Priest Spells

Age Creature†: The reverse of this spell, restore youth, negates most sorts of magical aging, provided the aging is the magic’s primary effect. It negates aging from age creature spells, staffs of withering, and attacks by ghosts. It does not reverse incidental aging effects, such as those inflicted by casting a wish or receiving a haste spell.

Breath of Life†: The reverse of this spell, breath of death, produces a nonmagical disease that breath of life can cure.

Combine: The central priest gains a boost to the spells and granted abilities he already has. The central priest gains no extra spells or granted abilities from this spell.

Dispel Evil: In addition to driving away evil extra-planar and summoned creatures, this spell is effective against evil enchantment/charm spells and all forms of domination and possession.

Dispel Magic: Refer to the wizard’s version of this spell.

Dragonbane†: This spell can be the subject of a site focus†.

Draw Upon Holy Might†: This spell cannot increase an ability score beyond 25.

Extradimensional Pocket†: The extradimensional space created by this spell functions as a bag of holding in all respects while its duration lasts.

Imbue with Spell Ability: If the recipient dies before the imbued spells are cast, the imbue with spell ability caster regains the ability to cast the imbued spells.

Know Time†: This spell reveals the correct local time in terms the caster can most readily understand. If the caster has just arrived on a new world where he is unfamiliar with the names of hours, days, months, and years, the spell reveals a generic result that might not be immediately useful until the caster gets more information. For example, the spell might reveal that it is the 10th hour of the 23rd day of the 7th month in the 2,345th year. The hour is always given in relation to local midnight.

If the world where the know time spell is cast has a time flow different from that of the base campaign, this spell has a 2% chance per caster level of giving an estimation of the difference. The caster can learn if time flows faster or slower and the general degree of difference; great, moderate, or minor. When using
table 2 (page 46), ratings of 2–4 and 18–20 are great; ratings of 5–7 and 15–17 are moderate, and ratings of 8–9 and 13–14 are minor.

Magic Font: This spell requires a specially prepared font for creating holy water (see page 96). The spell’s maximum duration depends on the font’s capacity, but the actual time the caster can scry depends on the caster’s knowledge of the subject, as given in the crystal ball description in the Dungeon Master Guide. For example, a magic font spell cast on a basin with a capacity of 60 vials remains active for one hour, but the actual time the caster can safely use the font is 30 minutes if the subject being viewed is known slightly.

Several other spells can make a magic font more useful, see the crystal ball description in the
DMG for the list. See the notes on the magic mirror and clairvoyance spells for more information on scrying.

Mind Read†: This spell functions just like the wizard spell ESP in most respects. Each time a mind read spell is cast, however, the priest can conduct a deep probe of a single creature, possibly gaining additional information as detailed in the spell description.

Mistaken Missive†: This spell can affect any document written in ink. For purposes of the spell, ink is any substance that is artificially compounded or altered to render it suitable for use in writing. Documents written with substances that have not been artificially prepared are not subject to this spell. For example, a note written in chalk cannot be altered by this spell, neither can a letter or agreement written in blood.

Music of the Spheres†: A successful saving throw against this spell negates only the entrancing effect. An opponent who successfully saves is free to attack the caster but still suffers the –3 penalty to charm-based saving throws for as long as he can hear the music.

Nap†: This spell does not reduce the study time (10 minutes per spell level) required to memorize spells. The spell has no effect if the recipient is unwilling or has received a nap spell in the previous 18 hours.

Plane Shift: This spell sends the caster and up to seven other creatures on a one-way trip to another plane. This spell also allows travel between crystal spheres on the Prime Material Plane (though conditions within a particular sphere might prevent the spell from working). Each sphere requires a unique forked rod made of metal, just as each plane or dimension does. The travelers can return home via a second plane shift spell if they have a rod attuned to their home plane or world.

Two-way travel is possible with a single plane shift spell if the DM chooses to allow it. To return home without a second spell, the travelers need the same rod that was used in the original spell, and they must be on the same plane as their original destination. For example, a group of travelers who plane shift to the Outlands and then pass through a gate to the Abyss cannot use the original rod to return home unless they return to the Outlands first. They also cannot return home without another spell if they lose the original rod.

Acquiring rods: When a priest gains access to this spell, he usually discovers the type of rod required to reach his home world and to reach the plane where his deity resides. The DM must decide how easy or difficult it is to discover additional rods. The surest way to obtain a rod attuned to a specific plane is to find a priest who has been there before. Otherwise, the priest must conduct his own research to discover what sort of rod is required to reach a particular place. The table of suggested costs assumes that planar travel is intended to be fairly rare, but not unknown. The DM should adjust costs up or down as appropriate.

The priest must be in good heath and refrain from adventuring while researching a rod. If the priest has access to commune spells, the required research time is reduced one step (one year of research time is reduced to one month), but costs are not reduced. At the end of the research time, the priest must attempt a Wisdom/Intuition check. If failed, the research is unsuccessful but may be conducted again. If the check succeeds, the priest discovers the type of rod required to reach the plane he was researching; the priest knows the rod’s shape and what materials are required to make it. Finding the materials and a craftsman to make the rod are another problem.

The DM is free to decide what rods look like (there are many possible objects that can be described as forked rods). See volume two of the Encyclopedia Magica for examples.

Protection from Evil: Refer to the wizard version of this spell.

Reflecting Pool: This spell requires a natural pool—a small body of water fed by a natural water source and contained in a setting generally free of artificial constructions. A naturally occurring puddle of rainwater could be considered a pool if it lies in a meadow but not if it lies in a city street.

See the notes on the wizard spells
magic mirror and clairvoyance for more information on how this spell functions.

Speak With Dead: This spell has a range of one yard. The dead do not lie, but they can be evasive, misleading, or obtusely literal if they answer the caster’s questions at all (some creatures are allowed saving throws, see the spell description).

Unceasing Vigilance of the Holy Sentinel†: A priest recovering from this spell must rest unless compelled to act by some external cause. Generally, the priest cannot respond to threats that he cannot perceive (though the priest always perceives a threat to himself if he suffers damage). A nap spell grants the priest 48 turns of rest.

Weighty Chest†: The weight increase created by this spell is activated only when a creature other than the caster attempts to move or lift the protected chest. It is not possible to use a weighty chest as a weapon. For example, the caster cannot cast this spell on a small coffer and then toss it at an opponent, hoping the foe will be bowled over or unbalanced by the coffer’s great weight. Note, however, that a foe could be tricked into attempting to lift or move the chest.

Planar Travel

Research Time and Costs

Plane Type1
Research Cost2
Research Time2
Rod Cost3
Inner Plane
500/1,500
1 Week/6 Weeks
100
Outer Plane
1,000/3,000
2 Weeks/3 Months
300
Demiplane
5,000/15,000
2 Months/1 Year
400
Pocket Dimension4
+2,000
+1 Month

Prime Material World
750/3,000
3 Weeks/9 Weeks
250

1 The Astral and Ethereal Planes are treated as known Inner Planes for purposes of research.

2 The numbers before the slashes are the cost and time requirements for planes that are generally known by the campaign’s spellcasters. The numbers after the slash are the cost and time requirements for destinations about which little is known in the home campaign. All prices are in gold pieces.

3 The number is the typical cost in gold pieces for constructing one rod, provided that the proper materials are available. Rods made of extremely rare materials can cost considerably more.

4 Add these modifiers to the type of plane the Pocket Dimension is attached to. For example, researching a Pocket Dimension that is attached to the Ethereal Plane would cost 2,500 gp and take five weeks. The cost for the rod would remain 100 gp.

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