0
Il contrario, RIMPICCIOLIRE L’INSETTO, Components: V, S
riporta la bestia alle sue normali dimensioni. Si Duration: Special
sottrae dal numero di D.V. la parte dovuta Casting Time: 1 turn
all’incantesimo: se arriva a 0 D.V., l’insetto è Area of Effect: The caster
stato rimpicciolito. Saving Throw: None
Ogni riduzione parziale non conta: o l’animale si
rimpicciolisce o resta gigante. Ad esempio, un When a priest casts the 7th-level Astral spell, he
sacerdote del 9° livello attaccato dalle formiche leaves his physical body in suspended animation
giganti potrebbe ridurre tre formiche guerriere o while his astral body travels. By touching the
quattro operaie a dimensioni ordinarie senza T.S.. comatose body and casting Join with astral
L’incantesimo non funziona con creature traveler, a priest can cause his own astral body to
insettiformi dotate di intelligenza. leave his physical body in suspended animation.
Per entrambe le versioni basta avere il simbolo His astral body then travels along the silver cord
sacro. of the originally projected priest. The caster joins
the projected priest as if he were part of the
original casting of the Astral spell; i.e., his own
INVERTED ETHICS silver cord is connected to the priest's silver cord,
(Enchantment/Charm) and he is dependent upon the originally projected
priest.
Level: 4° A priest who casts the 7th-level Astral spell can
Manual: ToM project as many as seven other creatures along
Sphere: Chaos with himself. However, priests casting Join with
Range: 120 yards astral traveler are an exception to this limit. Any
Components: V, S, M number of priests may join another priest in the
Duration: 1 turn Astral plane by use of this spell.
Casting Time: 1
Area of Effect: Special
Saving Throw: Neg. KNURL
(Alteration)
This spell reverses the ethics of a person or
group of people. While under the influence of Level: 4°
this spell, a creature behaves in a manner Manual: DH
opposite to the way he normally would behave. Sphere: Plant
Thus, a shopkeeper influenced by inverted ethics Range: 5 yards/level of caster
will think it perfectly normal for someone to pick Components: V, S, M
up an item from his shop and walk out the door Duration: 1 turn/level of caster
without paying for it. If someone tried to pay for Casting Time: 7
an item, he would be insulted. If the spell is cast Area of Effect: 1 person
on a shopper in a store, he would find it natural Saving Throw: Neg.
to steal the item, thinking that he is behaving in a
proper way. If the spell is cast on a professed Casting a Knurl spell transforms a creature's arm
thief, he will no longer steal, choosing to pay for into a tree branch of the same thickness, covered
his goods instead. wilh bark and twigs. The new limb possesses
Inverted ethics does not cause a creature to neither elbow nor wrist joints, not even a hand.
actively commit evil deeds (or good deeds). The "arm" remains attached to the shoulder. The
Thus, an affected creature will not go on a spell's recipient can use it as a club but not to
shoplifting rampage; he will steal only as the manipulate tools, weapons, or spell components.
opportunity presents itself. The caster chooses which of the recipient's arms
The spell affects one character per level of the to affect. A character could use multiple Knurl
caster within a 20' radius. Each target of the spell spells to transform both arms of a humanoid. The
is allowed a saving throw vs. spell to avoid the arm is treated for all purposes as a tree branch: It
effect. becomes subject to fire, wood-altering spells, and
tree diseases. Dispel magic ends the spell's Area d’effetto: la creatura toccata
effects. Tiro Salvezza: nessuno
The material component is a small twig.
La creatura toccata può muoversi ed attaccare
normalmente per tutta la durata dell’incantesimo,
LEADERSHIP ® anche se è sotto l’effetto di magie che
(Enchantment/Charm, Alteration) impediscono i movimenti (come Ragnatela o
Rallentare) o se si trova sott’acqua. Annulla e
Level: 4° previene le conseguenze di incantesimi di Blocco
Manual: ToM e paralisi. Sott’acqua, il beneficiario va alla
Sphere: War stessa velocità che ha sulla terraferma ed infligge
Range: Special tutte le ferite che causa normalmente, anche con
Components: V, S, M armi da taglio, quali asce e spade, oppure
Duration: Special contundenti, come corregge, martelli e mazze,
Casting Time: Special purché l’arma sia tenuta in mano anziché
Area of Effect: One creature scagliata. L’incantesimo non permette di
Saving Throw: None respirare sott’acqua; occorre la magia apposita.
Componente materiale: una fascia di cuoio legata
This spell can be cast in one of two variations. attorno al braccio o qualcosa di simile, che si
The first, appropriate for battlefield use, has a disintegra alla fine dell’incantesimo.
range of 240 yards, duration of 1d4+6 turns, and
a casting time of 1 turn. The priest can cast the
spell on any single individual (a commander or LINGUE ®
hero) within his line of sight. (Alterazione)
While under the influence of this spell, the
subject's command radius is increased by 50% Livello: 4°
(round fractions up). Manuale: PH italiano
The reverse of this variation, DOUBT, requires Sfera: divinazione
the target to make a saving throw vs. spell. If Raggio d’azione: 0
failed, Doubt halves the command radius (round Componenti: V, S
fractions down) of the targeted individual for Durata: 1 turno
1d3+4 turns. Tempo di lancio: 7
The material component for this variation is a Area d’effetto: il sacerdote
pinch of steel dust. Tiro Salvezza: nessuno
The second variation must take place in or within
100' of a place of worship officially dedicated to L’incantesimo consente al sacerdote di capire e
the casting priest's deity. Both the priest and the parlare altre lingue nazionali o dialetti locali.
individual to be affected must be present. The Non gli permette di parlare con gli animali o
casting time is 5 turns and involves an intricate creature non intelligenti.
ritual and many prayers. At the conclusion of the Il sacerdote sceglie la/le linguale da apprendere
spell, the subject's command radius is doubled. prima di fare l’incantesimo; poi sarà in grado di
This effect lasts 2d12 hours. parlarla/e con accento perfetto. Sarà compreso da
The priest can cast either aspect (but not both at tutte le creature di quel tipo che sono a portata
once) on himself. No individual can be the dell’udito (di solito 18 m). La magia non
subject of more than one casting of this spell at conferisce alcun genere di predisposizione nei
one time, whether different aspects or cast by suoi confronti. Il sacerdote parla una lingua in
different priests. If more than one spell is più ogni tre livelli di esperienza. La forma
attempted on the individual, only the most recent invertita cancella gli effetti dell’incantesimo o
casting takes effect. confonde le comunicazioni verbali entro l’area
The material component for the second variation d’effetto.
is the priest's holy symbol.
LUNGS OF WATER
LIBERTÀ D’AZIONE (Conjuration)
(Scongiurazione, Incantamento )
Level: 4°
Livello: 4° Manual: PD
Manuale: PH italiano Sphere: Elemental (water)
Sfera: charme Range: 20 yards
Raggio d’azione: tocco Components: V, S, M
Componenti: V, S, M Duration: Time of concentration
Durata: 1 turno per livello Casting Time: 4 rounds
Tempo di lancio: 7 Area of Effect: 1 creature
spells. NEEDLESTORM
– Allow the subject to recall with perfect clarity (Alteration)
an event he actually experienced. For instance,
he could recall every word from a five-minute Level: 4°
conversation or every detail from a passage in a Manual: DH
book. Sphere: Plant
– Change the details of an event the subject Range: 60 yards
actually experienced. Components: V, S, M
– Implant a memory of an event the subject Duration: Instantaneous
never experienced. Casting Time: 7
Casting the spell takes one round. If the subject Area of Effect: 1 tree or plant
fails to save vs. spell, the caster proceeds with Saving Throw: 1/2
the spell by spending up to five minutes
visualizing the memory he wishes to modify in A favorite of cold-forest and desert druids,
the subject. If the caster's concentration is Needlestorm causes the spines on any pine tree
disturbed before the visualization is complete, or similar needle-bearing plant to spray out in a
the spell is lost. deadly barrage. The shower of needles has a
Modified memory will not necessarily affect the radius of approximately 1 foot for every 2 feet of
subject's actions, particularly if they contradict the subject plant's height.
his natural inclinations. An illogical Modified Everyone within this area suffers one attack,
memory, such as the subject recalling how much which inflicts ld12 points of damage for every
he enjoyed drinking poison, will be dismissed by three full levels the caster has achieved. Thus, a
the subject as a bad dream or a memory muddied spruce tree enchanted by a 7th-level character
by too much wine. More useful applications of attacks with a THAC0 of 16 and inflicis 2d12
Modified memory include implanting memories points of damage.
of friendly encounters with the caster (inclining The material component is a spine from a
the subject to act favorably toward the caster), needle-bearing tree or plant.
changing the details of orders given to the
subject by a superior, or causing the subject to
forget that the caster cheated him in a card game. NEUTRALIZZARE VELENI ®
The DM reserves the right to decide whether a (Negromanzia)
Modified memory is too nonsensical to
significantly affect the subject. Livello: 4°
Manuale: PH italiano
Sfera: guarigione
Raggio d’azione: tocco
Componenti: V, S
Durata: permanente
Tempo di lancio: 7
Area d’effetto: la creatura toccata o 28 dm³
di materiale ogni due livelli
Tiro Salvezza: nessuno
PROBABILITY CONTROL
(Alteration) Level: 4°
Manual: DK
Level: 4° Sphere: Weather
Manual: ToM Range: Touch
Sphere: Numbers Components: V, S, M
Range: 30 yards Duration: l hour/level
Components: V, S, M Casting Time: 7
Duration: Special Area of Effect: Creature touched
Casting Time: 4 Saving Throw: Neg.
Area of Effect: One creature
Saving Throw: Neg. When this spell is cast, it creates a magical
barrier around the recipient at a distance of one
This spell allows the priest to increase or foot. The barrier moves with the recipient, who
decrease by a small margin the probability of completely ignores natural (not magical) weather
success for one action. This action can be effects. Driving rain, wind, or driven sand do not
anything that requires a die roll–an attack, a impede progress. Incredible heat does not affect
saving throw, an attempt to use thieving skills, an water intake or dehydration. Natural lightning
ability check, or even an attempt to successfully cannot affect him.
Teleport on target. The action must be something Normal light and darkness are not considered
performed by a single creature. weather effects for this spell. The after-effects of
The basic modification is 15% (15 on 1d100 or 3 weather—flood waters, muddy ground, or drifted
on 1d20), plus an additional 5% per five levels of sand, for instance—impede progress normally.
the caster. This modification can be either The recipient receives a saving throw bonus of
positive or negative, as deemed by the +6 to magically created weather effects such as
spellcaster. Thus, a 10th-level priest can modify a Lightning bolt, Wind wall, Cone of cold, Chain
subject's saving throw or attack roll by +5 or -5, lightning, Incendiary cloud, Call lightning, and
or a thief's “climb walls” roll by +25% or -25%. Sunray, and a normal saving throw against
The priest may cast this spell on himself. magical weather spells that are normally listed as
For a noncombat action such as an attempt to having none, such as Wall of fog, Fog cloud,
climb a wall, the priest simply casts the spell on Gust of wind, Ice storm, Solid fog, Death fog,
the subject immediately before the action is Control temperature, 10' radius, Control
attempted, informing the DM whether the weather, Weather summoning, and Control
modification is positive or negative. To use this winds. The recipient can save vs. spells against a
spell in combat, the priest must specify the action Dust devil, success inlicating it cannot attack
to be affected (e.g., the target's next attack roll) him. As a side effect, spells such as Whispering
and whether the modification will be positive or wind anl Wind walk cannot be cast or received by
negative. The spell remains in effect until the the recipient of this spell.
subject attempts the specified action or until a The reverse of this spell, INTENSIFICATION
number of rounds equal to the caster's level OF WEATHER, subjects the victim to effects
passes. If the latter occurs, the spell ends without more severe than the actual weather would
effect. inflict. Driving wind or rain drastically slows the
Once the spell is cast, the priest does not need to victim. Natural lightning does double damage. A
maintain any level of concentration; the spell victim in the heat requires double the normal
will function even if the casting priest is killed ration of water to avoid dehydration. The victim
before the spell takes effect. loses any possible save against magical weather
The subject of the spell has no way of knowing spells, anl those causing damage all one hit point
whether any modification made by this spell is per die inflicted. The victim gets a save to avoid
positive or negative (or even whether he was the the effects of this spell.
subject of the spell at all). Thus, a lying priest The material components for this spell are a
could claim to raise a thief's chance of climbing small paper umbrella (or, for its reverse, a minute
the wall, while actually lowering it. The thief lightning rod).
would be none the wiser. However, an unwilling
subject of this spell receives a normal saving
throw to negate its effect.
The material components are a small cube of a
thickened sugar-and-milk mixture and a cubic
die of matching size. Both are consumed in the
casting.
priest gain a +2 bonus to attack rolls and saving RETURN TO THE EARTH
throws, or a +3 bonus if they are of the same (Necromany)
faith (not just alignment) as the caster. Enemies
suffer a –2 penalty to attack rolls and saving Level: 4°
throws. After the Recitattion, the priest is free to Manual: PD
take further actions during the spell's duration as Sphere: Necromancy
he sees fit; he need not concentrate to maintain Range: 0
the spell. As a result, it is possible for the priest Components: V, M
to cast a Prayer spell, which increases the Duration: 1 round per level
bonuses and penalities provided to +3 and –3 Casting Time: 3 rounds
respectively. If another priest is using Chant at Area of Effect: 3 inch radius per level
the same time, then the bonuses and penalities Saving Throw: None
given by it are also allowed to add to the total.
The material spell component is the priest's holy This spell turns a dead body into dust. Corpses
symbol and a copy of whatever text or scroll he inhabited by spirits, such as wights or liches, are
holds sacred. Neither are consumed by the spell. allowed a save, but zombies, skeletons, and other
undead are not. Once cast, bits of the undead
begin to crumble and fall to the ground,
RESPINGERE GLI INSETTI completely destroying it in 3 rounds. To
(Scongiurazione, Alterazione) represent their deterioration, undead suffer a
cumulative -1 to attack, each round after the spell
Livello: 4° has token affect.
Manuale: PH italiano The undead must actually have a physical form,
Sfera: animale, protezione ghosts would not be subject to this spell.
Raggio d’azione: 0
Componenti: V, S, M
Durata: 1 turno per livello SAND WARRIORS
Tempo di lancio: 1 round (Conjuration/Enchantment)
Area d’effetto: raggio di 3 m
Tiro Salvezza: nessuno Level: 4°
Manual: PD
Il sacerdote crea una barriera invisibile che ferma Sphere: Elemental (earth)
tutti i tipi di insetti, che non gli si avvicinano a Range: 30 yards
meno di 3 m. Vengono respinti anche gli insetti Components: S, M
giganti con un numero di D.V. inferiore ad 1/3 Duration: 1 round per level
del livello del sacerdote (cioè quelli con 2 D.V. Casting Time: 1 round
per sacerdoti dal 7° al 9° livello, quelli con 3 per Area of Effect: Special
sacerdoti dal 10° al 12° livello, ecc.). Gli insetti Saving Throw: None
con maggior numero di D.V. possono entrare
nell’area protetta se sono particolarmente The conjurer can summon ld4 warriors from
aggressivi e superano un T.S. contro incantesimi; beneath the sand to fight in his stead. The
subiscono, in ogni caso, ld6 ferite nel passaggio. warriors are completely loyal and cannot be
L’incantesimo non ha alcun effetto su aracnidi, controlled or stolen, although they can be
miriapodi e creature analoghe; riguarda banished by Dispel magic. They have an armor
esclusivamente gli insetti. class of 5, 2 Hit Dice, and wield terrible swords
La componente materiale è data da uno di questi of compressed, fine sand that cause 1d10 points
ingredienti: alcuni fiori di calendula triturati, un of damage whenever they hit. THAC0 is 18, and
porro tritato, sette foglie di ortica schiacciate o movement is 150 feet. The Sand warriors take
un grumo di resina di un albero di canfora. double damage from water based attacks. To use
this spell, a cup of water poured onto the sand
where the warriors are to rise.
Material component: a cup of water.
Livello: 4° Level: 4°
Manuale: PH italiano Manual: PD
Sfera: divinazione Sphere: Combat
Raggio d’azione: 10 m Range: 0
Componenti: V, S, M Components: S, M
Durata: 1 round per livello Duration: Special
Tempo di lancio: 2 ore Casting Time: 5 rounds
Area d’effetto: speciale Area of Effect: 1 weapon per level
Tiro Salvezza: nessuno Saving Throw: None
Il sacerdote trasforma un piccolo specchio The caster wraps a cloth around a stone no more
d’acqua naturale in uno strumento di than 2 feet in diameter, and soaks it with oil. He
divinazione. Il diametro della pozza non può sets the cloth on fire and allows it to burn until it
superare 60 cm per ogni livello del sacerdote. disintegrates. Once this is done, any sword or
L’effetto è simile a quello di una Sfera di edged weapon struck against the rock have its
cristallo; la divinazione si estende solo ai piani edge perfectly sharpen and oiled, giving it a +3
confinanti con il Primo Materiale, quelli interni damage to the next target it hits, +2 to the
(compresi quelli dei para-elementi, il piano delle second, and +1 to the third. There are no special
Ombre, ecc.). Nel MDM, oltre alla descrizione effects after the third blow has been struck. The
della Sfera di cristallo, trovi le note generali sul stone will sharpen as many weapons as the level
tipo di esame, sul fatto che la vittima se ne of the caster. It works on metal, obsidian, and
accorga o meno e sulle conseguenze in caso di bone.
tentativi rivolti ad altri piani.
Attraverso lo specchio d’acqua si possono
lanciare gli incantesimi seguenti, con probabilità SUSPENDED ANIMATION
di funzionare del 5% per ogni livello del (Necromancy)
sacerdote: Individuazione del magico,
Individuare trappole, Individuazione del veleno. Level: 4°
Ogni ulteriore tentativo di individuazione Manual: S&M
richiede un round di concentrazione, a Sphere: Necromantic
prescindere dalla riuscita. L’infravisione, se c’è, Range: Touch
agisce normalmente anche attraverso lo specchio Components: V, S, M
d’acqua. Duration: Special
L’immagine è quasi sempre annebbiata ed Casting Time: 4
impedisce di leggere qualsiasi scritta. Area of Effect: Creature touched
Componente materiale: olio estratto da nocciole Saving Throw: None
e noci, raffinato e versato da tre misurini, goccia
a goccia, sulla superficie (ogni misurino non By using this spell, the caster can place one
deve contenere più di 28 g. d’olio). willing subject in a state of Suspended
Il DM può stabilire che l’incantesimo si possa animation. The victim's breathing, heartbeat, and
fare una sola volta al giorno. other vital processes slow to the point of
nonexistence, although he or she seems to be
deeply asleep, not dead. A caster of 7th to 10th
level can maintain the Suspended animation for
up to one week plus one day per level; a caster of
11th to 15th level can maintain the state for up to
one month plus one week per level; and a caster
of 16th level or higher can place someone in
Suspended animation for one year plus one
month per level.
This spell has many useful applications. First, all
bodily or mental afflictions become quiescent
during the victim's slumber. Poison, insanity, and
many curses (lycanthropy, geas, and mummy rot
included) can be arrested, if not cured, and have
no effect on the subject while he sleeps. Of
course, if the spell is broken prematurely, all the
conditions that were halted by the spell will start
once again. Second, the subject requires no food
or water, but he still needs air and dies if
an opponent. Failing a save results in 1d4 points The material component is small balloon that the
of damage, added to the armor class of the priest inflates upon casting. This balloon is
victim. consumed in the casting.
