Vítaeous Spells

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Iourn Home > Spells > Vítaeous Spells

The following is a list of spells, available to clerics of Vítaeous, 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 Vítaeous please click here.

Accelerate Healing
Transmutation
Level: Vítaeous 3
Components: V S
Casting Time: 1 turn
Range: Touch
Target: Creature touched
Duration: 1-4 days
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Tome of Magic p63

This spell enables the affected creature to experience natural healing at twice the normal rate for 1d4 days. In other words, a person affected by accelerate healing regains 2 hit points per level per day of normal rest.

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 Light
Transmutation
Level: Vítaeous 1
Components: V S M
Casting Time: 1 minute
Range: Touch
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This incantation creates a magical light in palm of a cleric's hand and imbues it with divine energy, turning it into holy light. The holy light will inflict 2d4 points of damage to undead creatures or outsiders of an alignment diametrically opposed to the caster. Once the spell is cast, the blessing is considered permanent only for as long as the light is held in the palm of the cleric's hand. He may not wield a weapon in that hand (although he may in the other) or cast spells that require somantic components. The cleric may us the blessed light as a męlée weapon or throw it (range increment 10 feet) at a foe. The light only remains in existance for a few seconds after it leaves the cleric's hand, but this is sufficient to reach a target at range. Holy light 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).

Breath of Life
Necromancy
Level: Vítaeous 7
Components: V S M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p106

This powerful spell enables the caster to cure many people (even an entire community) who are afflicted with a non-magical disease. The priest need not touch or even see the diseased people for the spell to be effective, although recipients must be within the area of effect.

This spell does not cure all diseases in the community at one time; the caster must specifically state which disease is to be eliminated (black plague or yellow fever, for example) with each casting of the spell.

When the spell is cast, the priest exhales a sweet-smelling breath. This forms into a breeze that radiates outward, forming a circle that expands in a 50-yard radius per hour. During this time, the caster must remain at the centre of the area of effect. For example, after 12 hours, the breath of life would cover a circle 1200 yards in diameter (600-yard radius). The breath is of a magical nature rather than a physical nature; therefore, it is unaffected by prevailing winds.

The breeze blows through the community, instantly eliminating the specified disease from all afflicted citizens. The breath of life spell does not destroy parasitic monsters (such as green slime, rot grubs, and others), nor does it cure lycanthropy or other magical afflictions. The spell does not prevent recurrence of a disease if the recipients are again exposed. The material components are the priest's holy symbol and a cone of incense that has been blessed by the high priest of Vítaeous.

Detect Disease
Divination
Level: Vítaeous 1
Components: V S F
Casting Time: 1 action
Range: 10 yards
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: The Complete Wizard's Handbook p97

Detect disease reveals to the cleric whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a 10% chance per level of the caster that he is able to identify the exact type of disease. The focus for this spell is the cleric's holy symbol.

Detect Life
Divination
Level: Vítaeous 2
Components: V S F
Casting Time: 1 action
Range: 10 feet/level
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: The Complete Wizard's Handbook p97

By use of this spell, the caster can determine if a creature is alive, including creatures in a coma or trance, or under the influence of feign death. Any form of mental protection prevents the effectiveness of this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions. The focus for this spell is the cleric's holy symbol.

Dispel Fatigue
Necromancy
Level: Vítaeous 1
Components: V S M
Casting Time: 1 action
Range: 30 yards
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Player's Option: Spells and Magic p161

This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigour. This spell can be used to temporarily negate the penalties of forced marching, long swims, jogging, running, or sprinting, and the accumulated points of sub-dual damage that the character has taken. The spell even circumvents the need for sleep. Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself.

However, this is only a quick fix and eventually all of that fatigue will catch up with the character. At the end of the spell duration the subject of the spell must make a fortitude saving throw (DC 17). Success means that all the sub-dual damage removed from the spell instantly returns to the character. This fatigue cannot be dispelled by a further castings of this magic. Failure means that the character takes twice the sub-dual damage that the spell removed. Although sub-dual damage won't kill a character normally, taking so much in one go activates the 'death from massive damage' rules. See PHB p129 and DMG p66 for a more complete explanation, but whenever a character takes 50 or more points of damage in one go, they must make a fortitude save (DC 15) or die.

Multiple castings of this spell are permitted as long as they take place within the duration of the first casting of the spell. The duration of successive castings are also limited to this time. For example; an eight level character casts dispel fatigue on his hustling horse. The horses sub-dual damage is removed for eight hours. Two hours later the cleric casts the spell again; two hours later he casts it for a third time. All three spells would expire at the same time: eight hours after the first spell was cast. The horse makes one saving throw, if unsuccessful it receives twice the sub-dual damage that the cleric removed with three castings of this spell!

