Expanded Spell List
The listing below shows a complete selection of spells available to priests of Iuz. These do not include those from the Tome of Magic; and spells therein may be added if the DM wishes, in accordance with the listing of spell spheres usable by Iuz's priests. Priests and clerics of Iuz may both employ sixth-level spells if of high enough experience level, while on the Prime Material only. However, they cannot command seventh-level spells at all. The spell listing includes the following special cases:
(P) indicates a spell which is only available to specialty priests. Mere clerics of Iuz may not use these spells. These are all new spells, detailed in this chapter. (R) indicates a spell usable in reversed form only. (W) indicates a spell from the Wizard spell lists. These are all Necromantic spells. Again, the ability to use these spells is restricted to specialty priests of Iuz.
First Level Spells | Second Level Spells | Third Level Spells | Fourth Level Spells | Fifth Level Spells | Sixth Level Spells |
---|---|---|---|---|---|
Bless | Aid | Animate Dead | Abjure | Animal Summoning II | Aerial Servant |
Chill Touch (W) | Augury | Blackhand (P) | Animal Summoning I | Atonement (2) | Animal Summoning III |
Combine | Chant | Continual Light (R) | Bonechain (P) | Bloodgloat (P) | Animate Object |
Command | Detect Charm | Cure Blindness or Deafness (R) | Call Woodland Beings (1) | Cure Critical Wounds (R) | Chain Madness (P) |
Cure Light Wounds (R) | Enthrall | Cure Disease (R) | Clawcloud (P) | Dispel Evil/Good | Conjure Animals |
Detect Evil/Good | Find Traps | Feign Death | Cloak of Bravery | Flame Strike | Death Touch (P) |
Detect Magic | Hold Person | Locate Object | Cure Serious Wounds (R) | Lifebane (P) | Heal (R) |
Detect Poison | Know Alignment | Negative Plane Protection | Enervation (W) | Quest | Summon Varrangoin (P) |
Detect Snares & Pits | Speak with Animals | Prayer | Free Action | Raise Dead (R) | Vampiric Mist (P) |
Detect Undead (W) | Spectral Hand (W) | Speak with Dead | Imbue with Spell Ability | Screaming Skull (P) | Word of Recall |
Invisibility to Undead | Spiritual Hammer | Turnbane (P) | Neutralize Poison (R) | Stone Curse (P) | - |
Light (R) | - | Vampiric Touch (W) | Tongues | Summon Shadow (W) | - |
Magical Stone | - | - | - | Venomed Claws (P) | - |
Purify Food & Drink (R) | - | - | - | - | - |
Remove Fear | - | - | - | - | - |
Shillelagh | - | - | - | - | - |
Special Notes: (1) creatures subject to this spell save against spells at +4 to negate the effect, since they are of a nature greatly opposed to Iuz's priesthood. If successfully summoned, such creatures are forced to comply with the request of the priest, but do so unwillingly. (2) This spell is not often used, to say the least. Those who have offended their master don't get second chances. Only in the case of extreme circumstances, such as magically induced alignment change, would Iuz even consider the possibility of permitting atonement.
New Priesthood Spells
Note that two new specialty priest spells, screaming skull and vampiric mist, are detailed in From The Ashes (reference cards). Material components listed for spells are not consumed in the spellcasting unless this is specified. For each spell, the material component is an Unholy symbol of Iuz unless otherwise noted. Some spell descriptions include notes on the purposes for which priests developed these unique spells.
Blackhand (Abjuration)
Level: 3 Range: 60 yards Components: S, M Duration: Special Casting Time: 6
Area of Effect: Special Saving Throw: Special
This spell negates the effect of protection from evil spells, including the 10' radius version, and may also affect the protection from evil effect paladins exert. When casting the spell, the priest's hands become enveloped in a black aura. Each round thereafter, while the priest maintains concentration, he may point his hands at one target creature within the range of effect, if that creature is in any way protected by protection from evil, the effect is cancelled. There is no saving throw to negate this, except for paladins. A paladin making a successful saving throw versus spells has his personal protection from evil cancelled for 1 round per 2 levels of the priest casting blackhand (round fractions down). If the paladin fails this saving throw, his personal protection from evil is cancelled for 2 rounds per experience level of the priest. These durations also apply to a protection from evil effect generated by a magical item of any sort. If a creature within the area of a protection from evil 10' radius spell is affected by a blackhand spell, but has not actually cast the protection spell, other creatures within the 10' radius of protection are unaffected.