To escape the bonds, a character must make a
saving throw vs. spells at -4. This is an attempt to
escape, and the victim takes another 1d4+AC for TREE STEED
every attempt, whether or not he is successful. (Alteration, Enchantment/Charm)
Level: 4°
THOUGHT BROADCAST Manual: ToM
(Alteration) Sphere: Travelers
Range: 10 yards
Level: 4° Components: V, S, M
Manual: ToM Duration: 1 hour/level
Sphere: Thought Casting Time: 4
Range: 30 yards Area of Effect: One log or plank
Components: V, S, M Saving Throw: None
Duration: 1 turn+3 rounds/level
Casting Time: 5 This spell enchants a log, plank, or similar piece
Area of Effect: One creature of wood to become a temporary steed. The log or
Saving Throw: Neg. plank must be at least one foot wide, three inches
thick, and three to ten feet long. Any type of
This spell turns the subject into a “thought wood is suitable.
broadcaster.” For the duration of the spell, When the spell is cast, the log sprouts four
everyone within 30 yards of the subject senses wooden, horselike legs. The Tree steed may be
the subject's thoughts, making it impossible for ridden like a normal horse and may be used to
him to lie, keep secrets, conceal motives, etc. carry equipment. The Tree steed can carry up to
The subject is not automatically aware that his 600 pounds of riders and gear before breaking. If
thoughts are being sensed. Everyone who senses the Tree steed breaks under the weight of the
these thoughts, on the other hand, knows their riders or gear, the enchantment instantly ends and
source. the Tree steed again becomes a normal (although
This spell causes the broadcast of only surface broken) log or plank.
thoughts and motivations, not memories. There is The Tree steed obeys all of the caster's verbal
no need for a common language between commands to move, slow, speed up, stop, and
broadcaster and receivers; for this purpose, turn. It has a movement rate of 12 on land. It can
thoughts are considered to be symbolic, not move in the water (Sw 6), floating on the surface
dependent on language. The detail level of the and paddling with its legs. The Tree steed must
thoughts is insufficient for others to learn remain within 10 yards of the caster in order to
specific skills from the subject. Thus, if the move; if the distance between the Tree steed and
subject casts a spell, everyone within range the caster exceeds 10 yards, the Tree steed stops
knows what spell is being cast before it takes until the caster is again within range.
effect, but no one learns any knowledge about The Tree steed will not fight for the caster and is
how the spell is cast. incapable of any action other than movement.
If the broadcaster is invisible or hiding in The Tree steed does not become fatigued and
shadows, the broadcast functions normally, and does not eat. It has all the vulnerabilities of
all receivers are aware that someone is in the normal wood, including fire, and can be
vicinity whom they cannot see. While receivers damaged by both magical and physical attacks. It
cannot pinpoint the broadcaster's location, the has AC 8 and 20 hit points.
broadcaster's thoughts will inevitably reveal his The material components are a log or plank of
general position (“Oh no, he's looking right at suitable size and a horseshoe.
me,” etc.). A character hiding in shadows will be
automatically detected, while attacks against an
invisible broadcaster suffer a -2 penalty, rather
than the normal -4. This spell totally negates the
chance of surprise by the broadcaster.
The subject must have an Intelligence score of 1
or more to become a broadcaster, and must have
a “normal” mind as understood by PCs.
Thoughts that are broadcast can be received only
by individuals with Intelligence scores of 3 or
better. An unwilling subject receives a normal
saving throw vs. spell to avoid the effects. A
willing subject can waive this saving throw.
Level: 5° Level: 5°
Manual: ToM Manual: S&M
Sphere: Time Sphere: Elemental (Fire)
Range: 10 yards Range: 120 yds.
Components: V, S, M Duration: 1 rd./level
Duration: Permanent Area of Effect: 1–ft. diameter/level
Casting Time: 1 round Components: V, S
Area of Effect: 1 cubic foot/level Casting Time: 8
Saving Throw: None Saving Throw: None
With this spell, the caster can cause an amount of While using this spell, the priest can command a
nonliving, nonmagical matter to age flame to leave its scurce of fuel and move at his
dramatically. Matter can be aged up to 20 years direction. The flame is magically preserved at the
per level of the caster. The following table gives intensity it possessed when animated and does
typical results of 100 years of aging for various not weaken or fail even if it has nothing to burn.
objects, arranged in order of descending severity: The priest can affect any natural fire within
range, but magical fires (including breath
weapons) can only be animated and controlled
Object Result of aging on a roll of 11 or higher on a d20, –1 per level or
Hit Dice difference between the caster and the
creature or spellcaster who created the flame in
Diamond none
question. For example, a 9th–level priest can
Silver becomes tarnished
animate a poming sphere cast by a 4th level
Masonry cracks and weakens
wizard on a roll of 6 or better on ld20. In order to
Iron rusts and corrodes
animate instantaneous effects such as a red
Parchment cracks, turns brittle
dragon's breath or a Fireball, the priest must beat
Wood rots, crumbles, turns to
his opponent's initiative in the round he casts this
sawdust
spell and succeed in his attempt to take control of
the flame.
The caster controls the extent of the aging; thus,
Under the priest's direction, an animated flame
he could age a book so its pages become
can move at a rate of 12, although it cannot cross
yellowed and brittle but stop short of causing the
water or wet or muddy ground. If the priest
book to crumble to dust. As a guideline, each
directs the flame to leave the spell's range, the
additional 100 years of aging causes an
spell ends and the flame stops and burns
increasingly severe reaction. Thus, after 200
whatever it may be resting on. Animate flame can
years, parchment might become little more than
be a very effective weapon; the fire attacks with
powder, while iron might begin to flake away at
a THAC0 of 10 and may be able to strike several
a touch.
creatures in the same round, depending on its
Many items (especially gems) show little
size. It inflicts damage as shown below:
reaction to age. The DM must adjudicate all
effects.
– Torch or lantern: diameter less than 1 ft., 1
The material components are a flask of seawater
target, 1d3 damage;
and a piece of coal.
– Small campfire: diam. 1-2 ft., 1 target, 1d4
The reverse of this spell, YOUTHFUL
damage;
OBJECT, returns an object ravaged by the
– Large campfire: diam. 3-5 ft., 2 targets, 1d6
effects of time to its original condition; thus,
damage;
rusty iron becomes strong and shiny, crumbled
– Bonfire: diam. 6-10 ft., 4 targets, 2d6 damage;
masonry becomes firm, and rotten wood
– Conflagration: diam. 11-20 ft., 8 targets, 3d6
becomes solid. The age of matter can be reduced
damage;
by 20 years per level of the caster.
– Inferno: diam. 21 ft. or more, 20 targets, 5d6
The material components for Youthful object are
damage.
a piece of eggshell and a hair from the head of a
human or humanoid infant.
Creatures actually caught within the fire's
diameter are automatically hit (without an attack
roll) for the listed damage. Very hot or unusually
cold fires may inflict damage (at the DM's
discretion) as if they were one category larger or
smaller. In addition to attacking the caster's
enemies, the fire will naturally cause any
combustibles it comes into contact with to burn,
as well; an animated fire can easily torch a small Giallo: nemici di origine vegetale (compresi
town, given a few rounds to move from building fungoidi, treant ecc.);
to building. Verde: creature acquatiche, elementali
The animated flame can be dispelled normally. It dell’acqua;
can also be defeated by contact with a significant Azzurro: creature aeree e basate sull’elettricità,
volume of water, ice, cold, or earth or dirt, just as elementali dell’aria;
a normal fire can be drowned or smothered. Indaco: creature che usano il veleno o l’acido;
The priest can affect a single fire of up to 1 foot Violetto: creature metalliche o che si rigenerano.
in diameter per level of experience; if a natural
fire is too large for him to animate, he can Quando l’arco viene teso, appare come per magia
animate a smaller portion of it and command the una freccia del colore prescelto, pronta ad essere
portion he controls. Magical fires cannot be scoccata. Se non si sceglie alcun colore, o se ne
divided in this way, so it requires a very high– vorrebbe uno che è già stato utilizzato, appare la
level priest to deflect the breath weapon of a red freccia successiva (nell’ordine di cui sopra).
dragon!
– Ponte: si forma un ponte iridescente largo 90
cm per ogni livello del sacerdote, che può essere
ARCOBALENO lungo da 6 a 120 m. come vuole il suo creatore.
(Evocazione, Alterazione) Rimane finché lo vuole il sacerdote o finché dura
l’incantesimo.
Livello: 5°
Manuale: PH italiano Componenti materiali: simbolo sacro ed una
Sfera: tempo atmosferico, sole boccetta di acquasanta. Se non ci sono arcobaleni
Raggio d’azione: 120 m nei paraggi, il sacerdote può usare in sostituzione
Componenti: V, S, M un diamante di valore non inferiore alle 1.000
Durata: 1 round per livello mo, preparato con gli incantesimi Preghiera e
Tempo di lancio: 7 Benedizione in presenza di un arcobaleno. Non
Area d’effetto: speciale appena è stato lanciato l’incantesimo, l’acqua
Tiro Salvezza: nessuno santa e il diamante spariscono.
BARRIERA ANTI-VEGETALI
(Scongiurazione)
Livello: 5°
Manuale: PH italiano
Sfera: vegetale, protezione
Raggio d’azione: 0
Componenti: V, S
Durata: 1 turno per livello
Tempo di lancio: 8
Area d’effetto: emisfero con diam. 4,5 m
Tiro Salvezza: nessuno
BARRIER OF RETENTION
(Abjuration)
Level: 5°
Manual: ToM
Sphere: Wards
Range: Special
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 10'-cube/level
Saving Throw: Neg.
Champion's strength spell at one time. Clear path has no effect on rivers, lakes, or other
Contributors can aid only one champion at one bodies of water, nor does it affect quicksand,
time. lava, or similar natural obstacles. It also has no
The material component is a chain of five gold effect on magically-created terrain or manmade
links worth at least 1,000 gp. barricades.
A priest using the Clear path spell can be tracked
easily. Tracking proficiency is not required.
CHAOTIC COMMANDS The material components are a knife blade and a
(Enchantment/Charm) straw from a broom.
The reverse, CLUTTER PATH, causes weeds,
Level: 5° small stones, and similar debris to litter a 10-foot
Manual: ToM path extending 10 feet behind the caster. This
Sphere: Chaos hides a trail, making tracking more difficult. The
Range: Touch caster can create a continuous path for the
Components: V, S, M duration of the spell. The chance to successfully
Duration: 1 turn/level track on a cluttered path is reduced by 50%.
Casting Time: 3 The material components are a handful of
Area of Effect: One creature pebbles and a handful of weeds.
Saving Throw: Special
CLOUDSCAPE COMUNICAZIONE
(Alteration) (Divinazione)
Level: 5° Livello: 5°
Manual: DH Manuale: PH italiano
Sphere: Weather Sfera: divinazione
Range: 120 yards Raggio d’azione: 0
Components: V, S Componenti: V, S, M
Duration: 3 turns/level of caster Durata: speciale
Casting Time: 8 Tempo di lancio: 1 turno
Area of Effect: 1,000 cubic feet/level Area d’effetto: speciale
Saving Throw: None T.S.: nessuno
A character can cast Cloudscape on a single Il sacerdote è in grado di comunicare con la sua
cloud or part of a cloud bank, usually from a divinità (o agenti di essa) e
nearby mountaintop or while flying. It causes di porle domande alle quali
1,000 cubic feet of cloud per level of the caster si possa rispondere con un
to become solid enough to support any weight. “Sì” o un “No”. Può fare
The solidified clouds remain airborne and feel una domanda per ogni suo
like a thick carpet. livello. L’entità interpellata
A creature that falls onto the magically risponderà solo per quanto
strengthened cloud sustains falling damage per ne sa (può anche dire “Non
the PH, page 104. An animal or individual that lo so”, perché i potenti
flies into the solidified cloud falls, stunned, for a abitatori dei piani esterni
round and must make a successful Dexterity non sono necessariamente
check to recover. If a creature is flying through a onniscienti). Il DM può,
cloud at the moment it becomes solidified, it may volendo, dare la risposta,
make a saving throw vs. petrification. Those who che dov’essere di cinque
succeed escape the cloud in time. Creatures that parole o meno. Nel migliore
fail the save become trapped as the cloud dei casi, l’incantesimo potrà
solidifies around them. However, as the cloud is fornire informazioni che
porous, they can continue to breathe until the serviranno per prendere
spell's duration elapses. delle decisioni. Le entità
The solidified cloud itself continues to drift with con cui si comunica
the wind as usual. While the caster cannot use strutturano le risposte in
this particular spell to propel the cloud at all. A modo da raggiungere i
Control winds spell can summon a great gust of propri scopi. È probabile
air to turn the Cloudscape into a unique flying che il DM limiti l’uso di
conveyance easily enough. questo incantesimo ad una
sola volta per ogni
avventura, oppure una volta
COLONNA DI FUOCO alla settimana o al mese,
(Evocazione) perché queste entità non
amano essere disturbate
Livello: 5° sovente. Se il sacerdote
Manuale: PH italiano perde tempo, discute le
Sfera: combattimento risposte o si allontana per
Raggio d’azione: 60 m fare qualcos’altro,
Componenti: V, S, M l’incantesimo termina
Durata: istantanea immediatamente.
Tempo di lancio: 8 Componenti materiali: simbolo sacro, acquasanta
Area d’effetto: colonna 9 m, raggio l,5 m (o sconsacrata), incenso. Se si contatta un essere
Tiro Salvezza: 1/2 particolarmente potente, occorre anche un
sacrificio di valore proporzionato alla difficoltà
Nel punto prescelto dal sacerdote si forma una di ricevere l’informazione; se l’offerta è
colonna infuocata. Ogni insufficiente, la risposta sarà lacunosa o non ci
creatura presente nell’area sarà affatto.
d’effetto deve superare un
T.S. contro incantesimi: se
fallisce, subisce 6d8 ferite, COMUNICAZIONE CON LA NATURA
altrimenti le dimezza. (Divinazione)
Componente materiale: un pizzico di zolfo.
Livello: 5°
I venti oltre i 51 Km/h trascinano via anche La forma inversa, RIDUZIONE ANIMALE,
esseri volanti grandi come un uomo e causano rimpicciolisce gli animali, dimezzandone D.V.,
danni di lieve entità alle navi. TxC, eccetera.
Quelli oltre gli 88 Km/h spazzano via ogni Per entrambe le versioni è necessario avere il
creatura volante, sradicano alberelli, sollevano simbolo sacro ed un po’ di cibo.
tetti, abbattono costruzioni di legno e mettono le
navi in serio pericolo.
Quelli che superano i 116 Km/h hanno la forza di CRUMBLE
un uragano. (Alteration)
Attorno al sacerdote c’è un “buco” senza vento
con raggio di 12 m. L’incantesimo si può Level: 5°
effettuare sotto terra, ma se viene fatto in una Manual: PD
zona più piccola dell’area d’effetto, il “buco” si Sphere: Elemental (water)
restringe di 30 cm per ogni 30 cm di cui questa è Range: l0 yards per level
limitata: se l’area d’effetto è, in teoria, di 108 m Components: V, S
ma ce ne sono solo 105, il “buco” si riduce di 3 Duration: Permanent
m con raggio di 9 m; se l’area avesse raggio Casting Time: 5 rounds
inferiore a 96 m. il “buco” sparirebbe ed il Area of Effect: 1 item of l cubic ft. per lvl.
sacerdote rimarrebbe esposto agli effetti del Saving Throw: None
vento.
Una volta fatto l’incantesimo, la forza del vento Crumble instantly reduces an inanimate object's
aumenta (o diminuisce) di 5 Km/h per round, water content to zero. Up to one cubic foot of
fino a raggiungere la massima (o minima) clay, rock, soil, or other solids per level of the
velocità. Al sacerdote basta un round di caster can be desiccated to the point that they
concentrazione per far crescere o decrescere la lose cohesion, crack, and crumble. A 7th-level
potenza del vento, o per stabilizzarla al livello priest could affect 7 swords, or a stone of no
attuale; il ritmo a cui avviene il cambiamento, more than 7 cubic feet.
però, resta invariato. La magia dura un turno per Nonliving organic materials such as hide, leather,
ogni livello del sacerdote; quando finisce, il bone, and wood split and crumble into dust when
vento diventa più forte (o più debole), sempre affected by this spell. Liquids disappear instantly
con questo ritmo, fino a tornare alla potenza che and fruit potions turn to withered husks.
aveva prima che l’incantesimo fosse fatto. Un Metals and living organic material and silicates
altro sacerdote può lanciare lo stesso incantesimo such as glass are entirely unaffected. Mindless
per contrastare, per quanto può, gli effetti del corporeal undead like zombies and skeletons take
vento magico. 1d6 points of damage for every 3 levels of the
caster.
CRESCITA ANIMALE ®
(Alterazione) CURA FERITE CRITICHE ®
(Negromanzia)
Livello: 5°
Manuale: PH italiano Livello: 5°
Sfera: animale Manuale: PH italiano
Raggio d’azione: 80 m Sfera: guarigione
Componenti: V, S, M Raggio d’azione: tocco
Durata: 2 round per livello Componenti: V, S
Tempo di lancio: 8 Durata: permanente
Area d’effetto: fino a 8 animali in 1 cubo Tempo di lancio: 8
con spigolo di 6 m Area d’effetto: la creatura toccata
Tiro Salvezza: nessuno Tiro Salvezza: nessuno
Il sacerdote fa in modo che tutti gli animali È una versione potenziata di Cura ferite leggere.
indicati (otto al massimo) nell’area d’effetto Il sacerdote cura mediante imposizione delle
possano raddoppiare le proprie dimensioni, mani 3d8+3 ferite. La cura non riguarda creature
quindi i loro D.V. ed i TxC e per le ferite. I P.F. incorporee, non morte o di altri piani.
raddoppiano (eccetto quelli che sono stati La forma inversa, CAUSA FERITE
sommati ai D.V.), mentre C.A. e fattore CRITICHE, è come Causa ferite leggere:
movimento restano invariati. L’incantesimo dura bisogna toccare la vittima con un TxC; se si
due round per ogni livello del sacerdote; è riesce, si infliggono 3d8+3 ferite, che si curano
particolarmente utile se fatto insieme a Charme come al solito.
persone o mammiferi.
Nota: anziché curare (o infliggere) 3d8+3 P.F.,
questo incantesimo cura (o infligge)
Level: 5°
DIMENSIONAL TRANSLOCATION Manual: ToM
(Alteration) Sphere: War
Range: 200 yards
Level: 5° Components: V, S, M
Duration: 1 turn/3 levels spell; this modifier is not cumulative (that is, a
Casting Time: 2 turns party experiencing its second day of Easy march
Area of Effect: One unit up to 300 suffers only a -1 penalty). The modifier cannot
individuals be negated by resting.
Saving Throw: None Easy march has no effect on modifiers to
movement due to terrain, fatigue, weather, or
This spell changes the appearance of a single unit other normal factors. (Refer to Chapter 14 of the
so it resembles another unit. The Disguise can Player's Handbook for more about force
cause the affected creatures to appear to be of marching.)
another class, nationality, rank, race, alignment, The material component is a piece of shoe
or military affiliation (i.e., a unit from one army leather.
may appear wearing the armor and carrying the
colors of another army). Disguise cannot change
the size category of the unit's members. Thus, a
unit of humans may appear to be a unit of elves,
but may not appear as a unit of giants or
halflings. The spell does not affect the size of the
overall unit; a unit of 50 creatures will still
appear to be a unit of 50 creatures.
The disguised unit may appear to be carrying any
melee or personal missile weapons (e.g., axes,
long swords, crossbows, etc.), and may appear to
be wearing any type of armor. In combat,
however, the unit attacks and defends with its
real weapons and armor regardless of the gear
they may appear to be carrying.
Disguise is most effective at long range. If
another unit moves within 20 yards of a
disguised unit, it automatically sees through the
illusion.
The caster automatically sees through the
illusion. Members of the subject unit see no
change in their appearance. True seeing or
similar magic is required for other individuals to
see through the disguise (unless they move
within 20 yards of the unit).
The material components are a fine silk veil and
a length of woven platinum wire. The wire is
consumed during the casting.
EASY MARCH
(Invocation)
Level: 5°
Manual: ToM
Sphere: Travelers
Range: 50 feet
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: One creature/level
Saving Throw: None
Level: 5° Level: 5°
Manual: ToM Manual: ToM
Sphere: Wards, Elemental (Air, Sphere: Numbers
Earth, Fire, Water) Range: 10 yards
Range: Special Components: V, S, M
Components: V, S, M Duration: 2d12 rounds+4 rounds/level
Duration: 1 turn/level Casting Time: 5
Casting Time: 1 turn Area of Effect: One extradimensional space
Area of Effect: 5'-cube/level up to20 feet x 20 feet
Saving Throw: None Saving Throw: Special
This spell prevents the entry of all elementals This spell allows the priest to alter the
into the area of effect. Further, elementals characteristics of certain extradimensional spaces
outside the area of effect cannot make physical such as those created by rope trick and similar
attacks against those inside. Spells and missile spells or those contained in items like Bags of
attacks can be cast into the area by elementals. holding or Portable holes.