Occasionally in third edition fatigue is expressed as a penalty to certain attributes rather than sub-dual damage. In this event, the spell removes all the penalties and it is these penalties that return at the end of the spell duration. The material component of this spell is a sprinkle of fresh, blessed springwater.

Emotion Read
Divination
Level: Vítaeous 1
Components: V S
Casting Time: 1 action
Range: 5 yards/level
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p52

This spell allows the cleric to perform an instantaneous reading of a single subject's emotional state. It can be used on any subject possessing Intelligence of 3 or better. This reading is neither deep nor specific and cannot 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 distracted for a moment or remember and respond to past events. The subject is allowed a will saving throw to resist this spell. If the saving throw is successful, the priest receives no reading at all.

Health Blessing
Necromancy
Level: Vítaeous 9
Components: V
Casting Time: 1 minute
Range: 100 yards
Target: 50 creatures
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p114

Health blessing provides a number of human, demihuman, or humanoid creatures with protection against ill health; it also enables subjects to heal others.

Recipients of a health blessing are immune to non-magical disease, gain a +4 bonus to saving throws versus poison and death magic, and can cast cure light wounds on themselves once per day for the duration of the spell. In addition, a recipient of health blessing can heal one other creature per day as a paladin does by laying hands. The healing conferred is 1 hit point per level or hit die of the healer.

Moment
Divination
Level: Vítaeous
Components: V S F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p60

Theoretically, every action has a particular moment at which it will have its greatest possible effect. By using the luck of Vítaeous, the priest can determine the "ideal moment" for any single action in each round that the spell is in effect. This action must be performed by a character other than the priest.

In practice, another character informs the priest of an action he wants to undertake in a round. The priest concentrates on the action, then informs the character when the "correct moment" has come. The character then gains a bonus of +4 to the success of his action. The spell can affect only a single action in a given round. When used in combat, the priest can advise the best moment to initiate an action (affecting initiative) or what moment offers the greatest success in striking (affecting the chance to hit).

While concentrating on this spell, the priest can take no other action. A break in the priest's concentration terminates the spell instantly. The material component is a set of three silver dice, which the priest tosses in his hand while concentrating on the spell. The dice are not consumed in the casting.

Probability Control
Transmutation
Level: Vítaeous 4
Components: V S M
Casting Time: 1 action
Range: 30 yards
Target: One creature
Duration: Varies
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p83

This spell allows the priest to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll - an attack, a saving throw, an attempt to use a skill, an ability check, or even an attempt to successfully teleport on target. The action must be something performed by a single creature.

The basic modification is +3 (plus an additional +1 per five levels of the cleric). This modification can be either positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest can modify a subject's saving throw or attack roll by +5 or -5. The priest may cast this spell on himself. The bonus does not stack with other similar spells such as True Strike.

For a non-combat action such as an attempt to climb a wall, the priest simply casts the spell on the subject immediately before the action is attempted, informing the DM whether the modification is positive or negative. To use this spell in combat, the priest must specify the action to be affected (e.g., the target's next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster's level passes. If the latter occurs, the spell ends without effect.

Once the spell is cast, the priest does not need to maintain any level of concentration; the spell will function even if the casting priest is killed before the spell takes effect. The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative (or even whether he was the subject of the spell at all). Thus, a lying priest could claim to raise a rogue's chance of climbing the wall, while actually lowering it. The rogue 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.

Random Causality
Transmutation
Level: Vítaeous 3
Components: V S F
Casting Time: 1 action
Range: 10 yards
Target: One weapon
Duration: 3 rounds + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p63

This spell creates a rift in the nature of cause and effect. The spell is cast upon an opponent's weapon. When the weapon is used, it hits and causes damage normally, but the damage is not applied to the creature struck by the weapon. Instead, the person wielding the weapon or one of his companions suffers the damage. If the weapon misses its target on any round, no damage is caused in that round.

Using a die roll, the DM randomly determines the victim of the damage. The DM selects a die with a value nearest the number of eligible creatures (the wielder of the weapon and his 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 be hit. For example, if a goblin wields a sword affected by this spell, he and his six companions are eligible to receive the damage. The DM rolls 1d8. On a roll of 1-6, one of the goblin's companions suffers the damage; on a roll of 7 or 8, the goblin with the affected weapon suffers the damage.

