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The following is a list of spells, available to clerics of Calafax, that do
not appear in the new Player's Handbook. Some spells are
of my own devising, although most have previously seen print in
TSR supplements for the AD&D second edition game. A reference to
the original product appears where this is the case. It is my understanding
that all material for the second edition game is now out of print.
For a complete list of all spells granted by Calafax please click
here.
Balance of the
Six Humours
Evocation
Level: Terranor 1, Zephrye 1,Calafax 1, Sharrash 1, Vítaeous
1, Mortis 1
Components: V S M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Original Ref: Dragon Kings p117
The well being of any creature depends on the six humours of the body (earth, air, fire, water, life and death) being in balance. Physical injury or sickness is indicative of a body that is out of balance. What this spell attempts to do is feed a particular humour, or element, into the body to repair any physical damage that has been inflicted. The nature of the humour varies depending on the faith - fire clerics will feed in fire, water clerics will feed in water etc.
The amount of damage healed from each casting of this spell is 1d4+1 hit points, but there are restrictions. If the damage is from disease or combat, the cleric can only cast this spell once in safety. Each additional casting of the spell on the same set of wounds has a 10% cumulative chance of inflicting 1d4+1 points of damage rather than healing it. A character who is healed over his maximum total by this spell will take damage equal to the overflow. For example, a warrior's mamimum hit point total is 15, but he has suffered 3 points of damage in a battle making his current total 12. A cleric casting balance of the six humours upon the warrior heals 5 points of damage taking the warrior up to 17 hit points (2 more than maximum) These 2 extra hit points are treated as damage from his maximum total, lowering his current hit points to (15 - 2) 13.
However, if damage to a character has been solely inflicted by contact with the cleric's opposed element, application of this spell will restore up to 1d4+1 hit points per level of the caster. Chances of overflow damage still apply, but the cleric can choose how much damage to heal in increments of 1d4+1. Therefore a seventh level cleric of water could use this spell to restore up to 7d4+7 points of damage, as long as it had been inflicted by fire.
The material component for this spell is an amount of elemental material sufficient to cover the recipient's wounds; either fire, water, earth or stone, air, negative energy or positive energy. A cleric with the ability to turn undead can summon enough possitive energy for the task; vice verse for a cleric who commands the undead.
Bless Fire
Transmutation
Level: Calafax 1
Components: VSM
Casting Time: 1 minute
Range: Touch
Target: Small flame touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This incantation imbues a small flame (roughly the size of a man's fist) with divine energy, turning it into holy fire. In addition to 1d4 points of normal fire damage, holy fire will inflict an additional 2d4 points of damage to undead creatures or outsiders of an alignment diametrically opposed to the caster; even creatures who are otherwise immune to fire will still take the 2d4 damage. Once the spell is cast, the blessing is considered permanent only for as long as the flame is kept burning. Holy fire must be maintained in the same fashion as a normal fire - ie, feeding it with combustible materials such as oil or wood. A cleric of Calafax may pick up holy fire in his hand, and maintain the flame by feeding it with the Conjure Flame orison. The cleric may use the holy fire as a mêlée weapon, or throw it (range increment 10 feet). Holy fire is considered blessed, and as such will have a special effect on some creatures. The material component of this spell is five pounds of powdered silver (worth about 25 crowns).
Channel Flame
Evocation
Level: Calafax 4
Components: V S M
Casting Time: 5 rounds
Range: 30 yards
Area: 10 foot radius spread
Duration: As long as source of fire burns
Saving Throw: Reflex, half
Spell Resistance: Yes
Original Ref: Earth, Air, Fire and Water p83
When a cleric casts this spell, he channels energy from burning materials through himself, and can use it to attack his enemies. When in range of 100 pounds or more of burning matter, he may direct the flame to targets within a range of thirty yards. The flame from the original source is not extinguished, it grows as it is fed energy from the target. Each burst of flame so directed engulfs a 10 foot radius spread (half the size of a fireball) and inflicts 1d4 damage per level of the caster (maximum 20d4). No attack roll is required. Targets may make a Reflex saving throw for half damage.
A magical flame that fed off nothing would not fit he material requirements of this spell, nor would a torch, but a burning cottage would.
The spell remains in effect as long as the material component remains alight, usually ten minutes. During that time, the cleric can channel flame once each round if he wishes. He may take other actions, or even cast other spells, in some rounds and return to channelling flame later as long as the source of his fire is still burning. Extinguishing the source prematurely ends the spell.