The spell affects a cube whose sides equal the Extradimensional manipulation can increase or
caster's level times 5 feet (a 12th-level priest reduce the size of a single extradimensional
could affect an area equal to a 60' x 60'x 60' space. The amount of increase or decrease
cube). depends on the level of the caster:
Elemental forbiddance has no effect on
elementals that are within the area of effect when
the spell is cast. If such elementals leave the area Level Multiplier
of effect, they cannot reenter.
The material components are the priest's holy
Up to 10 x2
symbol and four glass beads, each of a different
11 to 16 x3
color (green, blue, red, and yellow). The priest
17 or above x4
must pace out the perimeter of the warded area at
the time of casting.
This means that a 10th-level priest can double
the capacity of a Bag of holding or decrease it to
half its normal size. A 15th-level priest can triple
ESPIAZIONE (ATONEMENT)
the capacity or reduce it to one-third capacity.
(Scongiurazione)
If the size and capacity of an extradimensional
space is decreased, any contents of the space that
Livello: 5°
exceed the current capacity are expelled
Manuale: PH italiano
(determined randomly). These contents are
Sfera: totale
expelled from the space in the same way they
Raggio d’azione: tocco
originally entered it, if that path is still open. If
Componenti: V, S, M
the path is closed, as it would be if a bag of
Durata: permanente
holding were tied shut or a portable hole were
Tempo di lancio: 1 turno
folded up, the “extra” contents are expelled into
Area d’effetto: 1 persona
the Astral plane. Any items in an enlarged space
Tiro Salvezza: nessuno
when the spell duration expires suffer the same
fate.
Il sacerdote toglie al soggetto il peso di azioni
Placing an extradimensional space inside another
involontarie o compiute per ignoranza; può
such space, such as placing a Bag of holding
anche eliminare gli effetti di un cambio di
inside a Portable hole (see the Dungeon Master's
allineamento causato dalla magia. La persona in
Guide), is a dangerous undertaking.
cerca di espiazione deve pentirsi davvero o non
Extradimensional manipulation may be cast for
essere stata in sé al momento in cui ha compiuto
the purpose of removing this danger. When used
le cattive azioni in questione. Spetta al DM
in this manner, the size of the space cannot be
giudicare, ma le cattiverie volontarie e
affected. However, while this version is in effect,
consapevoli non si possono espiare (vedi
the affected extradimensional space can be
“Ricerca”). Chi rifiuta di espiare si considera
placed within another such space (or another
aver compiuto una deliberata malvagità.
extradimensional space may be placed within the
Componente materiale: simbolo sacro, rosario o
affected space) with no adverse consequences. If
libro di preghiere ed
one space is within the other when the spell
incenso acceso.
expires, the usual consequences ensue
immediately.
dipende dalla capacità della conca, quindi. Il DM 120 degrees and the wind speed to 15 miles per
sa quali sono le probabilità che i personaggi hour. Wind speeds in excess of 20 miles per hour
hanno di accorgersi della divinazione. cut visibility to half. Creatures made less
Componente materiale: simbolo sacro e fonte comfortable by the reversed spell receive a -2
decorata, che non occorre rinnovare ogni volta. penalty to all morale checks and have their
marching speed cut to half for the duration of the
spell. A successful saving throw vs. spell negates
GOOD WEATHER ® this effect.
(Alteration) The reverse of this spell, BAD WEATHER, has
exactly the opposite effect, moving the outside
Level: 5° temperature and wind speed away from the
Manual: DK comfortable range.
Sphere: Weather The material component for this spell is a piece
Range: Touch of cloth from a casual garment (or, for its
Components: V, S, M reverse, a bleached bone).
Duration: 1 hour/level
Casting Time: 8
Area of Effect: 10' radius/level GROUNDING
Saving Throw: Neg. (Abjuration)
them from his own body. occurred from the onset of the spell to the
The caster can return control to the host at any moment of distraction. The subject must re-
time, restoring the character's abilities and evaluate the situation as if it had just come to
personality without harm. pass.
The spell is not without limitations and risks. The Consider the following example. The subject of
domination must be voluntary. If the host resists the spell is a soldier assigned to guard the
the casting of the spell, it automatically fails. entrance to a building. The priest arrives and
Once the spell is in effect, the host can attempt to casts Memory wrack on the guard. The guard has
resist the domination. He is then allowed a no problem remembering his orders, since he
saving throw. If successful, the spell immediately received them before the onset of the spell. He
ends. also remembers the arrival of the priest. The
Whenever the host suffers damage, the caster priest now tries to convince the guard that he is
must make a saving throw vs. death to maintain authorized to enter the building. The guard
the spell. If the save is failed, a wave of pain is refuses him entry. The priest now picks up a rock
transmitted to the priest, causing 1d6 points of and throws it at the guard, striking him and
damage and canceling the spell. If the host distracting him. The guard forgets everything
should die, the caster must make a system shock that happened between the onset of the spell and
roll with the risk of suffering instant death. the moment the rock struck. He forgets that the
The material component is a chalice worth no priest has already tried to con him and that he
less than 1,000 gp. This chalice must be given as threw a rock at him. He must reevaluate the
a gift to the host (who cannot return it to the situation as though the priest had just arrived.
donor for any reason). The priest is free to make another attempt at
entering the building.
When the spell expires, the subject remembers
MEMORY WRACK nothing that happened while the spell was in
(Alteration, Enchantment/Charm) effect, possibly leading to amusing consequences
(“By the gods, how did I get here?”).
Level: 5° The material component is a ruby of at least 200
Manual: ToM gp value, which is crushed during the casting.
Sphere: Thought
Range: 10 yards
Components: V, S, M MINDSHATTER
Duration: 2 rounds/level (Enchantment/Charm)
Casting Time: 1 round
Area of Effect: One creature Level: 5°
Saving Throw: Neg. Manual: ToM
Sphere: Thought
This nasty spell “disconnects” the subject's short- Range: 3 yards/level
term and long-term memory. While the spell is in Components: V, S, M
effect, the subject is incapable of storing Duration: Special
information in long-term memory. Every Casting Time: 1 round
moment is virtually an independent event for the Area of Effect: One creature
subject; he or she can remember recent events, Saving Throw: Neg.
thoughts, and sensations for no more than a few
seconds (the amount of time they remain in This spell allows the priest to create one specific
short-term memory). form of insanity in the subject. Five forms of
Memories of events that happened before the insanity are possible through this spell.
onset of the spell are not affected at all; these are – Schizophrenia: this form of insanity is
safely stored in long-term memory. This means characterized by personality loss. The subject has
that the subject can cast any spells memorized no personality of his own, so he selects a role
before the Memory wrack took effect, but he is model and makes every possible attempt to
likely to have difficulty casting the spell as behave like that character. The chosen role model
described below. will be as different from the subject as possible.
The subject of this spell has a limited ability to (Thus, an insane wizard might begin to follow
act. He is restricted to one action at a time and the habits of a warrior.) Obviously, a warrior who
must concentrate mightily to keep the situation believes himself to be a wizard will be unable to
and any planned actions in short-term memory. cast spells (he might think that he's casting
As long as the subject is able to maintain spells, or he might construct a sophisticated
concentration, he may act normally within these series of excuses explaining why he's “not in the
limits. mood for magic” at the moment). A character
If the subject is distracted (he is struck in who emulates a member of another class does
combat, affected by a spell, startled, surprised, or not gain any of the skills of that class and makes
a similar event occurs), he forgets everything that all attacks and saving throws as appropriate to
his true class. Certain consequences might arise table that follows:
if the character's emulation causes him to break
restrictions of his class. For example, a priest
emulating a warrior might break his deity's Int + Wis Time between checks
prohibition against edged weapons, or a paladin
might emulate a Neutral Evil thief. Both will
8 or less 1 month
suffer the appropriate consequences as if they
9 to 18 3 weeks
had been compelled to violate their beliefs while
19 to 24 2 weeks
Charmed. Such characters will certainly have to
25 to 30 1 week
atone for their actions once they return to
31 to 35 3 days
normal.
36 or more 1 day
– Dementia praecox: the subject is totally
uninterested in any undertaking. Nothing seems
The effects of this spell can be removed by a
worthwhile, and the individual is lethargic and
Limited wish, Wish (or equally powerful magic),
filled with tremendous feelings of boredom and
or by a heal spell cast for this specific purpose.
dissatisfaction. No matter how important the
The material component is a small bust of a
situation, it is 50% likely that the subject will
human head, about 3” in height, made from fine,
ignore it as meaningless.
delicate china. The priest shatters this bust during
– Delusional insanity: the subject is convinced
the casting.
that he is a famous figure: a monarch, demi-god,
or similar personage. Characters who fail to
recognize the subject with the honor he deserves
MURO DI FUOCO
incur great hostility or disbelief. The subject acts
(Convocazione/Attrazione)
appropriately to a station that he does not hold.
He directs orders at real and imaginary creatures
Livello: 5°
and draws upon resources that do not exist.
Manuale: PH italiano
– Paranoia: the subject is convinced that “they”
Sfera: elementale (fuoco)
(whoever they are) are spying on him and
Raggio d’azione: 80 m
plotting against him. Everyone around the
Componenti: V, S, M
subject, even friends and allies, is part of the
Durata: speciale
plot. If any other character acts in a way that the
Tempo di lancio: 8
subject can interpret as reinforcing this delusion,
Area d’effetto: speciale
the subject has a 20% chance of reacting with
Tiro Salvezza: nessuno
violence.
– Hallucinatory insanity: the subject sees, hears,
Viene a crearsi una cortina di fuoco magico di
and otherwise senses things that do not exist. The
colore vivace, giallo-verde
more stressful the situation is to the subject, the
o ambrato (a differenza
more likely he will hallucinate. Although most
dell’omonimo incantesimo
hallucinations are external to the subject (that is,
degli esperti di magia), che
he perceives creatures, objects, and conditions
può assumere l’aspetto di
that do not exist), there is a 10% chance that any
un muro quadrato con lato
hallucination will involve the subject's self-
massimo di 6 m per ogni
perception. For example, the subject might
livello del sacerdote o di un
suddenly believe and act as if he had sprouted
anello con raggio massimo
wings, grown to giant size, etc.
di 3 m più 1,5 m ogni due
When this spell is cast by a priest of 13th level or
livelli del sacerdote, alto 6
lower, the DM chooses or randomly selects one
m.
of these forms of insanity (and should feel free to
Il muro viene prodotto in modo che sia verticale
invent other interesting symptoms). If the priest
rispetto al sacerdote, il quale sceglie il lato da cui
is 14th level or higher, he can personally select
fargli emettere ondate di calore, che fanno 2d4
the form of insanity to afflict the subject.
ferite a chiunque arrivi a meno di 3 m di distanza
While under the effect of this spell, the subject
e ld4 ferite a quelli che stanno a meno di 6 m. Il
can cast spells and use innate powers; the use of
muro di fiamme infligge, inoltre, 4d4 ferite, più
these abilities will be in accordance with the
una per ogni livello del sacerdote che l’ha creato,
symptoms of the insanity, however. Player
alle creature che lo attraversano. Il danno è quasi
characters affected by this spell should be
sempre aggravato per le creature molto sensibili
encouraged to role-play the appropriate effects to
al fuoco, mentre si raddoppia sempre per i non
the limit.
morti. È molto difficile riuscire a bloccare una
The duration of this spell depends on the sum of
creatura in movimento con un muro fatto
the subject's Intelligence and Wisdom scores. A
appositamente; se questa supera un T.S., lo evita,
saving throw is allowed on a periodic basis
mentre saranno la sua velocità e la direzione del
depending on this total. The spell is broken if a
moto a determinare da quale parte del muro si
successful saving throw is rolled. Refer to the
trova. La parete dura finché il sacerdote mantiene in the alternate reality, although he in tum cannot
la concentrazione, o altrimenti un round per ogni affect any creature or object in the physical
suo livello. world. For instance, he could read a book at the
Componente materiale: fosforo. page it was opened to, but he could not turn the
page since that would require him to move an
object that is temporarily immovable for him. To
NATURE'S CHARM his companions or enemy in real time, the priest
(Enchantment / Charm) appears to simply vanish altogether, only to
reappear at some later point.
Level: 5° The duration of this spell is a little odd, to say the
Manual: DH least. The priest may choose a duration of up to 1
Sphere: Elemental (earth, water) round at 7th to 9th level, 2 rounds at 10th to 12th
Range: Touch level, 3 rounds at 13th to 16th, 4 rounds at 17th
Components: V, S, M to 19th, up to a maximum of 5 rounds at 20th
Duration: 2 hours/level of caster level or higher. The duration chosen by the priest
Casting Time: 1 round governs the length of the Othertime; if the priest
Area of Effect: 15-foot radius/level decides that the spell will last 2 rounds, then he
Saving Throw: Creatures native to the area is instantly transported to that point in time,
of effect are not affected. surrounded by the frozen shall–life of the world
as it will appear 2 rounds after the priest cast
Nature's charm causes a particular place to exert Othertime. The caster then has 2 rounds to
a special fascination beyond mere beauty to himself to take any actions he cares to, although
anyone entering the area except the spellcaster. he cannot affect the real world by any physical,
This spell must target a site of notable natural magical, or mental means.
splendor that possesses both edible plants and While the caster is in the Othertime, he is
fresh water. The spot may not be larger than the completely unaware of the intervening events. In
spell's area of effect. For instance, a 12th-level the example above, if the caster's friends were
druid could cast this spell on a forest glade up to teleported away 1 round after the caster left and
360 feet across, with flowers and fruit-bearing replaced by an identical group of dopplegangers,
trees centered around a waterfall. the caster would have no chance to detect the
Anyone coming upon the enchanted region must switch; all he sees are the bodies of his "friends,"
save vs. spell; those who fail invariably make up frozen in the positions they will occupy when he
excuses to remain there long after they should emerges from the Othertime. This also means
have left. They say they want only to bathe, rest, that nasty things like dragon breath, Cloudkills,
admire the beauty a bit longer, eat the berries or or Mind blasts that pass through the spot where
fruit, paint a picture of the area, or defend the the caster happens to be have no effect on him—
spot jealously from others. he simply does not exist in the real world while
Whatever the reason, those who fall victim to the he waits for everyone else to catch up to him.
enchantment forcefully resist all attempts to As noted above, the caster gains an amount of
make them leave until the spell's duration ends. subjective time equal to the duration of the spell.
The spell's material component is the druid's holy By leaping 3 rounds into the future, the caster
symbol. gains 3 rounds of actions in the Othertime. He
could drink a potion, cast a spell, and then
maneuver for an attack, for example, or he could
OTHERTIME gain a 3 round head start by running for his life
(Alteration) while no one else can pursue him. If the priest
uses this time to study a battle and position
Level: 5° himself for an attack, he gains a –4 bonus to his
Manual: S&M initiative roll on the round he emerges from
Sphere: Time Othertime, and a +4 attack bonus with his first
Range: 0 strike.
DuratioN: Special Leaping in and out of the time stream is a
Area of Effect: The caster dangerous achvity; every hme the priest employs
Components: V, S, M this spell, there is a 1% noncumulative chance
Casting Time: 7 that he becomes stuck in Othertime, doomed to
Saving Throw: None death by thirst or starvation when his own rabons
run out. Only the most extraordinary measures (a
When a priest enters Othertime, he steps into a Wish spell, divine intervention, etc.) can save a
different reality in which the world around him is character in this predicament. Once a priest is in
frozen at a moment in the future. Until time Othertime, he cannot pray for further spells.
catches up to him, he may move about After all, if the priest is going to attract his
unhindered and observe his surroundings; no deity's attention by praying for spells, the deity
force known can detect his presence or harm him will most likely allow him out! The material
Livello: 5°
PASSAPIANTA Manuale: PH italiano
(Alterazione) Sfera: combattimento, animale
Raggio d’azione: 120 m
Livello: 5° Componenti: V, S, M
Manuale: PH italiano Durata: 2 round per livello
Sfera: vegetale Tempo di lancio: 1 turno
Raggio d’azione: tocco Area d’effetto: nube alta 18 m con
Componenti: V, S, M diametro di 54 metri
Durata: speciale Tiro Salvezza: nessuno
Tempo di lancio: 8
Area d’effetto: speciale Si forma una densa nube di insetti che volano,
Tiro Salvezza: nessuno saltellano e strisciano qua e là (l’incantesimo non
funziona nelle zone prive di insedi normali). Le
Il sacerdote entra in un albero e di lì passa bestiacce limitano la visibilità a 3 m; è
all’interno di un’altra pianta dello stesso tipo, che impossibile lanciare incantesimi stando
si trova nella direzione da lui scelta alla distanza all’interno della nuvola. Le creature prese entro
indicata dalla tabella: la nube subiscono una ferita ad ogni round, per le
morsicature e le punture degli insetti, a
Quercia 600 metri prescindere dalla loro C.A. Nemmeno
Frassino 540 metri l’invisibilità può salvarle. Tutte le creature con
Tasso 480 metri due D.V. o meno scappano automaticamente a
Olmo 420 metri massima velocità in direzione casuale, fino ad
Tiglio 360 metri arrivare a più di 240 m di distanza dagli insetti;
Latifoglia 300 metri quelle con meno di 5 D.V. effettuano un
Conifera 240 metri controllo del morale: se falliscono, scappano
Altro 180 metri come le altre.
Il fumo molto denso disperde gli insetti, come
L’albero di partenza e quello d’arrivo devono pure il fuoco: una parete di fuoco sotto forma di
essere entrambi vivi, dello anello non permette il passaggio di questi
stesso genere e con animali mentre una Palla di fuoco si limita a
circonferenza almeno spazzarli via dall’area d’effetto per un round.
uguale a quella del Una sola torcia non serve a nulla, ma sono inutili
sacerdote. Se questi entra, anche fulmini, gelo o ghiaccio, mentre un forte
ad esempio, in un frassino e vento libera definitivamente la zona e mette fine
vuole andare il più possibile all’incantesimo. La piaga dura due round per
a nord (540 m), ma l’unico ogni livello del sacerdote, dopodiché gli insetti se
frassino entro quella ne vanno.
distanza si trova in Gli insetti sciamano attorno ad un punto scelto
direzione sud, andrà per dal sacerdote, e che può trovarsi fino a 120 m di
forza verso sud. Il distanza da lui; una volta radunatisi in quel
funzionamento luogo, non si spostano più fino alla fine della
dell’incantesimo è tale per magia. L’incantesimo può essere annullato con
cui il passaggio avviene nel Dissolvi magie.
giro di un solo round; il Componenti materiali: un po’ di zucchero,
sacerdote può, volendo, chicchi di frumento, una macchia d’unto.
trascorrere dentro l’albero
d’arrivo un round per ogni
suo livello, oppure uscire
subito. Se non ci sono alberi
adatti entro quella distanza,
il sacerdote resta nella
pianta e ne esce prima della
fine dell’incantesimo.
Se, mentre il sacerdote è ancora all’interno,
qualcuno tenta di abbattere o bruciare la pianta, il
sacerdote deve uscire subito, altrimenti resta
ucciso.