Turnbane (Abjuration)
Level: 3 Range: 0 Components: M Duration: See below Casting Time: 6
Area of Effect: 10 yard radius Saving Throw: None
This spell protects undead creatures in the service of, or being commanded by, the priest from turning attempts. The spell can be used in one of two forms.
The priest may choose to employ a longer duration (3 rounds/level) version of the spell which offers a weaker protection to undead creatures in his service. If a priest, cleric or paladin attempts to turn such creatures, they are allowed a saving throw vs. spells against the attempt to turn them at the level of the priest casting the turnbane spell. If the saving throw is made successfully, they cannot be turned while they remain within 10 yards of the priest and the spell duration has not expired. If they move outside of this area, they can be successfully turned if another attempt is made to do so. In the event that the turning is successful, moving back within 10 yards of the priest casting the turnbane will not negate the turning. In this spell version, a priest can protect any and all undead of his choice within the area of effect with hit dice equal to or less than the priest's experience level.
Note that, if a successful saving throw is made, this does not prevent other clerics from attempting to turn the same undead creatures protected by the turnbane. Each separate attempt at turning by a different cleric requires a separate saving throw to negate.
In the shorter duration version of this spell (1 round/ level), the priest may confer total immunity against turning attempts upon all undead creatures of his choice within range, if they have Hit Dice equal to or less than one half his experience level. Again, this protection is broken if the undead move outside of the spell effect. A successful dispel magic will remove the effects of a turnbane, as will a dispel evil cast into the area of effect of the turnbane. A Holy Word dispels a turnbane also.
Bonechain (Necromancy)
Level: 4 Range: Special Components: V, S, M Duration: Special Casting Time: 7
Area of Effect: Special Saving Throw: None
A bonechain spell requires special preparation in the form of material components. For each link in the "chain," the priest must possess one bone from a deceased human(oid) creature. Any bone may be employed, although tradition prefers finger or rib bones. Each bone utilized as a material component must come from a separate creature or the spell fails when a second bone from the same creature is activated. The maximum number of bones usable in the spellcasting is equal to the priest's experience level. Each bone can be placed up to 20 feet from any other bone employed in the spell. A distance of greater than 20 feet negates the continuation of the bonechain.
When the spell is cast, at the point where each bone is placed, a skeleton springs up and will do the bidding of the priest casting the spell, automatically fighting the nearest enemy of the priest, if appropriate. Skeletons activate at the rate of 1 per 2 segments of a round, from the bone nearest the spellcaster outward. Each activated skeleton has a minimum of 5 hp, is otherwise a normal animated skeleton, and can spring up from the site where a bone has been concealed if this is plausible. Bones buried in earth, hidden in plasterwork or within wooden paneling, etc., can spring forth as skeletons. Bones buried below foot-thick marble slabs could not do so. DM discretion is required. Skeletons animated by a bonechain remain in existence until the dawn following the casting of the bonechain spell, unless destroyed earlier. This spell was specifically developed to enable ambushes, with bones planted in the ground in a circle or column, and for protection, with ranks of bones hidden in alcoves, urns and the like along corridors and passages. The material components for the spell are the bones employed and an Unholy symbol of Iuz.
Clawcloud (Conjuration/Summoning) Level: 4 Range: 1 mile/level Components: V, S, M Duration: ld4 hours/level Casting Time: 1 round Area of Effect: Special Saving Throw: NoneBy casting this spell, the priest summons a flock of huge ravens or giant ravens as the priest desires, providing such birds are within the range of the spell. If huge ravens are chosen, 20+3d20 appear; if giant ravens are chosen, the number appearing is 10+2d6. Summoned ravens flock to the summoning priest, who may then instruct them as per a speak with animals spell. The ravens will faithfully carry out the instructions of the priest, so far as their intelligence allows. They can follow simple instructions, such as, "follow those fleeing figures and attack them," or instructions to trail a target and report back to the priest, but not complex or abstract ones. The DM must determine the actions of summoned ravens in strict accord with their intelligence. Giant ravens, with an Int of 5-7 are capable of reasonably cunning maneuvers, such as following a party of adventurers while staying a certain safe distance away from ranged attacks, and peeling off at a rate of one per hour or so to report back to the summoning priest.