Clues of Ash
Divination
Level: Calafax 2
Components: S M
Casting Time: 1 round
Range: Touch
Target: One item or remains
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Earth, Air, Fire and Water p79
Casting this spell on a pile of ashes will give the cleric a smoky vision of the scene before the item or creature was consumed by fire. The vision starts from the time the thing was incinerated and reduced to ash back to one minute per level of the caster. A 5th level cleric would see the five minutes of its existance. Clues of Ash will also tell the caster whether the thing was an item or a living creature. If the ash was once a living creature, the spirit may make a Will saving throw to forbid the caster from viewing its last moments. Note that because this spell only shows the last few minutes up to the point when an item was burned, finding a corpse and incinerating it to learn how it died will only succeed in revealing the cleric burning the body and preparing to cast this spell.
Conjure Flame
Conjuration
Level: Calafax 0
Components: S
Casting Time: 1 action
Range: Personnel
Effect: Small flame appears on person
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This orison, unique to the churches of Calafax, allows a priest to bring a small flame into being. The flame must be connected to the cleric in some way, and normally appears in his hand, or his fingers. The flame cannot be thrown or used as a weapon. If touched it inflicts 1 point of damage (successful Fortitude saving throw negates). The size of the flame is controlled by the caster and can be anything from barely visible to six inches in height. The damage inflicted by the flame does not change. The flame may be used as a tindertwig to set fire to combustibles. Anything that would resist being set on fire by a normal flame would also resist this spell. At its maximum volume the flame sheds light equal to a torch.
Create Smoke
Conjuration
Level: Calafax 3, Zephyre 3
Components: V M
Casting Time: 3 rounds
Range: 10 yards + 10 yards/level
Effect: Smoke cloud centred on flame spreads out in 30 yard radius dome
Duration: 4 minutes
Saving Throw: Fortitude, partial
Spell Resistance: Yes, partial
Original Ref: Earth, Air, Fire and Water p81
By igniting even a tiny spark of flame, the spell caster can create a dense plume of smoke that will obscure all vision for 30 yards and cause all within range to run from the cloud to breath. Any air breathing character within the cloud must make a Fortitude saving throw. If the save fails the victim must retreate from the cloud coughing and rubbing his eyes. The victim receives a -4 penalty to all actions for four rounds. Those making the saving throw can either leave the cloud (in which case they take no ill effects) or remain inside and suffer the same -4 penalty. A creature within 5' of the smoke cloud has one half miss chance (20%), and those who remain inside the smoke have total concealment (50% miss chance and the attacker cannot use sight to locate the target). A successful spell resistance roll will not mitigate the concelament offered by this spell, although it will prevent choking.
A strong wind (21+ mph) is required to disperse the fog cloud any faster than the normal duration. If such a wind exists, the cloud will vanish in one round.
Fire Burst
Evocation
Level: Calafax 1
Components: V S
Casting Time: 1 action
Range: 5 yards per level
Area: 10 foot radius circle
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
Original Ref: Tome of Magic p17
When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a Reflex saving throw successfully suffer no damage.
Fire Light
Transmutation
Level: Fire 1
Components: V S M
Casting Time: 1 action
Range: Touch
Target: One object
Duration: 4 hours + 1 hour per 2 levels
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Spells and Magic p161
This variant of the spell log of everburning changes one small fire no larger than a campfire into firelight. The flame ceases to produce smoke and becomes much cooler; within 10 minutes of the spell's casting, the fire cools enough to be handled or touched barehanded without causing harm. The firelight is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. Firelight burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 40-foot radius instead of the normal 20-foot radius. The fuel source lasts throughout the duration of the spell. Unlike log of everburning, this spell is not at all useful for staying warm since firelight produces very little heat.
Firelight inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters. The material component is a mix of resins and incense, thrown into the flame to be affected.
Fiery Constrictor
Conjuration
Level: Calafax 6
Components: V S M
Casting Time: 1 action
Range: 10 yards/level
Target: All creatures in 20' radius
Duration: 1 round/level
Saving Throw: Reflex (see text)
Spell Resistance: Yes
Original Ref: Tome of Magic p39
This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 17, has damage reduction 25/+2 and hit points equal to double the caster's level.
Any creature within 20 feet of the tentacle is subject to attack as directed by the caster. The victim must attempt a Reflex saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 3d6 points of fire damage each round until the tendril is destroyed or the spell expires.
If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half. The material component is a red dragon's scale.
Fist of Flame
Evocation
Level: Calafax 7
Components: V S
Casting Time: 1 action
Range: Personal
Duration: 1 round/level
Saving Throw: Reflex (see text)
Spell Resistance: Yes
Original Ref: Tome of Magic p41
When this spell is completed, one of the caster's hands (his choice) bursts into light and is surrounded by an aura of flame. The caster suffers no damage from this effect. Illumination is equal to that of a torch.