Level: 5° Livello: 5°
Manual: S&M Manuale: PH italiano
Sphere: Elemental (Water) Sfera: sole
Range: 60 yds. Raggio d’azione: 60 m + 10 m per livello
Duration: 2 rds./level Componenti: V, S, M
Area of Effect: Cube 1 ft./level Durata: 1 round per livello
Components: V, S, M Tempo di lancio: 7
Casting Time: 8 Area d’effetto: sfera con raggio di 1,5 m
Saving Throw: Special (più speciale)
Tiro Salvezza: nessuno
This spell creates supernatural cold in the area of
effect, condensing all atmospheric and standing Il sacerdote fa scendere un raggio di luce
water into a thick rime of ice. If there is no argentea ad illuminare la
source of water or even enough humidity to zona da lui indicata. La luce
support this spell, then the DM can rule that the è come quella della luna:
spell has no effect. The caster affects a cubic area non permette di distinguere
of 1 foot per level to a side, so a 12th–level i colori. Il sacerdote può
caster affects a 12–foot by 12–foot by 12–foot farla spostare nel luogo
cube (up to a maximum of 25 feet to a side). This verso cui punta il dito;
can have several effects; first of all any creature questo è anche un sistema
caught in the area of effect when the temperature adatto ad evidenziare un
is lowered suffers 2d4 damage plus 1 point per possibile bersaglio, magari
level of the caster (or 2d4+12, for the 12th–level un avversario.
caster described above), or half that damage with L’incantesimo non elimina
a successful saving throw vs. spell. Any fires in tutte le ombre, ma se è
the area are suppressed and may (50% chance) diretto su di una creatura la
be exhnguished. rende ben visibile. La luce
Creatures entering the area of effect after the riflessa permette di vedere,
initial creation of ice suffer no additional in modo abbastanza
damage, although the air will be noticeably dry confuso, fino a 3 m di
and cold. However, the ice formed by the spell distanza dall’area d’effetto,
coats all surfaces and may cause creatures to slip ma non illumina tanto da
and fall. Any creature moving into or out of the eliminare il fattore sorpresa
affected area must make a saving throw vs. spell non ha alcun effetto
or fall, losing their action for the round. The ice sull’infravisione. Il
lasts at least 2 rounds per caster level, and then sacerdote può abbassare la
begins to melt at whatever rate nature decrees. luminosità fino alla
If cast on a body of water, this spell creates an semioscurità, se vuole. Il
iceberg of the stated dimensions. A swimmer or raggio possiede tutte le
aquatic creature could be caught in the ice and proprietà del chiaro di luna
trapped until the ice melts; most air–breathers e può provocare mutazioni
will suffocate from this treatment, but a few nei licantropi che vengono
aquatic creatures (fish, amphibians, etc.) may illuminati, a meno che il
survive being frozen, at the DM's discretion. DM non decida altrimenti.
The material component is a scale from a white Componenti materiali: semi di un arbusto
dragon. piantato al chiar di luna ed un pezzetto di lunaria
(feldspato opalescente).
REPEAT ACTION
(Enchantment/Charm)
Level: 5°
Manual: ToM
Sphere: Time
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One creature
ROCCE AGUZZE
(Alterazione, Incantamento)
Livello: 5°
Manuale: PH italiano
Sfera: elementale (terra)
Raggio d’azione: 30 m
Componenti: V, S, M
Durata: 3d4 turni + 1 turno per liv.
Tempo di lancio: 6
Area d’effetto: quadrato con lato di 3 m per
livello, 1 spuntone per ogni
30 cm quadrati
Tiro Salvezza: nessuno
to receive this message, provided they can all be The spell's success is not automatic. The caster
specifically named or grouped in a general must know the general nature of the event he
category. Thus, the caster could designate a wishes to view (i.e., “Show me the murder of
group of characters by name or could target King Thamak”). The caster's base chance of
“fellow priests,” “superiors,” “adventuring viewing the desired scene is 50%, modified as
companions,” “knights of Lord Harcourt,” or follows, to a maximum of 90%:
“villagers of Dopp.” If more than ten individuals – Add 5% for each point of the caster's Wisdom
are in the group, those closest to the source will above 15.
receive the impulse. – Add 20% if the caster has successfully used
There is no range limitation to the spell, although Time pool to observe the same event before.
it cannot be projected outside the plane occupied Only one of the following may apply:
by the caster. – Add 20% if the event is one in which the caster
Creatures receiving the impulse automatically participated.
know who sent it (even if they have never met – Add 10% if the caster is well informed about
the priest before) and gain a clear indication of the event.
the mood and situation of the caster. Recipients – Add 5% if the caster is slightly informed about
also intuitively know the general source of the the event.
spell, although they are unable to pinpoint The caster cannot communicate or otherwise
rooms, dungeon levels, or landmarks. For interact with the image. Spells cannot be cast
example, a fighter could suddenly be struck by into the Time pool.
an image of Father Rastibon, who is injured and The material components are a suitable reflective
in great pain somewhere along the forest road. A surface and a pinch of powdered quartz.
priest might suddenly sense that his patriarch is
being tortured in the dungeons of Castle Varrack.
The spell can also be cast by more than one TREE GROWTH
priest, allowing them to either contact greater (Enchantment)
numbers of individuals or increase the intensity
of the message. If greater numbers are desired, Level: 5°
ten characters are contacted per priest involved Manual: DK
in the casting. Sphere: Plant
Increasing the intensity of the message makes it Range: 0
more compelling. Doubling the intensity Components: V, S, M
(requiring at least three priests) causes the Duration: l round
message to act as a Suggestion. In this case, the Casting Time: 8
effect is limited to a single target. Tripling the Area of Effect: Special
intensity (requiring at least five priests) gives the Saving Throw: None
spell the force of a Quest. This effect is also
limited to a single target. In both cases, the target Through this spell, a priest can cause a normal
is allowed a saving throw to avoid the effect of tree to grow from a seed to full size in only one
the Suggestion or Quest. round. The tree itself is not magical; only its
accelerated growth is a magical effect. The priest
must place the seed where he wishes the tree to
TIME POOL grow; if this is not already on a soil or earth
(Divination) surface, the tree will seek out soil no more than 1
foot below, even through rock or metal. If the
Level: 5° priest wishes to simply drop the seed where he is,
Manual: ToM he may do so; if he wishes to toss the seed to
Sphere: Time some specific location within 12 feet, he must
Range: Touch make a successful Dexterity check; failure means
Components: V, S, M he missed the exact location, but by no more than
Duration: 1 round/level 3 feet. During its rapid growth, the tree tries to
Casting Time: 1 round attain its full size and height, smashing through
Area of Effect: Special barriers with a Strength score of 25. Wooden
Saving Throw: None structures splinter; rock walls, ceilings, and
foundations split and crumble; even metal
This spell allows the caster to cause a mirror, a barriers bend or split against the massive growth
pool of water, or any other reflective surface to of the tree. Should a structure collapse because
reveal a specific event from the past. The image of the tree's growth, creatures may have to make
provides a perfectly clear picture with normal saves vs. spell or take damage, at the DM's
sounds, as if the caster were present at the scene. option. Though rapid, the growth of the tree can
The image continues for the duration of the spell. easily be avoided by most characters and
Time pool will not reveal images from other creatures.
planes of existence.
The material component for this spell is the seed UNDEAD WARD
itself, which must be undamaged but need not (Abjuration, Necromancy)
have any magical enchantment prior to the
casting of this spell. Level: 5°
Manual: ToM
Sphere: Wards
UNCEASING VIGILANCE OF THE HOLY Range: Special
SENTINEL Components: V, S, M
(Alteration) Duration: 1 turn/level
Casting Time: 2 turns
Level: 5° Area of Effect: 5-foot cube/level
Manual: ToM Saving Throw: None
Sphere: Guardian
Range: 0 This spell prevents most types of undead
Components: V, S, M creatures from entering the area of effect (a cube
Duration: 1 hour/level whose sides equal the caster's level times 5 feet –
Casting Time: 1 turn a 15th-level caster could affect a cube whose
Area of Effect: 5-foot-radius sphere sides equal 75 feet).
Saving Throw: None When an undead creature attempts to enter the
protected area, the creature is affected by the
This spell enhances a priest's ability to guard a ward as if it were being turned by a priest two
person, place, or object. The spell's effect must levels lower than the caster. The casting priest
be centered on a specific area, for it creates an need not have the ability to turn undead himself.
invisible spherical boundary up to 10 feet in Thus, an Undead ward created by a 10th-level
diameter. The effect is not mobile; it cannot priest would turn creatures as if by an 8th-level
move with a living creature. priest.
While within the area of effect of this spell, the The results of the turning attempt are calculated
priest (and only the priest) gains several special normally. If a large number of undead assault the
abilities: warded area, not all of them are turned by the
– His sense of sight is magically enhanced. He spell, since the normal limitations apply. Undead
can see through normal darkness and can see who are unaffected by the turning attempt ignore
invisible creatures and objects. He cannot see the Undead ward for its duration. Undead within
through solid objects, however, and the range of the area of effect when the spell is cast are not
his magical sight is limited to 60 feet. affected. However, when such undead leave the
– The priest has no need for food, water, or rest. area of effect, they are subject to the effects of
He does not feel fatigue and regenerates 1 hit the spell if they attempt to reenter.
point per hour spent within the circle. However, The material component is the priest's holy
he does not actually rest and therefore cannot symbol, which must be carried around the
regain spells until he sleeps. perimeter of the area to be warded.
– He is totally immune to the effects of magical
and natural fear, as well as Sleep and Charm
spells. VIAGGIO INTERPLANARE
If the priest leaves the circle, the spell is broken. (Alterazione)
When the spell ends, the priest must rest for 1
turn per hour (or portion thereof) spent in the Livello: 5°
circle. If the priest is forced into action (by being Manuale: PH italiano
attacked, for example), he can move at only half Sfera: astrale
his normal movement rate, has an Armor Class Raggio d’azione: tocco
penalty of -2, an attack penalty of -2, and loses Componenti: V, S, M
all Dexterity combat bonuses. Durata: permanente
To cast this spell, the priest must trace a circle of Tempo di lancio: 8
sigils and runes 10 feet in diameter using a Area d’effetto: la creatura toccata o
special ink containing the powder of a crushed (speciale)
sapphire (at least 1,000 gp value) and a drop of Tiro Salvezza: Neg.
holy water. This procedure takes 1 turn to
complete. Il sacerdote teletrasporta se stesso o un’altra
creatura in un piano diverso
dal Primo Materiale. Chi
riceve l’incantesimo rimane
nel piano in cui è stato
mandato finché non ne
viene allontanato con mezzi
analoghi. Se ci si mette in
Livello: 6°
Manuale: PH italiano
Sfera: animale, convocazione
Raggio d’azione: 100 m per livello
Componenti: V, S
Durata: speciale
Tempo di lancio: 9
Area d’effetto: speciale
Tiro Salvezza: nessuno
BANCHETTO DEGLI EROI per ogni livello del sacerdote; se chi sta
(Evocazione) all’interno della barriera la forza per attaccare
avversari esterni, questa di dissolve.
Livello: 6° Componente materiale: simbolo sacro ed una
Manuale: PH italiano manciata di pepe.
Sfera: creazione
Raggio d’azione: 10 m
Componenti: V, S, M BARRIERA DI LAME
Durata: 1 ora (Evocazione)
Tempo di lancio: 1 turno
Area d’effetto: 1 individuo per livello Livello: 6°
Tiro Salvezza: nessuno Manuale: PH italiano
Sfera: guardia, creazione
Il sacerdote allestisce un banchetto per tanti Raggio d’azione: 30 m
convitati quanti sono i suoi livelli di esperienza. Componenti: V, S
Crea una splendida tavola imbandita, completa di Durata: 3 round per livello
sedie e servitori. Il banchetto dura un’ora e gli Tempo di lancio: 9
effetti benefici si avvertono solo alla fine: tutti i Area d’effetto: speciale
partecipanti vengono curati da ogni malanno, Tiro Salvezza: speciale
sono immuni al veleno per dodici ore e
guariscono ld4+4 ferite per aver bevuto il nettare Il sacerdote crea un cerchio di lame affilate come
servito a tavola. L’ambrosia, invece, equivale ad rasoi che roteano attorno al
una Benedizione che dura 12 ore; in questo centro, formando una vera e
periodo i convitati sono immuni da paura, propria barriera. Ogni
disperazione e panico. Se il banchetto viene creatura che cerchi di
interrotto, per qualsiasi ragione, l’effetto è attraversarla subisce 8d8
rovinato e la magia non funziona. ferite. Il piano di rotazione
Componenti materiali: simbolo sacro e un può essere orizzontale,
particolare tipo di miele fermentato, prelevato verticale o avere qualsiasi
dalle collette del favo destinate all’ape regina. inclinazione. Le creature
che restano prese entro la
Nota: gli effetti benefici del banchetto, in barriera al momento in cui
relazione ai P.F. recuperati, viene fatta hanno diritto al
corrispondono a quelli di un T.S. contro incantesimi: se
Cura ferite leggere, e non lo superano, si allontanano
1d4+4 P.F. dalla barriera per la via più
breve senza subire ferite. La
barriera dura tre round per
BARRIERA ANTI-ANIMALI ogni livello del sacerdote e
(Scongiurazione) può avere qualsiasi area
compresa tra 0,4 e 5,4 mq.
Livello: 6°
Manuale: PH italiano
Sfera: animale, protezione COMMAND MONSTER
Raggio d’azione: 0 (Enchantment/Charm)
Componenti: V, S, M
Durata: 1 turno per livello Level: 6°
Tempo di lancio: 1 round Manual: S&M
Area d’effetto: emisfero con diametro 6 m Sphere: Charm
Tiro Salvezza: nessuno Range: 60 yds.
Duration: 1 rd./2 levels
Si crea un campo magnetico a forma di emisfero Area of Effect: 1 creature
che non lascia entrare Components: V
nessuna creatura animale, Casting Time: 1
anche in parte (non magica Saving Throw: Special
o di altri piani). Verrebbero
esclusi spiritelli, giganti e This spell allows the priest to issue a Command
chimere, ma non creature to any one creature within the spell's range. The
evocate, non morti, servitori magic of the spell translates the priest's order into
aerei imp, quasit, golem, a language or form the subject creature can
elementali eccetera. understand. The creature must have an
La barriera funziona normalmente contro gli Intelligence of at least 1 in order to be affected
incroci di razze, come i cambion, e dura un turno by this spell; non-intelligent creatures (those with
a score of 0) cannot comprehend any order, no score is used as a base score; one point is added
matter how the priest phrases it. Other creatures to that score for every creature assisting. Thus, a
gain a saving throw vs. spell to resist Command creature with 16 Strength assisted by three
monster, but only if they have an Intelligence of creatures could attempt to stop the wall.
Exceptional (15) or better, or the creature's levels – A strong or heavy object made of stone, wood,
or Hit Dice are equal to or greater than the or metal is placed in the path of the wall. If the
caster's. item survives a saving throw vs. crushing blow,
Just like the lst–level spell Command, this spell the object successfully braces the wall. If the
coerces the subject into obeying the priest's one– object holds for three consecutive rounds, the
word order to the best of its ability. The order surface returns to its original position and the
must be absolutely clear and unequivocal; the spell is negated. The DM must use discretion in
subject will continue to obey for one round per determining the types of objects that will brace
two caster levels: six rounds at 12th level, seven the wall.
at 14th, and so on. If this action places the – Dispel magic or a similar spell or magical item
subject in mortal peril, he may attempt a saving is used to cancel the crushing wall.
throw (whether he was originally entitled to one Creatures can avoid being crushed by using a
or not) in order to break free of the spell's power. Potion of diminution, Potion of gaseous form, or
Therefore, ordering a character standing at the other devices or spells that reduce size. The
edge of a cliff to "jump" will create an Crushing wall almost never touches the opposite
opportunity for the subject to break free. A wall, usually being stopped by debris. A gap of
command to "die" or "sleep" renders the creature two inches or more usually remains between the
unconscious for the spell's duration. walls.
Undead creatures are immune to this spell. If the wall is not stopped, it causes crushing
damage to everyone in the room. All creatures
must make a saving throw vs. death. Those who
CRUSHING WALLS fail are crushed to death. Those who save
(Enchantment) successfully suffer 5d10 points of damage. When
the wall can move no farther, it returns to its
Level: 6° original position and the spell is negated.
Manual: ToM The material components are a 1-inch iron cube
Sphere: Wards and a walnut shell.
Range: Touch
Components: V, S, M
Duration: Permanent until activated DISBELIEF
Casting Time: 1 turn (Enchantment/Charm)
Area of Effect: Special
Saving Throw: None Level: 6°
Manual: ToM
This spell enables the caster to enchant a floor, Sphere: Thought
ceiling, or single wall of a room to crush Range: 0
intruders. The enchanted surface can be no larger Components: V, S
than a square whose sides equal the caster's level Duration: 1 round/level
times 2 feet (a 13th-level priest could affect a 26' Casting Time: 5
x 26' surface). Area of Effect: Special
The spell activates 1d4 rounds after any creature Saving Throw: Special
other than the caster enters the room. The
intruder must be larger than a normal rat (larger This spell allows the caster to temporarily
than one-half cubic foot or weighing more than convince himself that certain objects or as many
three pounds). When activated, the enchanted as four creatures within the area of effect do not
surface moves toward the opposite surface at a actually exist. While Disbelief remains in effect,
rate of 3 feet per round. Unless the spell is these objects or creatures cannot harm or hinder
canceled by the caster, the enchanted surface the caster. He can pass through them as if they
continues to move until one of the following did not exist and takes no damage from their
events occurs: attacks or actions. However, since these objects
– A creature with sufficient Strength (minimum or creatures temporarily do not exist for the
score of 19) stops the enchanted surface from priest, he can take no action against them. If the
moving by succeeding a Strength check. Such a creatures attack, the caster receives no Dexterity
creature suffers no damage from the enchanted bonus to armor class (since this bonus represents
surface. If the creature prevents the enchanted dodging, and the priest is unable to dodge a
surface from moving for three consecutive creature that does not exist for him).
rounds, the wall returns to its original position The caster can attempt to disbelieve as many as
and the spell is negated. If multiple creatures four creatures within 60 feet of his position at the
attempt to stop the wall, the highest strength time of casting. He disbelieves the same four
creatures for the duration of the spell. entrarci se non con grande
Alternatively, the priest can disbelieve any or all sforzo. Se viene fatto
inanimate objects of up to 20-cubic-yard volume sott’acqua, l’incantesimo
(thus, he may disbelieve a 12 foot by 15 foot area crea un cilindro d’aria con
of 3-foot-thick wall). This volume must be diametro ed altezza
centered on a point no more than 20 yards from appropriati.
the caster. These two options are mutually Se la magia viene usata direttamente contro
exclusive; the priest can disbelieve only creatures elementali d’acqua, la vittima subisce 4d8 ferite
or objects, not a combination of both. e deve superare un T.S. contro incantesimi o
Disbelieving a creature includes all gear, fuggire in preda al panico per 3d4 round.
equipment, or treasure carried or worn by that Componente materiale: simbolo sacro.
creature; it does not include other objects that
come into contact with that creature, such as
walls, doors, chairs, etc.
Disbelief is not automatic; it requires an extreme
effort. To successfully disbelieve, the priest must
make a saving throw vs. paralyzation. A
successful save means the priest has disbelieved;
an unsuccessful check means that the spell has
failed and the priest has not convinced himself of
the creatures' or objects' non-existence.
While this spell is in effect, the DM must record
any damage suffered by the priest from
disbelieved creatures. When the spell ends, the
caster makes a saving throw vs. spell. If the
saving throw is successful, the priest suffers only
one-eighth of any damage inflicted by the
creatures (round all fractions down); if the priest
fails the saving throw, he suffers one-half of any
damage inflicted (round fractions down).
DIVIDERE LE ACQUE
(Alterazione)
Livello: 6°
Manuale: PH italiano
Sfera: elementale (acqua)
Raggio d’azione: 20 m per livello
Componenti: V, S, M
Durata: 1 turno per livello
Tempo di lancio: 1 turno
Area d’effetto: speciale
Tiro Salvezza: nessuno
12th level of experience) and a Plant growth round. If the creature fails, it recoils from the
spell simultaneously. priest and cannot attack him physically for the
Most druids consider Earthwrack an remainder of the spell's duration (although it
abomination, although some Shadow Circle could decide to turn on one of the priest's
druids use it as last-ditch "scorched earth" companions).
vengeance against an unroly hamlet. The material component for this spell is a
The material component is the priest's holy gemstone worth at least 100 gold pieces that has
symbol. been exposed to the chaotic energies of Limbo.