The flock of ravens summoned by the clawcloud spell returns to a wild, self-determined state on the first dawn following their summoning. The material component for this spell is a raven's feather.
Bloodgloat (Conjuration/Summoning, Necromancy)
Level: 5 Range: O Components: V, S, M Duration: 1 round/level Casting Time: 5
Area of Effect: 30 yard radius Saving Throw: See below
This horrific spell permits the priest to convert a deadly triumph into magical effects baneful to his adversaries. It may only be cast on a round following the slaying by the priest of a sentient, genuine opponent in hand-to-hand combat. On the round following this slaying, the priest touches the body of the slain enemy and exhales a cry of exultation. One effect of this cry is to establish a magical effect identical to a prayer spell in the area of effect of the bloodgloat. Also, creatures within the area of effect which are enemies of the priest suffer an additional -1 penalty on to attack and damage rolls, saving throws, and morale unless they make a successful saving throw against spells. Finally, any creature hostile to the priest which fails its save by a margin of -6 or worse is subject to a magical effect identical to that of a symbol of hopelessness. Thus, if the creature requires a 13 to save and rolled 7 or below, it would be affected by the hopelessness. The slain enemy is the material component of this spell.
Lifebane (Evocation, Necromancy)
Level: 5 Range: 0 Components: V, S, M Duration: Instantaneous/Specia1 Casting Time: 5
Area of Effect: Creature touched; Saving Throw: None
This spell allows the priest to drain the vital force of a humanoid creature and energize himself in the process. To cast the spell successfully, the priest must make a successful hand-to-hand combat roll to touch the target creature. If this is done, the target loses ld6 points of Constitution temporarily. The priest gains ld4 hit points per point of Constitution drained, but may not exceed his normal maximum hit point total. If the target creature is reduced to a Constitution of zero or below by this spell, it becomes a juju zombie under the control of the priest which slew it. Constitution points lost from a lifebane spell are regained otherwise, at a rate of 1 point per day after an initial delay of 1 day. However, there is a 1% chance per level of the priest that a lifebane spell will drain 1 point of Constitution from a victim permanently. This chance is reduced by -2% per point of Constitution the victim has above 14 prior to the lifebane attack.
Stone Curse (Alteration)
Level: 5 Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round
Area of Effect: 1 cubic yard/level Saving Throw: None or 1/2
The stone curse spell allows the priest to weaken stonework progressively over time by changing it into a spongy, soft material. When the spell is cast, an initial volume of stone is rendered soft, spongy and porous, being altered to a substance so brittle that it can easily be broken off and crushed in the hand. This fact is not obvious in the appearance of the stone, however. Only a creature with some expert ability in evaluating stonework can detect a stone curse. For instance, a character possessing the stonemasonry non-weapon proficiency or a dwarf can recognize a stone curse on a d20 roll of 19+ upon casual inspection. A detect magic spell will reveal alteration magic at work in the area of effect, as will direct tactile exploration (simply touching the stone is not sufficient).
The danger of a stone curse is that it may spread undetected. Each day following the casting of the stone curse, a further adjacent volume of stone equal to the original volume affected is also transformed by the spell. Eventually, this may have some important structural effect like the crumbling of a supporting wall or the collapse of a mine shaft or tunnel, as the DM deems fit. A stone curse may be negated by a remove curse, a successful dispel magic, or by a spell which changes the nature of the stone more dramatically, such as transmute rock to mud.
A stone curse may be cast in hand-to hand combat to damage creatures from the Elemental Plane of Earth, such as xorn, galeb duhr and the like, but not earth elementals, unless the DM determines that these must be made of rock, e.g., conjured in a stone quarry, etc. Damage inflicted is ld4 hit points per level of the priest casting the spell. Likewise, a magic-user employing a statue spell, or a cleric employing a meld into stone spell, will suffer damage from a stone curse attack. In each case, a saving throw versus spells is allowed and, if made successfully, damage from the stone curse is halved. The material component for this spell is a small chunk of very soft sandstone, which is consumed in the spellcasting.