If the cleric successfully touches an opponent, the subject must attempt a saving throw. If the roll is successful, the flame remains on the caster's hand (and he may use it to make further attacks until the spell's duration expires) and the touched creature suffers 1d4+2 points of fire damage. If the save is failed, the flame leaves the caster's hand to surround the victim's body in an aura of searing fire. The superheated aura burns for 1 round, inflicting 1d4 points of damage per level of the caster. The same damage is inflicted on non-living objects. Such objects do not receive a saving throw unless they are magical. The aura can surround an object up to 5 cubic feet in volume per level of the caster.
Flame Harvest
Invocation
Level: Calafax 5
Components: V S M
Casting Time: 1 hour
Range: Touch
Area: 90 square feet
Duration: Instantaneous
Saving Throw: Reflex, half
Spell Resistance: Yes
Original Ref: Earth, Air, Fire and Water p88
This powerful spell creates a fiery trap out of a large field, copse or wood or other flammable area that is triggered by certain predefined conditions. The cleric slowly walks the area that is to be trapped for a period of one hour, envisioning the rising flames and deciding on the conditions that will trigger the conflagration. The area affect is 90 square feet, but can be shaped in any way the cleric wishes. When this period ends, the cleric may leave the area, and the trap remains set for one month.
The PC who cast the spell must write the conditions of his spell on paper for the DM, and the DM should take his words as literally as possible. The conditions may be as simple or as complex as the player likes, but they must be written. Some possible conditions are: whenever anyone steps foot in this grove, or when anyone draws a weapon in anger.
When the condition is met the area is engulfed in flames. Every inside takes 6d8 points of damage +1 point per level of the caster, but can make a Reflex saving throw for half damage. The site will continue to burn normally after the spell is triggered, and may set aligh the surrounding area. Anyone trapped in a naturally burning area will take 1d4 fire damage per round with no saving throw. Note that although spell resistance protects against the initital explosion it will not help against any subsequent damage.
Heat Exhaustion
Conjuration
Level: Calafax 3
Components: V S
Casting Time: 1 action
Range: 50 yards
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Earth, Air, Fire and Water p82
A beam of light streaks from the cleric's finger and slams the into target's forehead. The caster must make normal ranged touch attack to hit with the ray. It the target fails its Fortitude saving throw, his brain immediately begins to overheat as if struck by sunstroke or fever. This causes confusion and delirium. Until the target is healed he suffers a -2 penalty to all actions and must make a Concentration check to cast any spell in his repetoire equal to 15 + spell level.
Cooling the victim will dispel heat exhaustion - pouring a canteen or water, or other cool liquid over his head for example. Dispel Magic, Cure Light Wounds and other healing spells also arrest this condition.
Log of Everburning
Enchantment
Level: Calafax 1, Druid 1
Components: V S M
Casting Time: 1 action
Range: Touch
Area: 1 cubic foor per level
Duration: 1 hour per level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p53
This spell increases the amount of time that a wooden object will burn before being consumed. 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. This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.
Shooting Stars
Evocation
Level: Calafax 9
Components: V S
Casting Time: 1 round
Range: 120 yards
Target: 40-yard radius
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Original Ref: Tome of Magic p119
A cleric casting shooting stars creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 6d10 points of combined fire and electrical damage. A successful Reflex saving throw indicates half damage.
In addition, four large shooting stars materialise within the area of effect. The priest can individually target these at specific creatures. If creatures are not specified, the targets are randomly selected. Each shooting star causes 48 points of damage on impact (no saving throw is allowed). Any creature within 10 feet of impact suffers 24 points of fire damage (half-damage if a reflex saving throw is successful).
Spirit of Flame
Evocation
Level: Calafax 6
Components: V M
Casting Time: 6 rounds
Range: Personal
Target: Cleric
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Earth, Air, Fire and Water p89
With this spell a priest can walk into a fire and teleport to any other fire up to 2 miles per level distant. The priest may go blindly, and will appear in a random camp fire in a place determined by the DM. If there is no fire within range then the spell fails and the spell points are wasted. A better course is to cast watchfire and see.
Watchfire
Divination
Level: Calafax 6
Components: V M
Casting Time: 3 rounds
Range: 2 miles/level
Effect: Magical sensor
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: N/A
Original Ref: Earth, Air, Fire and Water p90
This powerful spell allows a caster to know how many fires burn within the areas of effect and the apporximate location of each. He may choose any one of these fires and peer out of it as if he were actually within the flames. Anyone watching the fire sees a dark face peering out at the, but can only dispel the visage by extinguishing the flames or casting other protections from scrying. The caster may communicate through the flames, but he may not cast spells or use special abilities.
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