Level: 6° Livello: 6°
Manual: S&M Manuale: PH italiano
Sphere: Chaos Sfera: tempo atmosferico
Range: 0 Raggio d’azione: 0
Duration: 1 rd./level Componenti: V, S
Area of Effect: The caster Durata: speciale
Components: V, S, M Tempo di lancio: 1 turno
Casting Time: 9 Area d’effetto: speciale
Saving Throw: None Tiro Salvezza: nessuno
This potent defense surrounds the caster in a Il sacerdote fa arrivare il tempo adatto al clima
chaotic maelstrom of energy and demimatter that ed alla stagione dell’area in
blocks or deflects many attacks. The Entropy cui si trova. In primavera
shield extends about two feet in all directions può chiamare un tornado,
from the caster's body. The warping effect of the un temporale o nevischio,
field causes any melee or hand–to–hand attack to in estate piogge torrenziali,
miss 50% of the time—even if the roll allows an afa, grandine ecc., in
attack to continue, the priest still gains a -2 bonus autunno nebbia, nevischio,
to his Armor Class. Normal missiles or hurled caldo-freddo ecc., in
weapons miss automatically as the Entropy inverno gelo, disgelo,
shield deflects them from the caster. Even tormenta eccetera. Presso le
magical missile attacks (Produce flame, magic regioni costiere si possono
missile, or Melf's acid arrow, for example), siege richiamare venti di uragano,
engines, and giant–thrown boulders may be se si è alla fine dell’inverno
deflected as if they were hand–to–hand attacks. o all’inizio della primavera.
Against spells or effects that produce energy, gas, Le condizioni atmosferiche evocate non sono
or other physical attack forms (Fireball, sotto il controllo del sacerdote: possono durare
Lightning bolt, Cloudkill, and other such spells) per un solo turno, nel caso di un tornado, o per
the Entropy shield provides a 50% chance that ore e giorni interi; anche l’area d’effetto varia da
the attack simply does not affect the protected 2,5 a 250 Kmq. È possibile che vari sacerdoti
priest. Even if the harmful energy or matter uniscano i loro sforzi per produrre notevoli
penetrates the shield, the caster gains a +2 bonus cambiamenti delle condizioni atmosferiche.
on his saving throw. This does not cause a spell Nel giro di quattro turni dal momento in cui
to fizzle or fail; a priest standing in the middle of l’incantesimo è stato fatto, il tempo comincia a
a Fireball is simply not touched by the spell, manifestarsi (il cielo si rasserena o si annuvola,
which will inflict its normal damage on anyone ci sono venti caldi o freddi ecc.); le nuove
else in the area of effect. Any spell or effect that condizioni climatiche si instaurano in ld12+5
does not create matter or energy to harm or turni e non possono essere cambiate dal
hinder the victim can pass through the Entropy sacerdote. Una volta portato a termine,
shield normally, so mind based attacks and l’incantesimo non può essere dissolto; può essere
magical effects such as Petrification, contrastato ed annullato prima di quel momento.
Paralyzation, Enfeeblement, or Polymorph (to
name a few) can still affect the priest.
In addition to its defensive benefits, the Entropy
shield has the ability to repel normal or giant–
sized animals and creatures of lawful alignment,
such as extraplanar monsters from the lawful
planes. Any such creature attempting to attack
the shielded priest in hand–to–hand combat must
roll a saving throw vs. spell at the end of the
Livello: 6° Level: 6°
Manuale: PH italiano Manual: DH
Sfera: guarigione Sphere: Plant
Raggio d’azione: tocco Range: 90 yards
Componenti: V, S Components: V, S, M
Durata: permanente Duration: 6 turns
Tempo di lancio: 1 round Casting Time: 9
Area d’effetto: la creatura toccata Area of Effect: 1 building or similar
Tiro Salvezza: nessuno structure
Saving Throw: Special
Questo potente incantesimo consente di
eliminare ogni malattia e The Ivy siege spell must be cast upon a stone or
ferita della creatura curata. brick building constructed upon the earth; flying
Guarisce completamente castles and the like remain unaffected.
ogni tipo di malanno o Immediately after casting, ivy begins to grow at
cecità e qualsiasi lesione. a fantastic rate, climbing from the ground up the
Annulla l’infermità mentale e cura le patologie building's walls. At the end of one turn, the ivy
psichiche indotte mediante has dimbed the walls. At the end of the second
incantesimi. Ovviamente, turn, green creepers have covered the structure.
non protegge da infortuni On the third turn, the ivy has deepened to a
successivi. black-green and begins to squeeze the building.
La forma inversa, MALATTIA, fa ammalare la Starting on the third turn and every turn
vittima e la riduce a soli ld4 P.F.; è necessario un thereafier, the building must make a saving throw
TxC perché il sacerdote possa toccarla. Per vs. siege damage, as if attacked by a small
l’immunità all’incantesimo, vedi Cura ferite catapult (DMG, page 76). Two cubic feet of the
leggere. building crumbles away for each point by which
the saving throw misses each turn. This cycle
continues until the spell's duration expires or the
HEARTSEEKER building is destroyed. The ivy rots away instantly
(Enchantment) at the spell's end.
A druid can cast only one Ivy siege per building
Level: 6° at a time. After the ivy has rotted away, the druid
Manual: PD may cast the spell on the same building again.
Sphere: Plant However, multiple druids can cast several Ivy
Range: Touch siege spells on the same building. In the case of a
Components: V, S, M large, interconnected series of buildings (like a
Duration: 6 hours castle), each casting affects only a single tower,
Casting Time: 15minutes keep, or wall segment, to a maximum of 1,000
Area of Effect: 1 item cubic feet per level of the caster.
Saving Throw: Special The DM may choose to prohibit arctic and desert
druids from using this spell if they are not
This terrible spell is cast on a piercing weapon, a familiar with ivy.
spear or an arrow. When the point of the weapon The material component is an ivy leaf.
penetrates human flesh (causes damage), the
wooden tip will begin to sprout as if growing.
The roots and branches seek out vital organs as a LAND OF STABILITY
source of nutrients. If a saving throw vs. death (Abjuration)
magic isn't made, the vines burst through the
victim's vital organs, killing him instantly. If the Level: 6°
save is made, the target manages to pull the Manual: ToM
weapon out but takes an additional 1d8 points of Sphere: Wards
damage. Range: 10 yards/level
This does not work on undead or creatures Components: V, S, M
without internal organs. Duration: 1 day/level
Casting Time: 6
Area of Effect: 10-foot-cube/level
Saving Throw: None
following natural disasters: wrong with adhering to the law, and therefore
never seeks to have the spell removed.
– Earthquakes: vibrations do not affect the
warded area and fissures will not open beneath
the warded area; MARK OF THE HUNTED
– Floods: the warded area remains dry, even if (Summoning)
submerged;
– Windstorms: the warded area suffers no Level: 6°
damage from strong winds and objects cannot be Manual: PD
blown into the warded area; Sphere: Animal
– Lava and ash eruptions: lava and ash flow Range: 30 yards
around the warded area; Components: V, S
– Avalanches: stones and snow will not fall on Duration: l day per level
the warded area. Casting Time: 2 rounds
Area of Effect: 1 creature
Land of stability offers no protection against Saving Throw: None
magically-generated disasters or spells that
duplicate natural disasters. Disasters in progress This curse summons a dreadful beast from the
in the area when the spell is cast are not affected. surrounding vicinity and marks the victim for its
This spell affects a cubic area whose sides equal prey. Whenever this spell is cast, the DM should
the caster's level times 10 feet; thus, a 15th-level pick the foulest creature he can find. The monster
caster could affect a 150' x 150' x 150' cube. should be the most powerful beast found in that
The material components are the priest's holy area. It can not be an ethereal, undead, nor a
symbol and a pinch of volcanic ash. creature that does not eat meat. Nightmare
beasts, megapodes, and wild beasts are the most
commonly attracted creatures.
LEGAL THOUGHTS Whatever the animal, it believes the victim to be
(Enchantment/Charm) the sweetest meat it has ever smelled, and begins
to follow 1-4 hours after the spell is cast. From
Level: 6° that point until the expiration of the spell, the
Manual: ToM beast will pursue the victim and will not be able
Sphere: Law to rest until it eats him or it is slain.
Range: 10 yards When the spell has expired, the creature returns
Components: V, S to its lair, unless it is still in sight of the target. If
Duration: Permanent that is the case, the thing will continue to pursue
Casting Time: 1 turn the character until it loses him.
Area of Effect: One creature
Saving Throw: Neg.
MATERIALIZZARE ANIMALI
A priest casting this spell forces the victim of the (Convocazione/Attrazione)
spell to follow one specific law. The priest may
choose any law prevalent in the area in which the Livello: 6°
priest and the victim currently reside. Thus, if a Manuale: PH italiano
city has no laws about murder, the priest cannot Sfera: convocazione
command the person not to kill. Raggio d’azione: 30 m
The victim of the spell is forced to obey the letter Componenti: V, S
of the law to the best of his ability. Thus, if a Durata: 2 round per livello
victim were commanded not to commit murder, Tempo di lancio: 9
he would go to any length to avoid murdering Area d’effetto: speciale
someone. Tiro Salvezza: nessuno
Since the essence of this spell is tied to legal (and
not moral) interpretation, characters may find Il sacerdote riesce a far materializzare per magia
loopholes that will allow them to work around uno o più mammiferi che attaccano i suoi nemici,
the law in specific cases or to ignore the law in per un totale di D.V. che non può essere
light of extenuating circumstances. superiore al doppio del suo livello (se viene
When casting the spell, the priest must speak the evocata una creatura qualsiasi) o al suo livello
law to the recipient in such a way that he can (se si chiama un tipo specifico). Nel caso in cui
hear it. The victim is allowed a saving throw vs. non ci sia una preferenza, il DM sceglie a caso il
spell to avoid the effect. If the save is failed, the tipo di animale. Un sacerdote del 12° livello può
victim will never willingly violate the stated law materializzare (senza specificare) due mammiferi
as long as the spell is in effect. da 12 D.V. ciascuno, quattro da 6 D.V., sei da 4
Legal thoughts can be negated by Dispel magic. D.V., otto da 3 D.V., dodici da 2 D.V. o
The victim of this spell never perceives anything ventiquattro da 1 solo D.V. Ogni P.F. in più conta
come 1/4 di D.V.: una creatura con 4+3 D.V. si MONSTER MOUNT
considera come una creatura da 4 D.V. e 3/4. Gli (Enchantment/Charm)
animali restano due round per livello del
sacerdote, se non sono uccisi prima, ed Level: 6°
obbediscono ai suoi ordini. Si avventano contro i Manual: ToM
suoi nemici, ma non si lasciano usare per altri Sphere: Travelers
scopi: in tal caso diventano più difficili da Range: 30 yards
controllare e cercano di liberarsi, per poi magari Components: V, S
assalire lo stesso sacerdote, a seconda della loro Duration: 1 hour/level
aggressività e della situazione. Quando gli Casting Time: 6
animali sono uccisi, svaniscono. Area of Effect: 20-foot radius circle
Saving Throw: Neg.
MATER. ELEMENTALI DEL FUOCO ® This spell compels one or more living creatures
(Convocazione/Attrazione) to serve as mounts for the caster and his
companions. The spell affects up to 10 Hit Dice
Livello: 6° or levels of creatures with Intelligence of 4 or
Manuale: PH italiano lower. Creatures used as mounts must be of
Sfera: elementale (fuoco) suitable size to carry at least one rider; smaller
Raggio d’azione: 80 m creatures can be used as pack animals.
Componenti: V, S Each intended mount receives a saving throw vs.
Durata: 1 turno per livello spell. Creatures failing their rolls become docile
Tempo di lancio: 6 round and obedient, allowing riders to mount them, and
Area d’effetto: speciale moving at the speed and direction indicated by
Tiro Salvezza: nessuno the caster.
To maintain the enchantment, the caster must
Il sacerdote apre un collegamento con il piano remain within 10 yards of one of the affected
dell’elemento fuoco e fa creatures, and each affected creature must remain
arrivare un mostro che vi within 10 yards of another. The affected
abita. C’è una probabilità creatures will do nothing for the caster other than
del 65% che compaia un carrying riders and gear; they will not fight
mostro di elemento da 12 (although they will fight to defend themselves),
D.V., del 20% che ne arrivi nor will they intentionally endanger themselves.
uno da 16 D.V., del 9% che Any overtly hostile act by the caster or a rider
si materializzino da due a against any mount breaks the enchantment for all
quattro salamandre, del 4% the mounts.
che giunga un efreeti e del When the enchantment ends or is broken, the
2% che il mostro di creatures take no action for one round, then
elemento sia enorme, da 21 behave as their natural instincts direct.
a 24 D.V..
Il sacerdote non ha nulla da temere dalle creature
evocate, quindi non è necessario che si concentri MUOVERE IL LEGNO
sui mostri o che si protegga da loro. I mostri lo (Alterazione)
aiuteranno, assaliranno i suoi nemici e
rimarranno finché non saranno uccisi oppure per Livello: 6°
un turno per ogni suo livello, se non verranno Manuale: PH italiano
respinti con Dissolvi magie, con la forma inversa Sfera: vegetale
dell’incantesimo, SCACCIARE Raggio d’azione: 0
ELEMENTALI DEL FUOCO, o magie Componenti: V, S
analoghe. Durata: 1 round per livello
Tempo di lancio: 9
Area d’effetto: tratto lungo 6 m e largo 36
per livello
Tiro Salvezza: nessuno
quelli liberi anche se grossi (come le torri trasformandolo in un muro di fuoco (vedi
d’assedio). incantesimo omonimo) che non brucia dada parte
Gli oggetti fissati e con diametro inferiore a 8 cm che è più vicina al sacerdote.
si scheggiano e si rompono; i frammenti seguono Il punto più vicino al sacerdote della parete di
l’onda. Scudi di legno, lance, aste ed armi con spine si trova fino a 80 m di distanza, dove lui
impugnature di legno, frecce e dardi vengono preferisce. L’incantesimo dura un turno per ogni
portati via e trascinano con sé i loro proprietari. livello del sacerdote; la barriera ha la forma da
Se si conficca una lancia nel terreno per non farla lui scelta ed occupa un volume cubico con lato di
scappare, questa si spezza. Vengono spinti anche 3 m per ogni suo livello. Un sacerdote del 14°
gli oggetti che hanno solo una parte di legno. livello potrebbe fare un muro con volume
Una Barriera anti-magia o Dissolvi magie, se massimo complessivo di 42x42x42 m, con
riesce, annullano l’effetto. Se non viene qualsiasi combinazione di dimensioni e di
contrastato, l’incantesimo dura un round per ogni qualunque forma. È anche possibile ottenere un
livello del sacerdote. muro spesso la metà del normale (1,5 m), che
Le onde continuano per tutta la durata infligge la metà delle ferite ma può raddoppiare
dell’incantesimo e respingono gli oggetti di una delle altre due dimensioni. Chi è capace di
legno nell’area al ritmo di 12 m per round di attraversare aree di vegetazione fitta non è
combattimento ravvicinato. Il tratto interessato è intralciato da questa barriera. Il sacerdote può far
lungo 6 m per ogni Livello: un sacerdote del 14° sparire il muro quando vuole.
livello agisce su un’area larga 36 m e lunga 84
m. per 14 round. Una volta fatto l’incantesimo,
l’effetto ha inizio; a quel punto il sacerdote può PARLARE CON I MOSTRI
anche andarsene o fare altro senza interrompere (Alterazione)
la magia.
Livello: 6°
Manuale: PH italiano
MURO DI SPINE Sfera: divinazione
(Convocazione/Attrazione) Raggio d’azione: 30 m
Componenti: V, S
Livello: 6° Durata: 2 round per livello
Manuale: PH italiano Tempo di lancio: 9
Sfera: vegetale, creazione Area d’effetto: il sacerdote
Raggio d’azione: 80 m Tiro Salvezza: nessuno
Componenti: V, S
Durata: 1 turno per livello Il sacerdote è capace di conversare con qualsiasi
Tempo di lancio: 9 tipo di creatura che sia in
Area d’effetto: cubo con spigolo di 3 m per grado di comunicare (anche
livello con l’empatia, il tatto, gli
Tiro Salvezza: nessuno odori eccetera): il mostro
capisce, nella sua lingua o
Si forma una barriera di spine robuste, flessibili in un altro linguaggio
aggrovigliate ed acuminate equivalente, quel che il
come aghi, lunghe un dito. sacerdote intende dirgli, e
Ogni creatura che cozza viceversa. La reazione della
contro il muro di spine o lo creatura contattata viene
attraversa subisce 8 ferite, decisa dal DM. Capiranno
più un numero di ferite pari anche tutte le creature dello
alla sua C.A. (se questa è un stesso tipo di quella
numero negativo, sottrarre prescelta che si trovino nel
dalle otto ferite di base; non raggio d’azione. Il
valgono i modificatori per sacerdote può parlare a
la Destrezza). Qualsiasi diversi tipi di mostri, ma
creatura presente nell’area deve farlo separatamente.
d’effetto al momento in cui L’incantesimo dura due
l’incantesimo viene lanciato round per ogni livello del
urta contro la barriera e sacerdote.
deve sfondarla per uscire; il
danno viene inflitto ogni 3
m di spessore della parete. PAROLA DEL RITORNO
Se si cerca di fendere la barriera, occorrono (Alterazione)
almeno quattro turni per uno spessore di 3 m. Il
muro non è sensibile al fuoco normale; quello di Livello: 6°
tipo magico lo fa sparire nel giro di due turni, Manuale: PH italiano
L’incantesimo può essere usato per sbarrare Il sacerdote si fa proteggere da una bella quercia
un’area consacrata (vedi robusta (o un altro tipo di
MDM), che viene sigillata a albero).
tutti gli effetti (anche Può essere in corso un solo incantesimo di questo
rispetto a teletrasporto, genere per volta, che deve
viaggio interplanare e interessare una pianta per
penetrazione eterea). Il volta. L’albero prescelto
sacerdote può disporre che deve trovarsi a meno di 3 m
sia possibile entrare solo di distanza dall’abitazione
dicendo una parola o una del sacerdote, in un luogo a
formula magica. Per il lui sacro o a meno di 100 m
resto, l’effetto sugli intrusi di distanza da qualcosa che
dipende dal loro il sacerdote vuole
allineamento e da quello del proteggere.
sacerdote. Si adotta sempre La magia si può fare su di una pianta sana, di
la penalità più grave. qualsiasi dimensione, a seconda della
– Identità di allineamento: nessuna conseguenza. disponibilità. Poi si imprime in essa la formula
Qualora occorra sapere la magica, che può contenere al massimo una
parola magica, è parola per ogni livello del sacerdote: “attacca
impossibile entrare se non tutti quelli che si avvicinano senza prima dire
la si conosce (non c’è T.S.). vischio sacro” sarebbe una frase con undici
– Diversità di allineamento rispetto a parole, quindi adatta ad un sacerdote di 11°
legalità/caos: per entrare bisogna superare un livello o più. Quando sente il comando, l’albero
T.S. contro incantesimi. Se lo si sbaglia, si diventa una specie di treant con C.A. 0 e due
subiscono 2d6 ferite. Se c’è la parola chiave, non attacchi per round, ma ha fattore movimento di
può entrare chi non la sa. soli 9 m per round.
– Diversità di allineamento rispetto a bene/male:
per accedere all’area si effettua un T.S. contro Dimensioni albero Altezza D.V. TxF
incantesimi. Se fallisce, si ricevono 4d6 ferite. Se
c’è la parola chiave, si entra solo quando la si Piccolo 3,6 – 4,2 m 7-8 2d8
conosce. Il tentativo comporta ferite se si sbaglia Medio 4,8 – 5,7 m 9-10 3d6
il T.S.. Grande 6 m o più 11-12 4d6
Quando l’intruso fallisce il T.S., resta chiuso
fuori per tutta la durata L’albero incantato irradia un’aura magica (se si
dell’incantesimo. La magia cerca di individuarla) e può tornare normale con
non può essere annullata ad Dissolvi magie o per ordine del sacerdote. Nel
opera di un esperto di caso in cui subisca Dissolvi magie, l’albero mette
magia (sacerdote) di livello subito radici; se, invece, è il sacerdote a
inferiore a quello di chi l’ha sospendere l’incantesimo, la quercia cerca di
fatta. Gli intrusi che tornare nel posto in cui era all’inizio e poi mette
accedono superando il T.S. radici. Gli eventuali danni alla pianta si possono
sono nervosi e si sentono a curare con Crescita vegetale, che guarisce 3d4
disagio, nonostante tutto. ferite e, in questo caso, non aumenta le
Componenti materiali: simbolo sacro, acqua dimensioni della quercia.
santa ed incensi rari, che valgono almeno 1.000 Per fare questo incantesimo basta avere il
mo al metro cubo; se si vuole anche mettere una simbolo sacro.
parola chiave, occorrono altri tipi di incensi che
costano come minimo 5.000 mo al mc.