The weapon is affected for 3 rounds + 1 round/level of the spell caster. If the wielder of the weapon changes weapons while the spell is in effect, the discarded weapon remains enchanted. The material component is a bronze die.

Robe of Healing
Necromancy
Level: Vítaeous 9
Components: V
Casting Time: 1 minute
Range: Touch
Target: One robe
Duration: 1 hour
Saving Throw: None
Spell Resistance: Yes
Original Ref: Tome of Magic p119

This spell enchants the priest's robe or cloak, enabling him to walk among wounded creatures and heal them. By touching the robe, a wounded creature is cured of 1d4+4 hit points. As many creatures as can physically touch the robe within the spell duration can be healed. A reasonable maximum is 20 creatures per round, allowing a total of 1,200 creatures to be healed. A creature can gain the benefit of a robe of healing only once per week.

Suspended Animation
Necromancy
Level: Vítaeous 4
Components: V S M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Player's Option: Spells and Magic p172

By using this spell, the caster can place one willing subject in a state of suspended animation. The victim's breathing, heartbeat, and other vital processes slow to the point of non-existence, 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 deprived of oxygen. Third, for every month that the subject is in suspended animation, he recovers one hit point per character level.

The caster can awaken the subject at any time within the spell's duration, although he must be in the subject's presence to do so. Optionally, the priest may pre-specify an amount of time within his normal duration or a special condition to awaken the sleeper. A condition must include a physical stimulus to the subject, such as a change in temperature, the touch of the sun, the kiss of a princess, or whatever the priest desires. If the priest maintaining the spell dies or is not able to awaken the sleeper, then the subject can be taken to another priest of Vítaeous to be awakened.

If the subject is attacked, he is considered a helpless target. In the unlikely even that the first blow does not kill him, the subject is allowed a will saving throw each round emerge from his suspended animation. The subject will be extremely groggy and disoriented if his slumber is disturbed in this fashion, suffering a -2 penalty to all die rolls for an hour, but if he awakens in the normal or prescribed fashion, he is disorientated for only one round.

Some of the drawbacks to this spell affect the casting priest. First of all, it takes all of the priest's concentration to cast and maintain this spell. This means that the priest cannot cast any other spell while a subject is being held under the influence of the suspended animation. For each week that the subject is in suspended animation, the priest loses one point of Constitution. This happens each week unless the priest transfers the spell to another priest of the same alignment. The second priest then shoulders the burden and the priest who transferred the spell can start recovering Constitution at a rate of one point per hour of bed rest. Because of the temporary lapse of the spell, the subject will automatically lose 1 hit point each time a transfer is attempted.

The material component for this spell is a rare herb that must be prepared with exacting care. The treatment costs at least 200 gp and requires 1d3 days of the priest's time and attention.

Unfailing Endurance
Necromancy
Level: Vítaeous 4
Components: V S
Casting Time: 1 minute
Range: Touch
Target: 1 creature/level
Duration: 1 day/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Player's Option: Spells and Magic p172

This spell enhances the natural hardiness and stamina of the affected creatures by rendering them virtually immune to fatigue or exhaustion. During the casting of the spell the caster must touch each creature to be affected. While under the spell's influence the subjects may force march for an additional eight hours, hustle for a total of eight hours or swim for a total of eight hours each day without penalty. Creatures walking or hustling beyond this time follow the fatigue rules on page 143 of the new PHB. While characters are able to run further while under the influence of this spell, the increase is not appreciable in game terms.

At the DM's discretion other activities that cause fatigue may be lessened or mitigated by the use of this spell. For example, a barbarian under the influence of unfailing endurance would not be fatigued at the after using his ability to rage. The spell would not affect the number of times per day the barbarian could invoke the power, however. For the duration of the spell the subject receives a +2 bonus to all Constitution checks and +4 bonus to saving throws against spells or magical effects that cause weakness, fatigue or enfeeblement.

It is important to remember that this spell prevents fatigue - it is not a cure. It will not heal sub-dual that has already been taken because of fatigue, neither will it remove penalties to strength or dexterity that have been applied as a result of tiredness. There is also a price to pay: at the end of the duration each creature affected by the spell must make a fortitude saving throw DC 10 + number of days under the influence of the spell. Success means that the spell had no lingering effect on the character; failure means that the character collapses into a deep sleep lasting 1d12 hours + 1 hour per day under the influence of the spell. It is not a magical sleep and the character can be roused, although will be too groggy to do anything particularly useful.

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