REVERSE TIME
(Alteration)
QUERCIAVIVA
(Incantamento) Level: 6°
Manual: ToM
Livello: 6° Sphere: Time
Range: 30 yards
Components: V, S, M Level: 6°
Duration: 1-4 rounds Manual: PD
Casting Time: 6 Sphere: Combat
Area of Effect: One creature Range: 0
Saving Throw: Neg. Components: S, M
Duration: Permanent
This spell is similar to the 9th-level wizard spell Casting Time: l day
Time stop. When Reverse time is cast, time stops Area of Effect: 1 sword
within a 30-foot diameter of the subject. All Saving Throw: None
creatures and items in the area of effect stand
motionless, rivers stop running, and arrows hang This spell requires a sword made of a cystalline
suspended in the air. Any creature, person, or stone (such as quartz) or glass. The weapon must
object entering the area of effect is likewise be of the highest quality and craftsmanship, and
frozen in time. The caster is affected if he is forged without aid of magic or psionics.
within the area of effect, unless he is the subject The enchantment of the sword takes an entire
of the spell. day, and at day's end the caster must make an
An unwilling subject is allowed a saving throw unmodified saving throw vs. spells. Failure
vs. spell; if successful, the spell is immediately indicates that the blade must be enchanted for
negated. Otherwise, the victim is forced to relive another day and another save vs. spells required,
all the actions taken in the previous 1-4 rounds in now at -1. The caster is permitted a number of
reverse. Beginning with the most recent round, attempts equal to 1/4 his level (round down).
the subject moves backward, arrows fired by the Each additional attempt is made at a cumulative
subject return to his bow, and so on. All effects -1 penalty. If the save is made, the sword has
of these actions are negated. At the end of the been enchanted. If all fail, the sword is ruined
spell's duration, normal time resumes and all and can never be used for this spell again.
creatures immediately continue their activities, A successfully enchanted Sand blade is razor-
picking up right where they had stopped. sharp, inflicting +2 damage to opponents. It has
Consider the following example. A party is no attack bonus, and cannot affect creatures
battling a spellcasting red dragon. In the first immune to ordinay weapons. It is vey difficult to
round, the dragon breathes fire, roasting the see, and is effectively invisible in dim light, from
party's wizard. The rest of the group attacks and a distance, or underwater. Sand blades are also
injures the dragon. On the second round, the completely invisible to magic that detects metal
dragon bites and kills the group's thief. More and minerals.
damage is caused to the beast, but it is still alive If a wielder rolls an unmodified “1” while using
in the third round, when it uses magic missile to the sword sgainst an armored target (chitin,
kill the ranger. At this point, the priest casts metal, bone armor, or skin), it splinters into
reverse time on the beast. Fortunately, it fails its thousands of deadly shards. The damage from
saving throw and is forced to reverse the last four the blow is doubled due to the spray of glass, but
rounds. While everyone else freezes, the dragon the sword is shattered and now forever useless.
goes into reverse. The Magic missiles zoom back Material component: crystal or glass sword.
to the dragon (and it regains the ability to cast
that spell), it “unbites” the thief (removing that
damage from the character), and then inhales its SECLUSION
fiery breath (leaving the roasted wizard alive and (Alteration)
uncooked). The dragon is then reversed through
one more round–the round before it encounterd Level: 6°
the party. The spell then ends and actions Manual: ToM
resume. Sphere: Numbers
The dragon must now roll for surprise since it is Range: Touch
encountering the party for the first time. The Components: V, S, M
party is immune to surprise, since it was fighting Duration: 3d12 rounds+4 rounds/level
the beast previously. All damage suffered by the Casting Time: 6
dragon remains, since these actions were caused Area of Effect: One creature
by the group and not the beast. Saving Throw: Neg.
The material component is an etched silver arrow
bent into a circle. The arrow must be no more This spell encloses one individual in an
than 3 inches long and worth no less than 500 gp. extradimensional space. Creatures to be affected
The arrow is destroyed in the casting. must be of size M or smaller. The space can
contain only one creature, regardless of size. The
priest may use the spell on himself or any
SAND BLADE creature he touches. Unwilling targets are
(Enchantment) allowed a saving throw vs. spell to avoid the
Level: 6°
Manual: ToM
Sphere: Sun
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: One gem
Saving Throw: Special
bonus to his attack roll and suffers no penalty for SPIRITUAL WRATH
nonweapon proficiency. In addition, the glowing (Invocation)
gem is considered a +3 weapon for determining
whether a creature can be struck (creatures hit Level: 6°
only by magical weapons, for example). There is Manual: ToM
no damage bonus, however. Sphere: Combat
When it hits, the gem bursts with a brilliant, Range: 300 yards
searing flash that causes 6d6 points of fire Components: V, S
damage to the target and blinds him for 1d6 Duration: Instantaneous
rounds. The victim is allowed a saving throw vs. Casting Time: 1 turn
spell. If successful, only half damage is sustained Area of Effect: Special
and the target is not blinded. Undead creatures Saving Throw: 1/2
suffer 12d6 points of damage and are blinded for
2d6 rounds (if applicable) if their save is failed. This powerful cooperative spell is rarely invoked
They receive 6d6 points of damage and are since it requires the concerted effort of six or
blinded for 1d6 rounds if the save is successful. more high-level priests. The casting effort
If the gem misses its target, it explodes severely weakens the priests, discouraging casual
immediately, causing 3d6 points of damage (or use of this spell.
6d6 against undead) to all creatures within a 3' To cast the spell, six or more priests must be
radius. It blinds them for 1d3 rounds (1d6 rounds within a 15-foot radius. Each priest must cast
vs. undead). All victims are allowed a saving Spiritual wrath at the same time. Before
throw vs. spell, with success indicating half beginning the spell, the priests must decide upon
damage and no blindness. The DM should use the area of effect. The spell causes 10d6+1d6
the rules for grenade-like missiles found in the points of damage per priest casting the spell.
Dungeon Master Guide for determining where (The minimum damage, therefore, is 16d6.)
the stone hits. Creatures within the area of effect are allowed a
The material component is a topaz gemstone saving throw vs. spell to reduce the damage to
worth at least 500 gp. half.
The spell strikes as a great wave of force that
descends from the sky. Small objects must save
SPIRIT OF FLAME vs. crushing blow. Structures suffer damage as if
(Evocation) hit by a heavy catapult (2d12). The force of this
spell often raises a great cloud of dirt and dust,
Level: 6° obscuring the area for 1d4+1 rounds.
Manual: PD The spell's area of effect is determined by the
Sphere: Elemental (fire) number of casters. Each priest contributes 10 feet
Range: 2 miles/level to the radius of the spell. Six casters would create
Components: V, M a spell with a radius of 60 feet. No more than
Duration: Special twelve casters can cooperate to cast this spell
Casting Time: 6 rounds (maximum of 22d6 damage and a 120-foot
Saving Throw: None radius area of effect). This converts to an 8-inch
circle in the Battlesystem rules ground scale.
With this spell, a priest can walk into a fire and The spell is difficult to cast, physically taxing the
teleport to any other up to the limit of his range. spellcasters so much that each caster suffers 3d10
The priest may go blindly, and will appear in a points of damage from the effort. There is no
random camp fire in a place determined by the saving throw allowed to avoid this damage.
DM. If the caster isn 't near a settlement, there is
30% chance there will be no camp fire and the
spell is wasted. A better course is to cast SUNSTROKE
Watchfire and see. The destructive fire (Summoning)
elementals demand a high price for this spell,
and the priest must sacrifice 1-6 hit points every Level: 6°
time he uses it. The damage heals normally. Manual: PD
Sphere: Sun
Range: 10 yards/level
Components: V, M
Duration: Special
Casting Time: 6 rounds
Area of Effect: l creature
Saving Throw: Neg.
UNLIVING IDENTITY ®
(Necromancy)
Level: 6°
Manual: DK
Sphere: Necromancy
Range: Touch
Components: V, S, M
Duration: l day/level
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: Neg.
WATCHFIRE ® will have only 1 hit point, but no other ill effects,
(Divination) scars, or contagion.
If friendly spellcasting heals the damage, the
Level: 6° priest quickly recovers from his coma, losing 1d4
Manual: PD hit points representing fatigue.
Sphere: Elemental (fire) Magical afflictions, diseases, or curses cannot be
Range: 2 miles per level cured by the Waters of life.
Components: V, M
Duration: 1 hour
Casting Time: 3 rounds WHIRLWIND
Area of Effect: 1 fire at a time (Invocation/Evocation)
Saving Throw: None
Level: 6°
This powerful spell allows a caster to know how Manual: S&M
many fires burn within the area of effect and the Sphere: Elemental (Air)
approximate location of each. He may choose Range: 60 yds. + 10 yds./level
any one of these fires and peer out of it as if he Duration: 1 rd./level
were actually within the flames. Anyone Area of Effect: Cone 10 ft. wide at base and 30
watching the fire sees a dark face peering out at ft. tall
them, but can only dispel the visage by Components: V, S, M
extinguishing the flame or casting other Casting Time: 9
protections from scying. Saving Throw: Special
The caster may communicate through the flames,
but he may not cast spells or use special abilities.
The reverse of this spell, PROTECT FIRE, This spell creates a powerful cyclone of raging
protects all fires in range from being used in this wind that moves as directed by the priest. The
way. Whirlwind can move by zigzagging along the
ground or over water at a movement rate of 6.
The Whirlwind always moves after all other
WATERS OF LIFE creatures have moved, and many creatures can
(Alteration) avoid it simply .by keeping their distance. If the
cyclone exceeds the spell's range, it moves in a
Level: 6° random, uncontrolled fashion for 1d3 rounds,
Manual: PD possibly endangering the caster or his allies, and
Sphere: Elemental (water), Healing then dissipates.
Range: 0 Any creature of size L (large) or smaller that
Components: V, S, M comes in contact with the Whirlwind must make
Duration: Special a saving throw vs. breath weapon or suffer 2d8
Casting Time: 9 rounds damage. Size M (man–sized) or smaller creatures
Area of Effect: 1 creature who fail their first saving throw must attempt a
Saving Throw: None second one, or be picked up bodily by the
Whirlwind and held suspended in its powerful
This powerful spell is representative of the life- winds, suffering ld8 points of damage each round
giving nature of water, and the sacrifices that the with no save allowed. The caster may direct the
priests of that sphere are willing to make for cyclone to eject any carried creatures whenever
those they believe worthy. he wishes, depositing the hapless souls wherever
The priest spends makes an elixir from local the Whirlwind happens to be when they are
herbs. Once made, the priest gives half the potion released.
to the patient, and takes the rest himself. Maintaining the Whirlwind requires the caster's
The former patient is now healed of all damage, full attention, and he cannot cast other spells or
poisons, or diseases, but the effects, wounds, and make any attacks while directing the spell's
other symptoms are transferred to the priest. course. If his concentration fails for some reason
Soon the healer falls into a near comatose state he cannot simply cancel the spell. Instead, the
for a period of two hours while his body fights spell becomes uncontrolled as described above
off infections and repairs the damage. and dissipates after ld3 rounds.
At the end of this period, the priest should make In truly desperate circumstances, priests of
a system shock roll. If he passes the test, he elemental air have been known to deliberately
awakens from the coma and all is well. If he overrun their companions in order to carry them
fails, he suffers the effects of whatever was out of the path of some certain doom. Few care
wrong with the former patient. This cannot result to repeat the experience.
in the priest's death. Conditions that would cause The material component for this spell is a
his death are halted, and the priest goes into a handful of dust collected from a zephyr or snow
trance for another 24 hours. When he awakes, he from a williwaw.
Level: 7° Level: 7°
Manual: ToM Manual: RAV
Sphere: Time Sphere: All
Range: 30 yards Range: Special
Components: V, S, M Components: V
Duration: 1 round/level Duration: Special
Casting Time: 1 round Casting Time: 1 round
Area of Effect: One dragon Area of Effect: Special
Saving Throw: Neg. Saving Throw: None
This spell allows the caster to cause any dragon This spell works like the 6th level Divine curse
to temporarily gain or lose one age level per five spell. However, the curse can affect the
levels of the caster. For instance, a 14th-level descendants of the targeted character, too. Here's
caster could cause a dragon to gain or lose two an example of an ancient curse: “You and your
age levels; a mature adult dragon could be seed shall wither at the touch of gold or silver
temporarily transformed into a young adult unto the seventh generation”. If the cause is
dragon or into a very old dragon. A dragon's age great, the curse may worded to last indefinitely,
cannot be reduced below hatchling or increased throughout the victim's family tree.
beyond great wyrm. If he provides an escape clause, the caster is
Unwilling dragons are allowed a saving throw often granted more powerful curses. (The DM
vs. spells with a -4 penalty to avoid the effect. should encourage players to incorporate these
A dragon affected by Age dragon temporarily clauses into any curse.) In the example above,
acquires the armor class, hit points, spell the curse might continue, “Should ye give back
abilities, combat modifiers, size, and other ten fold whet was taken, then your children sball
attributes of his new age level. The dragon be saved”.
retains his memories and personality. At the end
of the spell's duration, the dragon returns to his
normal age level. ANIMARE LA PIETRA
If the dragon suffered damage while (Alterazione)
experiencing his modified age, these hit points
remain lost when he resumes his normal age. If Livello: 7°
the dragon loses more hit points at his modified Manuale: PH italiano
age than he has at his actual age, he dies when Sfera: elementale (terra)
the spell expires. For example, a young adult Raggio d’azione: 40 m
bronze dragon with 110 hit points is aged to a Componenti: V, S, M
mature adult with 120 hit points. The dragon Durata: 1 round per livello
suffers 115 hit points in combat. Unless the Tempo di lancio: 1 round
dragon is healed of 6 points of damage before the Area d’effetto: 50 dm cubi per livello
spell expires, the dragon dies at the end of the Tiro Salvezza: nessuno
spell since his damage is greater than his actual
hit points. Il sacerdote fa muovere un blocco di pietra delle
If a dragon is killed while under the effect of Age dimensioni indicate (vedi incantesimo Animare
dragon, he is dead at the end of the spell's gli oggetti del 6° livello L’oggetto animato deve
duration. essere un blocco a se stante, non far parte di una
The material component is a handful of dirt taken roccia; seguirà ogni ordine del sacerdote
from a dragon's footprint. (attaccare, bloccare, spezzare, ecc.) finché durerà
la magia. Non ha volontà propria, ma segue i
comandi alla lettera. È possibile dargli una sola
serie di istruzioni (che dov’essere espressa in
forma chiara e concisa, con una dozzina di
parole) per ogni singola azione. Il masso resta
animato per un round per ogni livello del
sacerdote; anche il volume dipende dal livello
(un sacerdote del 12° livello animerebbe circa
600 dm³ di pietra).
Mentre i particolari del masso animato devono
essere decisi dal DM, la Classe dell’Armatura è
fissa e non è mai inferiore a 5; i P.F. sono ld3 per
ogni metro cubo di volume ed i TxC sono quelli
del sacerdote. Il massimo danno che può
infliggere è di ld2 punti per ogni livello (la roccia community at one time; the caster must
animata da un sacerdote del dodicesimo livello specifically state which disease is to be
farà da 12 a 24 ferite). Il movimento è, per un eliminated (black plague or yellow fever, for
masso grande quanto un uomo, di 18 m per example) with each casting of the spell.
round. Cinquanta decimetri cubi di pietra pesano When the spell is cast, the priest exhales a sweet-
all’incirca 45,3 - 135,9 Kg. smelling breath. This forms into a breeze that
Componenti materiali: un masso ed una goccia di radiates outward, forming a circle that expands in
sangue del sacerdote. a 50-yard radius per hour. During this time, the
caster must remain at the center of the area of
effect. For example, after 12 hours, the Breath of
ANTIMINERAL SHELL life would cover a circle 1200 yards in diameter
(Abjuration) (600-yard radius). The breath is of a magical
nature rather than a physical nature; therefore, it
Level: 7° is unaffected by prevailing winds.
Manual: S&M The breeze blows through the community,
Sphere: Protection, Elemental (Earth) instantly eliminating the specified disease from
Range: 0 all afflicted citizens. The Breath of life spell does
Components: V, S, M not destroy parasitic monsters (such as green
Duration: 1 turn/level slime, rot grubs, and others), nor does it cure
Cashng Time: 1 round lycanthropy or other magical afflictions. The
Area of Effect: 10–ft. radius spell does not prevent recurrence of a disease if
Saving Throw: None the recipients are again exposed.
The material components are the priest's holy
When a priest casts this spell, he creates an symbol and a cone of incense that has been
invisible force field or barrier that blocks the blessed by the highest priest of the character's
entrance of animated or living mineral creatures. religion.
It is effective against elementals and creatures of The BREATH OF DEATH, which produces a
elemental origin such as aerial servants, djinns, foul-smelling wind, is the reverse of this spell.
and mephits, golems and other constructs, Victims who fail a saving throw vs. death magic
creatures of living stone, such as galeb duhr or are afflicted with a nonmagical, fatal disease. To
xorn; and objects, weapons, or armor animated determine the results of this spell, the DM should
by some outside force. It does not bar the roll saving throws for major NPCs in the area of
passage of undead monsters, living creatures effect. The effect on the rest of the community
carrying inanimate material, or nonanimated can be calculated as a percentage, based on the
minerals such as a giant–thrown boulder or a saving throw.
common rockslide. The Antimineral shell moves Infected creatures do not heal hit points until the
with the caster, but if the caster tries to force it disease is cured. The disease is fatal within 1d6
against a creature affected by this spell, the weeks (the duration varies from person to
Antimineral shell fails. The material component person).
is a drop of some caustic solvent, such as acid The material components are the priest's holy
from a black dragon. symbol and a handful of dust taken from a
mummy's corpse.
BREATH OF LIFE ®
(Necromantic) CAMBIA BASTONE
(Evocazione, Incantamento)
Level: 7°
Manual: ToM Livello: 7°
Sphere: Necromantic Manuale: PH italiano
Range: 0 Sfera: vegetale, creazione
Components: V, S, M Raggio d’azione: tocco
Duration: 1 hour/level Componenti: V, S, M
Casting Time: 1 turn Durata: speciale
Area of Effect: Special Tempo di lancio: 4
Saving Throw: None Area d’effetto: il bastone del sacerdote
Tiro Salvezza: nessuno
This powerful spell enables the caster to cure
many persons (even an entire community) who Il sacerdote riesce a trasformare un bastone
are afflicted with a nonmagical disease. The appositamente preparato in una sorta di enorme
priest need not touch or even see the diseased treant, (alto circa 7 m). Quando il sacerdote
people for the spell to be effective, although conficca nel terreno la base del bastone e dice la
recipients must be within the area of effect. parola magica ed una speciale invocazione, il
This spell does not cure all diseases in the bastone diventa una creatura con 12 D.V., 40 P.F.
e C.A. 0, che effettua due attacchi per round ed l’80% di probabilità che
infligge 4d6 ferite con ognuno di essi. Il mostro siano scambiate per nebbia
difende il sacerdote ed obbedisce ai suoi ordini; o vapore. Il sacerdote può
non è un vero e proprio treant, perché non parla riassumere l’aspetto
con i treant e non comanda gli altri alberi. La normale quando vuole; ogni
trasformazione dura per tanti turni quanti sono i trasformazione richiede
livelli del sacerdote, o finché questi non la cinque round. Finché sono
interrompe o fino a quando il treant non viene in forma gassosa, lui e gli
distrutto. Se il bastone-treant scende a 0 P.F. o altri possono essere colpiti
meno, finisce in un mucchietto di segatura; se solo da armi magiche,
non viene distrutto, invece, si può riutilizzare benché possano, a
dopo 24 ore al massimo dell’efficienza. discrezione del DM, subire
Per lanciare l’incantesimo, il sacerdote deve gli effetti di forti venti.
avere il simbolo sacro oppure alcune foglie (di Quando si è in forma gassosa non si possono fare
frassino, quercia o tasso) di un albero della stessa incantesimi.
specie del bastone. Componenti materiali: fuoco e acqua santa.
Il bastone dov’essere un grosso ramo, tagliato da
un frassino, una quercia o un tasso colpiti da un
fulmine da non più di 24 ore, fatto seccare al sole CANCELLO
ed affumicato per 28 giorni, quindi modellato, (Convocazione/Attrazione)
levigato e rifinito per altri 28. Durante questo
periodo il sacerdote non può intraprendere Livello: 7°
avventure o compiere altre attività impegnative. Manuale: PH italiano
Una volta finito, il bastone viene intagliato con Sfera: convocazione
scene di vita dei boschi, strofinato con succo di Raggio d’azione: 30 m
bacche di agrifoglio e infine piantato nel terreno Componenti: V, S
del bosco dove abita il sacerdote, mentre questi Durata: speciale
lancia un incantesimo Parlare con le piante, per Tempo di lancio: 5
poterlo richiamare in caso di necessità. La magia Area d’effetto: speciale
è sufficiente per molte trasformazioni da bastone Tiro Salvezza: nessuno
a treant e viceversa.
Il cancello comporta una duplice conseguenza:
instaura un collegamento
CAMMINARE NEL VENTO interdimensionale tra il
(Alterazione) piano in cui si trova il
sacerdote e quello di un
Livello: 7° essere molto potente. Il
Manuale: PH italiano risultato è che quell’entità
Sfera: elementale (aria) può passare da un piano
Raggio d’azione: tocco all’altro. Quando il
Componenti: V, S, M sacerdote pronuncia la
Durata: un’ora per livello formula, attira l’attenzione
Tempo di lancio: 1 round di chi vuole chiamare; poi
Area d’effetto: speciale lancia l’incantesimo e dice
Tiro Salvezza: nessuno il nome dell’entità.
Sicuramente dal cancello arriva qualcosa; le
Il sacerdote può, insieme ad una o due altre azioni di questa entità dipendono da tanti fattori,
persone, diventare una compreso l’allineamento del sacerdote e dei suoi
nuvola e farsi trasportare da compagni ed il tipo di minaccia che li ha portati a
un vento magico con fattore chiamare aiuto.
movimento che può variare L’esito dell’incantesimo viene deciso dal DM, in
da 6 a 60, a sua scelta. base ai desideri del sacerdote, al tipo di creatura
L’incantesimo dura finché ed alle esigenze del momento. L’essere
vuole il sacerdote, fino ad convocato se ne va subito oppure resta ed agisce.
un massimo di sei turni Ogni volta che fa questo incantesimo il sacerdote
(un’ora) per ogni suo invecchia di cinque anni.
livello. Il sacerdote può
toccare e portare un’altra
persona ogni otto suoi COCCHIO DI SUSTARRE
livelli (fino a 24). Queste (Evocazione)
persone non sono invisibili,
ma piuttosto trasparenti; se Livello: 7°
sono vestite di bianco, c’è Manuale: PH italiano
the magical process of turning it into an heal 1-4 points of damage. The spell not only
elemental shrine. steals its victim's water, it transfers it to the
The entire process takes about 3 months and caster as well. The priest will not have to drink
requires a substantial investment of time and again for a number of days equal to 10% of the
energy. stolen hit points. If 20 hit points were stolen, the
The first requirement of the spell is to find a priest does not have to drink for 2 days.
natural area where the cleric's patron element is If the victim survives, healing spells work
strong. normally, and drinking good water retums all but
Shrines to the lords of fire require effort: first, 1d6 of the lost hit points.
the priest must create an eternal flame. Atop this
fire, the priest must place an item of great value
to himself. When the blaze finally dies to the size
of a campfire, the cleric begins the create shrine
spell, and the flame bums forever. The item is
sacrificed to the lords of fire and destroyed in the
conflagration.
Once the area has been prepared and any threats
removed from it, the cleric sits and meditates on
the nature of his element. He must continue to do
this for at least eight hours every day for the next
three months. Any time missed cancels the spell,
and the cleric must begin again from scratch.
When three months have passed, the shrine
grants the caster a number of “phantom” hit
points equal to 12 times the caster's level. These
are good only while the cleric is actually at the
shrine.
The cleric who created the spell has one other
special advantage. While on the grounds of the
shrine, he may exercise his ability to ignore the
elements an unlimited number of times per day.
The power continues even if the priest leaves the
shrine, but then it expires normally. This counts
as a use for that day, so he cannot exploit this
ability again, unless he moves back to the shrine.
There is no limit to the number of clerics that can
benefit from being at a shrine, and none may be
affected by spells of that element while there
The cleric is under no obligation to remain at the
shrine after it is created, but many do, insuring
its protection.
DEHYDRATE
(Evocation)
Level: 7°
Manual: PD
Sphere: Elemental (water), Sun
Range: 5yards per level
Components: V, S
Duration: Time of concentration
Casting Time: 1 round
Area of Effect: l creature
Saving Throw: None
DIVINE INSPIRATION
(Divination)
ESAZIONE
Level: 7° (Evocazione, Alterazione)
Manual: ToM
Sphere: Thought, Divination Livello: 7°
Range: 0 Manuale: PH italiano
Components: V, S, M Sfera: charme, convocazione
Duration: Instantaneous Raggio d’azione: 10 m
Casting Time: 5 Componenti: V, S, M
Area of Effect: The caster Durata: speciale
Saving Throw: None Tempo di lancio: 1 round
Area d’effetto: 1 creatura
This spell is a more powerful version of the Tiro Salvezza: nessuno
Genius spell. The priest's player may ask the DM
one question about the current situation or about Il sacerdote chiama una potente creatura di un
events that will occur within the next five altro piano (che può essere un devas o un altro
rounds. Questions about the future must relate to potente servitore, ma non una divinità e un
external events, such as “Will the guards respond semidio) e gli comanda di compiere una ricerca.
to the sentry's yell?” Questions cannot refer to Non può far arrivare un essere di allineamento
the outcome of combat, such as “Will we win the opposto al suo (malvagio se il sacerdote è buono,
battle?” The priest's player is allowed to use this cantico se il sacerdote è legale), a meno che
spell to ask the DM for advice. In this case, the questi non sia consenziente. Tieni presente che
spell is the equivalent of asking the gods, “Okay, una creatura neutrale (puro) è opposta sia al bene
how do we get out of this one?” che al male, sia alla legge che al caos.
Like the Genius spell, the DM must be careful in Per farsi servire dalla creatura, il sacerdote deve
adjudicating this spell. The answer to the conoscere qualcosa al suo riguardo, oppure può
question is always relevant and correct, although offrirle qualcosa in cambio. Se, ad esempio, sa
not necessarily complete. The answer can also be che qualcuno del suo allineamento ha fatto un
cryptic, in the form of a riddle or rhyme, favore alla creatura, può approfittarne, altrimenti
depending on the DM's assessment of the deve darle un regalo di grande valore o
situation and how potentially unbalancing the ricambiarle la cortesia. Il servizio richiesto
answer might be. In general, the answer will be a dov’essere proporzionato al piacere fatto alla
short phrase of no more than eight to ten words. creatura o alla ricompensa prevista, compresi i
The material component is a gem of at least 500 rischi e la fatica che l’entità deve affrontare.
gp value. This spell can be cast only once in any L’incantesimo agisce dopo un tiro per la
24-hour period. resistenza al magico della creatura. Quando ha
eseguito il compito, l’essere torna vicino al
sacerdote e riceve la ricompensa, che può
ERUPTION consistere nella cancellazione di un debito o in
(Invocation) un premio materiale. Poi la creatura torna da
dov’è venuta.
Level: 7° Spetta al DM giudicare quando è stato raggiunto
Manual: PD un accordo equo. Se il sacerdote è troppo
Sphere: Elemental (earth, fire) esigente, la creatura può andarsene o anche
Range: 10 yards per level seguire i suoi peggiori istinti ed attaccarlo, come
Components: V, S, M se il patto fosse stato infranto. Se le circostanze
Duration: l round per level conducono ad un risultato eccessivo (la creatura
Casting Time: 2rounds muore, ad esempio, mentre cerca di raggiungere
Area of Effect: 30 inch diameter uno scopo che non era così importante), il
Saving Throw: 1/2 sacerdote può trovarsi in debito nei confronti
degli amici e parenti della creatura, quindi
This spell causes an area around the target to esposto ad Esazione da parte loro. Di solito il
erupt into geysers of molten rock. Columns of sacerdote si impegna ad un risarcimento in caso
fiery stone burst from the ground and spew di morte della creatura convocata.
deadly lava over everything within the radius of Se il sacerdote non sta ai patti e non fornisce
the spell. Creatures within the area must attempt alcuna ricompensa, subisce le ritorsioni della
to move out (unless protected from fire or heat) creatura, o del suo signore, protettore eccetera.
and take 3d8 points of damage every round they Nella peggiore delle ipotesi, sarà attaccato dalla
are outside this area. The molten rock sticks to creatura stessa, senza timore dei suoi
skin and continues burning, so damage continues incantesimi, perché la sua inadempienza la
at 1d8 points per round until cooled or until 10 renderà completamente immune ai loro effetti.
rounds have passed.
Componenti materiali: simbolo sacro, materiale on the Hovering road at their normal movement
proveniente dal piano d’origine della creatura ed rate, ignoring the effects of surrounding terrain.
informazioni sulla creatura, scritte su di una The Hovering road must originate from a solid
pergamena che viene bruciata per sigillare il surface. Once anchored, the caster controls the
patto. contour of the road, causing it to rise and fall as
he wishes. The road can thus be used to traverse
rivers (if the road is anchored on the shore),
GLASS STORM swamps, and similarly hostile terrain. The caster
(Evocation/Summoning) can cause the Hovering road to rise over a jungle
or cross a chasm.
Level: 7° The road has AC 0. It is impervious to non-
Manual: PD magical weapons. If the road suffers 100 points
Sphere: Elemental (air), of damage (from magical weapons or other
Summoning magical forces), it dissipates in a black mist; all
Range: 0 those on the road fall to the ground below.
Components: V, S, M Unless the road is destroyed, the entire Hovering
Duration: 1 round per level road remains intact from beginning to end for the
Casting Time: 1 turn duration of the spell, even if the caster is killed
Area of Effect: 30 foot radius or incapacitated. At the end of the spell's
Saving Throw: None duration, the entire road dissipates.
The material components are a chunk of black
This powerful version of the Glass spray spell marble and a loop of gold wire.
not only lifts and separates tiny crystal shards
from sand or silt, it creates a terrible wind to
propel them. The particles whip about the storm's ILLUSORY FORTIFICATION
area leaving a circular 5 foot eye where the (Illusion/Phantasm)
caster and his companions may stand unharmed.
The storm is very rough on leather armor, flesh, Level: 7°
and other soft targets. Any equipment must make Manual: ToM
a saving throw vs. fire or become useless. Living Sphere: War
creatures (and undead) take 2d8 points of Range: 240 yards
damage per round until they leave the path of the Components: V, S, M
storm. Duration: Special
Missile combat is impossible in the spell's area of Casting Time: 10 turns
effect. Everyone inside the area is blinded and Area of Effect: Special
confused, and the DM should randomly Saving Throw: None
determine which direction a character is facing
when he tries to escape. The ritual required to cast this spell is time-
Material component: shard of glass or crystal. consuming and extremely complex. As its name
implies, Illusory fortification creates an illusion
of a wall of heavy stonework up to 30 feet tall
HOVERING ROAD and 160 yards long, topped with crenellations.
(Conjuration/Summoning) The illusory wall can be of any color and
apparent age, potentially allowing the caster to
Level: 7° match the false wall with the real walls of an
Manual: ToM existing castle. The illusory wall must be
Sphere: Travelers continuous (it cannot form two or more shorter
Range: 0 walls), but it can follow any corners or bends that
Components: V, S, M the caster desires.
Duration: 1 turn/level In addition to the wall, the spell creates the
Casting Time: 1 round illusion of constant movement among the
Area of Effect: Special crenellations, as if defending troops were moving
Saving Throw: None atop the wall. The formation of the crenellations
makes it impossible for a distant observer to
This spell enables the caster to create a magical determine exactly how many and what types of
10-foot-wide road extending 10 feet in front of defenders are present on the Illusory
him. The caster can create an unbroken road for fortification.
the duration of the spell, creating a 10-foot area The illusory wall remains in existence for 2d12
ahead of him as long as he continues to move hours unless the spell is terminated earlier.
forward. The spell has one very significant limitation: it is
The road is approximately one foot thick and strictly two-dimensional and is visible from only
hovers in the air. It has the texture and color of one side (the side that the caster deems to be the
black granite. Characters and creatures can move “outside”). When viewed from the outside, the
wall appears real; when viewed from the end, discipline. In short, if the spell or effect coerces
from above, or from the “inside,” the wall is the priest into taking an action or forming an
totally invisible except for a faint outline of the impression that he doesn't wish to, it fails while
shape of the wall. This means that friendly Impervious sanctity of mind is in effect. The only
troops, concealed from enemy view by the mind–affecting spells or powers that can affect
illusory wall, can see their opponents clearly. The the protected priest are those of exccedingly
wall is most effective if friendly troops are powerful creatures or artifacts and relics.
informed of the wall's presence and are careful Unlike the wizard spell Mind blank, the
not to walk through the illusion. Such an Impervious sancrity of mind offers no protection
occurrence does not end the spell, but it will against detection or scrying. However, it is
probably advise the enemy of the nature of the effective against some attacks and powers that
wall. Mind blank is powerless against. The spell
Spells cast at the wall and shots fired at the requires a small ring of lead that was once
Illusory fortification by siege engines appear to breathed upon by a red dragon.
strike the wall and inflict normal damage. In
reality, the missiles or spells pass through the
illusion, possibly striking troops or real INITIATION
fortifications beyond. Such “hits” do not disturb (Invocation)
the illusion.
As soon as an enemy unit moves within 10 yards Level: 7°
of the Illusory fortification, the spell terminates Manual: PD
and the wall vanishes. Sphere: Elemental (all)
There are two ways in which the spell can be Range: Special
terminated before it expires. First, the priest can Components: V
terminate the spell at any time. Second, if a Duration: Permanent
friendly unit makes an attack, whether melee or Casting Time: 12 hours
missile combat, through the illusory wall from Area of Effect: 1 creature
the “inside” to the “outside,” the spell terminates Saving Throw: None
instantly.
Once the Illusory fortification has been created, This is the spell used to protect a student from
the priest does not need to concentrate on the the element allied with the caster, and to open a
wall. The spell remains in effect even if the link between him and the beings he will serve.
casting priest is killed in the interim. Each elemental initiation has its own
The material components are the priest's holy requirements.
symbol, a handful of stones, powdered mortar, Rumors abound that if an applicant is being
and a gem worth at least 3,000 gp. All protected by this spell and his mentor dies, a
components except the holy symbol are terrible new undead creature is created. No one
consumed in the casting. has ever proven it, but if this is true, the thing
would be a horror, a ghastly fusion of the ruined
remnants of the student and the element he
IMPERVIOUS SANCTITY OF MIND sought to serve.
(Abjuration)
poi abbandonare il piano Astrale, lasciando un living material, but armor, rock, weapons, and
corpo nel piano in cui ha scelto di entrare. material objects must save vs. fire to survive.
Questo incantesimo consente anche ogni sorta di Material component: a torch.
viaggio all’interno del Primo Materiale, ma in tal
caso è impossibile formare la copia. In genere,
una persona proiettata nel Piano Astrale è visibile MATERIALIZZARE ELEMENTALI
solo agli abitano di quel piano. Il corpo astrale DELLA TERRA ®
viene tenuto in contatto con quello materiale (Convocazione/Attrazione)
mediante un cordino d’argento; se questo si
spezza, il proprietario resta ucciso, sia a livello Livello: 7°
materiale che astrale. Solo un vento psichico può Manuale: PH italiano
causare la rottura della cordicella. Quando si Sfera: elementale (terra),
forma un altro corpo su un piano diverso, il convocazione
piccolo spago resta attaccato a questo nuovo Raggio d’azione: 40 m
corpo; se la forma astrale viene uccisa, la Componenti: V, S
cordicella torna dal proprietario sul Primo Durata: un turno per livello
Materiale e lo scuote dal suo torpore. Tempo di lancio: 1 turno
Le persone che hanno proiezioni nel Piano Area d’effetto: speciale
Astrale agiscono in quel piano e le loro azioni Tiro Salvezza: nessuno
non avranno conseguenze sulle creature che
esistono al di fuori di esso; devono avere una Il sacerdote convoca un mostro di elemento terra
copia materiale in altri piani. che eseguirà i suoi ordini. C’è una probabilità del
L’incantesimo dura finché il sacerdote non lo fa 60% che il mostro abbia 12 D.V., del 35% che ne
smettere o intervengono mezzi esterni (Dissolvi abbia 16 e del 5% che ne abbia da 21 a 24
magie o distruzione del corpo del sacerdote sul (20+ld4). Basta un suo comando e il mostro farà
Primo Materiale). Il sacerdote può usare tutto ciò che il sacerdote vuole, perché lo vede
l’incantesimo per proiettare nel Piano Astrale come un amico da obbedire. La creatura resta
altre sette creature al massimo, purché queste finché non viene distrutta o mandata via con
siano unite con lui in modo da formare un Dissolvi magie o Parola sacra (vedi
cerchio. Questi compagni di viaggio dipendono Materializzare elementali del fuoco) o fino alla
da lui e possono essere abbandonati se gli fine dell’incantesimo.
succede qualcosa. Il viaggio nel Piano Astrale
può essere rapido o lento, come vuole il
sacerdote. L’ultima destinazione viene decisa dal METALLO IN LEGNO
sacerdote. (Alterazione)
Livello: 7°
MAGMA TUNNEL Manuale: PH italiano
(Alteration) Sfera: elementale (terra)
Raggio d’azione: 80 m
Level: 7° Componenti: V, S, M
Manual: PD Durata: permanente
Sphere: Elemental (fire, earth) Tempo di lancio: 1 round
Range: 0 Area d’effetto: 1 oggetto di metallo
Components: S, M Tiro Salvezza: speciale
Duration: l turn per level
Casting Time: l turn + l turn per level Il sacerdote trasforma in legno un oggetto di
Area of Effect: 30 foot by 10 foot cylinder metallo, che non può pesare più di 5 Kg per ogni
Saving Throw: None suo livello. Gli oggetti magici hanno una
resistenza a questo incantesimo del 90%; se sono
By using this spell, a priest can tunnel through impugnati da una creatura, sfruttano anche il suo
solid earth or rock, but not sand or silt, by T.S.. Artefatti e reliquie non si possono
turning it into flowing magma. The liquid rock modificare. Un oggetto cambiato in questo modo
moves out of the way to allow the caster to pass, può tornare com’era prima della magia solo con
and hardens in that position, creating a un Desiderio o un incantesimo equivalente,
permanent tunnel. Dispel magic has no effect altrimenti resta di legno.
once the tunnel is formed. It takes about 24 hours
for the heat to dissipate enough for the
unprotected to enter, although the caster is MIND TRACKER
protected for the duration of the spell. The (Divination)
priest's movement rate is 3 while in the tunnel.
The torch is applied to the spot of earth the priest Level: 7°
wishes to melt. The torch does no damage to Manual: ToM
REINCARNAZIONE
(Negromanzia)
Livello: 7°
Manuale: PH italiano
Sfera: negromanzia, animale
Raggio d’azione: tocco
Componenti: V, S
Durata: permanente
Tempo di lancio: un turno
RESURREZIONE ®
(Negromanzia)
RIGENERARE ®
Livello: 7° (Negromanzia)
Manuale: PH italiano
Sfera: negromanzia Livello: 7°
Raggio d’azione: tocco Manuale: PH italiano
Componenti: V, S, M Sfera: negromanzia
Durata: permanente Raggio d’azione: tocco
Tempo di lancio: 1 turno Componenti: V, S, M
Area d’effetto: la creatura toccata Durata: permanente
Tiro Salvezza: nessuno Tempo di lancio: 3 round
Area d’effetto: la creatura toccata
Il sacerdote è in grado di ridare la vita e le forze Tiro Salvezza: nessuno
a qualsiasi creatura vivente,
elfi inclusi, mediante Questo incantesimo fa ricrescere parti del corpo
imposizione delle mani. (dita, mani, piedi, braccia,
La morte non deve essere avvenuta da più di 10 gambe, code e anche teste,
anni per ogni livello del sacerdote: un sacerdote se la creatura ne aveva più
del 19° livello potrebbe resuscitare le spoglie di d’una), ossa ed organi. La
un essere defunto da 190 anni al massimo. La rigenerazione avviene in un
creatura deve superare una prova di resurrezione; round se le membra
poi avrà tutti i suoi P.F. e potrà vivere mozzate sono presenti e a
normalmente. L’incantesimo non fa rivivere chi è contatto con la creatura; in
morto di vecchiaia. Quando il sacerdote compie caso contrario, occorrono
questa magia, non potrà lanciare incantesimi o 2d4 turni. Per poter
combattere finché non avrà trascorso un giorno beneficiare della magia, la
di riposo per ogni D.V. o livello della creatura creatura dov’essere viva. Se
riportata in vita; inoltre, invecchia di tre anni. le parti amputate non ci
La forma inversa, DISTRUZIONE, uccide e sono, o se la mutilazione è
riduce in cenere la vittima, che può rivivere con avvenuta da più di un
un Desiderio o una magia equivalente. Per la giorno per ogni livello del
Distruzione il sacerdote non invecchia; deve sacerdote, il beneficiario
toccare il soggetto, in combattimento o in altro deve superare una prova di
modo. Inoltre, la vittima può effettuare un T.S., “choc corporeo” per
con penalità di -4; se riesce, subisce solo 8d6 sopravvivere.
ferite. La forma inversa, DEGENERARE, fa avvizzire
Componenti materiali: simbolo sacro, acqua e smettere di funzionare in un round la parte
santa (sconsacrata, per la forma inversa). Il DM toccata, che poi cade a terra e diventa polvere nel
può ridurre le probabilità di riuscita del tentativo giro di 2d4 turni. È necessario il tocco.
di resurrezione nel caso in cui le spoglie rimaste Componenti materiali: simbolo sacro, acqua
siano molto poche. santa (o sconsacrata per l’inverso) ed un oggetto
usato per pregare.
Nota: invece di invecchiare 3 anni, il sacerdote
può scegliere di far invecchiare 1d6+4 anni il Nota: serve anche un balsamo speciale del valore
beneficiario della magia. di almeno 1.000 mo.
SCIROCCO
(Evocation)
Level: 7°
Manual: PD
Sphere: Elemental (air),
Summoning
Range: 10 yards per level
Components: V, S, M
Duration: 1-6 turns
Casting Time: 1 round
Area of Effect: 10 feet per level
Saving Throw: Special
he must be in an area covered with sand or loose Shadow engines are accompanied by illusory
stone. Calling up a Scirocco is dangerous, crews of the appropriate number and race. The
because the priest can not control it once it is engines can move at a rate of 20 yards per turn
summoned. and are unaffected by terrain considerations.
At the end of the round in which the spell is cast, (The caster can choose to slow them when
a blast of scorching wind emanates from the passing through rough terrain to aid the illusion
caster and sweeps along the ground before him, of reality.)
whipping up small objects and particulate matter, Shadow engines cannot carry real troops. They
and carrying them along at tremendous speed. can be fired at the same rate as real engines of
Creatures of size L and smaller must make a the appropriate type, but a hit causes only one-
saving throw vs. petrification at -4 or are bowled half the damage normal for that type of engine
over by the force of the wind, and spend both the (round fractions down).
current round and the next one in the Scirocco A Shadow engine remains in existence until the
attempting to stand. All items caught in the storm spell duration expires, until an enemy unit
(including metal) are abraded by flying grit and approaches within 10 yards, or until it suffers
must save vs. acid or be destroyed. Magical damage from an enemy missile attack. When any
items save with their bonuses added to the basic of these conditions occur, the engine vanishes. If
roll. Living creatures suffer 2d10 points of a single spell has created multiple engines, only
damage per round of exposure. the engine struck vanishes; the others remain.
The only way to escape a Scirocco is to move The crew associated with a Shadow engine must
outside its area of effect. Ground movement rates remain with that engine; it cannot move more
for all creatures inside are reduced to 10% of than 5 yards away from the engine itself.
normal; all other movement (except innate Shadow engines can move independently of
teleportation or planar travel) is impossible. other engines created by the spell as long as they
Killing the caster or rendering him unconscious remain within the area of effect and remain
will not end the spell, and he cannot end it within 240 yards of the caster. The caster must
prematurely even if he wishes. The caster is not maintain concentration to control the Shadow
bound to remain in place after the spell has been engines. He cannot cast any other spells, and he
cast, but he may not cast other spells until the is limited to a movement rate of 6. If the caster is
Scirocco has run its course or been dispelled. struck for damage, the Shadow engines vanish.
Once the Scirocco has started, it will begin to The material component is a finely detailed
drift in a random direction every round. Each miniature model of a siege engine (of any type),
round, select a direction to be 12 o'clock, and roll which is consumed during the casting.
a d12. The number indicates the position the
Scirocco will move into for 2d10 yards.
The range of the spell is dependent upon the SIMBOLO
caster's level, and he may have the storm's center (Convocazione/Attrazione)
appear at any point up to the limit of that range.
He is not immune to its effects. Livello: 7°
Material component: a leather fan and a Manuale: PH italiano
grindstone chip. Sfera: guardia
Raggio d’azione: tocco
Componenti: V, S, M
SHADOW ENGINES Durata: 1 turno per livello
(Illusion/Phantasm) Tempo di lancio: 3
Area d’effetto: speciale
Level: 7° Tiro Salvezza: Neg.
Manual: ToM
Sphere: War Il sacerdote disegna delle rune magiche, che
Range: 240 yards colpiscono le creature a
Components: V, S, M meno di 18 m di distanza
Duration: 8 turns che le vedono una volta
Casting Time: 3 turns completate e non superano
Area of Effect: 180-yard x 180-yard square il T.S. contro incantesimi. Il
Saving Throw: None simbolo si può tracciare su
qualsiasi genere di
This spell creates the illusion of as many as four superficie e splende per un
siege engines. The casting priest may choose turno per ogni livello del
from ballistae, siege towers, catapults, rams, or sacerdote; si può scegliere
any combination thereof. Like the creatures tra questi effetti:
created by the spell Shadow monsters, these
illusory engines have at least a tenuous reality – Disperazione: le creature effettuano un T.S.
and can inflict damage on enemies. contro incantesimi; se lo sbagliano, cadono per
3d4 turni in uno stato di profondo sconforto, che Il sacerdote ha una vaga idea di dove si trova e
le porterà ad arrendersi o a fuggire; della condizione del proprietario dell’oggetto, ma
può scegliere di non andare; in tal caso
– Dolore: tutte le creature sono colte da dolori l’incantesimo è sprecato. Componenti materiali:
lancinanti, che comportano una penalità di -2 sul in entrambe le versioni l’oggetto costa dalle
punteggio di Destrezza e di -4 sul TxC per 2d10 2.000 alle 5.000 mo. Gli oggetti più cari
turni; consentono il viaggio interplanare, se il DM lo
permette. L’incantesimo può essere impedito
– Persuasione: se chi vede il simbolo fallisce il dagli stessi fattori che bloccano Viaggio
T.S. contro incantesimi, diventa amico del interplanare e teletrasporto.
sacerdote e del suo stesso allineamento per ld20
turni.
SOCCORSO ®
(Alterazione, Incantamento)
Livello: 7°
Manuale: PH italiano
Sfera: convocazione
Raggio d’azione: tocco
Componenti: V, S, M
Durata: speciale
Tempo di lancio: 1 giorno
Area d’effetto: speciale
Tiro Salvezza: nessuno
sinister gods, the question is much more subiscono ad ogni round di permanenza nell’area
uncertain. If a deity chooses to maintain the d’effetto, che è pari a due cubi con spigolo di 3
avatar longer than one hour, control of the avatar m per livello del sacerdote (se fosse del 13°
instantly and permanently passes to the DM. livello, interesserebbe un volume cubico con
(Clearly, a DM should seldom if ever exercise spigolo di 78 m). La tempesta occupa 3 o 6 m in
this power.) altezza; la larghezza e la profondità variano
While the priests are formed into the avatar, their proporzionalmente.
bodies remain in a death like trance. The priests L’inverso, SPEGNERE IL FUOCO, permette di
have no idea what might be happening to their soffocare un incendio con area d’effetto doppia
real bodies (unless the avatar can observe them). rispetto a quella della Tempesta di fuoco, se si
Any damage to a priest's body requires an instant tratta di fiamme normali, e pari ad essa, se si
system shock roll. If successful, the damage is tratta di fuoco magico. Le creature del fuoco
recorded normally, but the damage does not take (elementali, salamandre, ecc.) di stato inferiore a
effect until the spell ends (at which point the quello di semidivinità hanno una probabilità del
priest will almost certainly die). If the system 5% per ogni livello del sacerdote di essere
shock roll is failed, the character instantly dies spente. Se questa forma viene fatta per
and the spell ends. Characters who die in this contrastare una spada Lingua di fuoco,
manner cannot be raised, resurrected, or quest’ultima deve superare un T.S. contro
reincarnated. They have been taken to the disintegrazione; se non ci riesce, perde ogni
ultimate reward (or punishment) for the service proprietà magica. Qualora sia impugnata da una
they have rendered. If the bodies are moved from creatura, utilizza il suo T.S.; se lo azzecca, l’altro
their positions, the spell ends. tiro riesce automaticamente.
Even if the deity releases the priests, they are left
severely drained. All spells memorized are lost
until the priest can rest and perform his prayers TENTACLE WALLS
once again. The physical drain leaves each priest (Enchantment)
with only 1 hit point upon awakening, regardless
of the number of hit points the character had Level: 7°
when the spell was cast. Since damage suffered Manual: ToM
during the spell takes effect instantly, any priest Sphere: Wards
who is hurt dies immediately (although quick Range: Touch
action by others might save him). Components: V, S, M
Each priest who survives the spell will be bound Duration: Special
by a quest (a duty that must be completed in Casting Time: 1 round
exchange for calling upon their god). Area of Effect: 50-foot cube
The material component is an offering Saving Throw: None
appropriate to the deity. The DM determines the
exact nature of this offering. Tentacle walls enables the caster to enchant a
single room whose volume is less than or equal
to the area of effect. The spell activates 1d4
TEMPESTA DI FUOCO ® rounds after any creature other than the caster
(Evocazione) enters the room. The intruder must be larger than
a normal rat; that is, it must be larger than one-
Livello: 7° half cubic foot or weigh more than three pounds.
Manuale: PH italiano When the spell is activated, six black, leathery
Sfera: elementale (fuoco) tentacles sprout inside the room; the tentacles are
Raggio d’azione: 160 m evenly divided among the room's surfaces (for
Componenti: V, S instance, if the room is a cube, one tentacle
Durata: 1 round sprouts from the floor, one sprouts from the
Tempo di lancio: 1 round ceiling, and one sprouts from each of the four
Area d’effetto: cubo con spigolo di 6 m per walls).
livello, minimo 16 cubi con The whip-like tentacles grow to the length of the
spigolo di 3 m room and swing wildly. Each round, a tentacle
Tiro Salvezza: 1/2 has a 30% chance of striking a random creature
in the room, inflicting 1d6 points of damage
Quando viene fatto questo incantesimo, l’area si (save vs. spell for half damage). Each tentacle
riempie di fiamme rombanti simili a quelle di un has AC 0 and 25 hit points. When a tentacle is
Muro di fuoco. Le creature che si trovano in reduced to 0 hit points, it disappears in a puff of
quella zona e a meno di 3 m di distanza dai suoi black smoke.
margini subiscono 2d8 ferite più un danno If all creatures are killed or withdraw from the
equivalente al livello del sacerdote (2d8+1 per room, the surviving tentacles withdraw,
livello). Quelle che superano un T.S. contro disappearing into the walls. If the spell is
incantesimi dimezzano i danni. Le ferite si activated again, six tentacles reappear; new
priests use it to shield rare power conjunctions they should be wild and dangerous. Intelligent
and shrines. Templars can not use the Wild lands creatures such as humans, gith, or thri-kreen will
spell. be savage and war-like. They are not necessarily
The priest focuses the spell on an inanimate evil just fiercely protective, proud, and
object, a rock or a statue, and it becomes the belligerant.
focal point of the spell. Vlolent creatures will The only way to dispel the Wild Lands is to
slowly gravitate to the spot: usually a new destroy the item that serves as its focus. It is not
creature appears every two weeks. Roll on the protected by the spell, but casters often trap the
random encounter table for the appropriate object with other spells.
terrain type. If a passive creature is generated,
roll again. Neutral creatures are possible, but
189
Fortify (3° liv.).......................62 L P
Fortify (4° liv.).......................95
Fortifying stew.......................34 Land of stability...................147 Paramenti magici...................69
Frisky chest............................34 Leadership ®.........................99 Parlare con gli animali...........42
Fuoco magico........................11 Legal thoughts.....................148 Parlare con i morti.................69
Libertà d’azione.....................99 Parlare con i mostri..............150
Lighten load...........................38 Parlare con le piante.............103
G Line of protection ®..............65 Parola del ritorno.................150
Genius...................................95 Lingue ®................................99 Parola sacra ®......................171
Gift of speech........................35 Litania...................................38 Pass without trace, 10' rad......70
Glass storm..........................167 Localizz. di animali e piante. .14 Passapianta..........................131
Glifo di guardia......................62 Localizz. di un oggetto ®.......66 Pelle coriacea.........................42
Good weather ®...................125 Locate animal follower ®......38 Personal reading....................17
Gravity variation..................146 Log of everburning................14 Physical mirror....................151
Grounding............................125 Luce ®...................................15 Piaga degli insetti.................131
Group mind..........................146 Luce perenne ®.....................66 Piaga strisciante...................171
Guardia viverna.....................35 Luce stellare..........................66 Piegare il legno ®..................42
Guarigione ®.......................147 Lungs of water.....................100 Pietra magica.........................17
Pietre parlanti.......................151
M Pirotecnica.............................70
H Polymorph plant....................70
Healing rays ®.......................95 Magia astrale.......................169 Porta vegetale......................103
Heartseeker..........................147 Magma blade.......................100 Preghiera................................71
Heat exhaustion.....................63 Magma jet..............................67 Probability control...............104
Helping hand.........................63 Magma shield......................100 Procuce ice..........................132
Hesitation..............................36 Magma tunnel......................169 Proibizione...........................151
Hold poison...........................63 Manto del coraggio ®..........100 Proof against undeath............18
Hovering road......................167 Mark of the hunted...............148 Protection from chaos............18
Hunger...................................95 Martello spirituale..................39 Protect. from weather ®.......104
Materializzare animali.........148 Protezione dal fulmine.........105
Mater. element. d. fuoco ®. .149 Protezione dal fuoco..............71
I Meld....................................127 Protezione dal male ®............18
Idea........................................36 Memory read.........................67 Protez. male raggio 3 m. ®. .105
Illusory artillery...................126 Memory wrack.....................128 Protez. dal piano negativo......71
Illusory fortification.............168 Mental domination...............101 Puffball..................................19
Immunità agli incantesimi......96 Messaggero............................39 Purificare cibo e bevande ®...19
Impeding permission...........126 Metallo in legno...................170
Incantare serpenti...................36 Mind read..............................39 R
Individuare trappole...............11 Mind tracker........................170
Individ. trappole magiche......37 Mindshatter..........................128 Raggio di luna......................132
Individuazione del magico.....12 Mirage of despair ®.............101 Raggio di sole......................172
Individuazione del male ®.....12 Miscast magic........................67 Rallenta veleno......................42
Individuazione del veleno......13 Mistaken missive...................15 Rally......................................43
Individ. dell’allineamento ®. .37 Modellare la pietra.................68 Randello................................19
Individ. delle bugie ®............96 Modify memory...................102 Random causality..................72
Individ. dello charme ®.........36 Moment.................................40 Rapport................................105
Initiation..............................169 Moment reading.....................68 Recover trail..........................20
Insetto gigante ®...................97 Monster mount.....................149 Reincarnazione....................172
Intralciare...............................13 Morale...................................16 Repeat action.......................132
Inverted ethics.......................98 Morte apparente.....................69 Resistenza al fuoco/freddo.....43
Invisibilità agli animali..........13 Muovere il legno..................149 Respingere gli insetti...........106
Invisibilità ai non morti..........13 Muro di fuoco......................129 Respirare sott’acqua ®...........72
Invisibility purge....................64 Muro di spine.......................150 Restaurare ®........................173
Invocare il fulmine.................64 Music of the spheres..............40 Resurrezione ®....................173
Iron vigil................................37 Mystic transfer.......................41 Return to the earth...............106
Ivy siege..............................147 Reverse time........................152
N Revitalize animal...................20
Rianimare i morti ®.............133
J Nap........................................41 Ricerca.................................133
Join with astral traveler..........98 Nature's charm.....................130 Rigenerare ®........................174
Needlestorm.........................102 Righteous wrath o/t faithful. 134
Neutralizzare veleni ®.........102 Rigid thinking........................73
K Ring of hands ®.....................20
Riparo....................................21
Know age...............................14 O Riscaldare il metallo ®..........44
Know customs.......................65
Know direction......................14 Offuscamento........................41 Ritiro.....................................44
Know time.............................14 Oil spray................................69 Rocce aguzze.......................134
Knurl.....................................98 Omniscient eye....................103 Roccia in fango ®................134
Orison....................................16
Othertime.............................130
190
S Steal breathe..........................47 U
Stone of sharpening.............108
Sacred guardian.....................21 Strength of one......................75 Unc. vigilance o/t holy sent..138
Sanctify ®..............................45 Strength of stone....................22 Uncontrolled weather...........180
Sand blade...........................153 Strengthen stone..................136 Undead ward........................139
Sand spray.............................73 Sunblade................................76 Unearthly choir......................78
Sand warriors.......................106 Sunscorch..............................23 Unfailing endurance.............111
Sands of time ®...................135 Sunstroke.............................156 Unliving identity ®..............158
Scaccia maledizioni ®...........73 Unwilling wood...................180
Scacciapaura ®......................21 Uplift....................................111
Scacciare il male ®..............136
T
Scirocco...............................174 Tanglefoot ®........................109 V
Scongiurare..........................107 Telepathy...............................76
Seclusion.............................153 Telethaumaturgy....................76 Viaggio interplanare.............139
Semi di fuoco.......................154 Teletrasporto vegetale..........156 Visione del vero ®...............139
Servitore aereo.....................154 Tempesta di fuoco ®............177
Sgambetto..............................45 Tentacle walls......................177
Shadow engines...................174
W
Terremoto............................178
Shape wood...........................74 The great circle ®................157 Watchfire ®.........................159
Shrieking walls....................136 Thief's lament........................77 Water trap.............................111
Silenzio nel raggio di 4,5 m...46 Thorns of binding................109 Water witch............................48
Simbolo...............................175 Thornwrack.........................137 Waters of life.......................159
Skip day...............................155 Thought broadcast................110 Weather prediction.................79
Slow rot.................................74 Thought capture.....................23 Weather stasis......................112
Soccorso ®..........................175 Thoughtwave.......................137 Weighty chest........................23
Solipsism.............................107 Time pool.............................137 Whirlpool of doom...............112
Sol's searing orb...................155 Timelessness........................178 Whirlwind............................159
Soothe..................................107 Togliere la paralisi.................77 Whispers................................49
Sopportare il caldo/freddo......22 Tramut. acqua in polvere ®. 157 Whisperward.........................24
Spacewarp...........................176 Trans. rock to magma ®......157 Wild lands............................181
Spada di fuoco.......................46 Trappola.................................77 Wind column.........................24
Spark of blinding...................22 Trappola dl fuoco...................47 Wind servant..........................79
Speak with astral traveler.......22 Tree growth..........................138 Windborne...........................112
Speak with water...................47 Tree spirit.............................179 Winds of change....................49
Specchio d’acqua.................108 Tree steed.............................110
Spirit of flame......................155 Trovare la strada ®..............158
Spirit of power.....................176 Z
Tsunami...............................179
Spiritual wrath.....................156 Turbine..................................47 Zone of sweet air...................80
Squeaking floors....................74 Zone of truth..........................49
191