Venomed Claws (Enchantment/Charm)
Level: 5 Range: 10 yards Components: V, S, M; Duration: 1 round/level; Casting Time: 8;
Area of Effect: 1 creature per 3 levels; Saving Throw: None
By casting this spell, the priest gives himself and up to one additional creature per three levels of experience of the priest (round fractions up) the ability to strike in hand-to-hand combat with venomous claw attacks. Any hand-like appendage can be used by the affected creature, which has only one poisonous claw attack per round. Damage inflicted by a successful attack with venomed claws is ld4 hit points per two levels of experience of the priest (round fractions down), to a maximum of 6d4. In addition, the attack sequence does any damage it would normally cause. A saving throw against poison made successfully by the target of a venomed claw attack halves this damage, or negates it entirely if the basic damage was 2d4 hp or less.
The material component for this spell is a snake fang or the poison sac of a venomous spider.
Chain Madness (Illusion/Phantasm)
Level: 6 Range: 30 yards Components: V, S, M Duration: Special Casting Time: 9
Area of Effect: One creature Saving Throw: Special
This spell allows a priest to create insanity in the mind of a target creature, which then becomes contagious. When the priest casts the spell, the target creature is allowed a saving throw against spells with a -4 penalty to negate the effects. Only creatures with Intelligence ratings of 5 and above are subject to the effects of chain madness, which are not immediately obvious. There is a minimum latency period of 48 hours. After this time, the affected creature must make a daily Wisdom check and, when this fails, it develops the symptoms of a fevered, agitated, severe depression. Affected creatures have a –3 penalty on all attack and damage rolls, saving throws, and ability checks. The creature must also make a successful Wisdom check to perform any premeditated action as the DM determines. For example, the creature will fight as best it can to defend itself if attacked, but a Wisdom check would have to be made if the creature was to initiate aggressive actions of its own, plan a trap or ambush, etc.
The duration of the madness is ld4+4 days, but at the end of the determined time the creature must make a system shock roll and if this fails, the insanity continues for a further ld4+4 days. This continues until a successful system shock roll is made or the creature dies. A creature which fails an Initial system shock roll will lose 1 point of Constitution permanently for each subsequent system shock roll failure. If a creature reaches zero points of Constitution, it dies.
The great danger of chain madness lies in its contagion. Each creature affected can infect up to six other creatures per day with whom it comes into physical contact, including the original latency period. Even a shake of a hand is enough to convey the chain madness. Each potential secondary victim is permitted a saving throw versus spells to negate the effect. If affected, secondary victims develop the same madness after the same latency period and are themselves contagious. However, "tertiary victims" which may be affected by them save versus spells at +1 to avoid becoming affected by chain madness, later victims save at +2, and so on along the chain.
Chain madness can be cured by a successful dispel magic spell, a remove curse, or a heal spell. Detection spells which have a mind-reading nature (e.g., know alignment, detect good/evil) have a 5% chance per level of the spellcaster of revealing that something is subtly wrong in the mind of the creature affected by chain madness. This may be crucial to containing the outbreak when the malady is still in its latency phase.
This spell is rarely used, for it is hazardous to the priest casting it. The casting priest will suffer the effects of chain madness himself, but without becoming contagious, if he rolls below his Wisdom score on d100 when casting the spell. Note that the wiser the victim, the more likely he is to go mad! The material component for this spell is a small vial of brain tissue from an illithid.
Death Touch (Necromancy)
Level: 6 Range: 0 Components: V, M; Duration: Instantaneous; Casting Time: 6
Area of Effect: One creature; Saving Throw: See below
By casting this spell, the priest slays another living creature and transfers part of its life energy to himself. To cast the spell successfully, the priest must touch the target as if in hand-to-hand combat. If the attack roll is made, the target is allowed a saving throw versus death magic at -2. If the save is made, the victim suffers the effects, of a cause critical wounds spell (3d8+3 hp damage). If the save is failed, the victim is slain and the priest gains ld4 hp per hit die or level of experience, of the creature slain. However, this cannot exceed his normal hp maximum.
The material component for this spell is a specially prepared skull decorated with gold filigree and moonstones worth 500 gp, which is consumed in the spellcasting, whether the attack is successful or not.
Summon Varrangoin (Conjuration/Summoning)
Level: 6 Range: 60 yards Components: V, S, M Duration: Special Casting Time: Special
Area of Effect: One creature; Saving Throw: None
This spell allows a priest to summon one abyss bat (varrangoin) as a servant. The priest may specify which type (I-VI) of varrangoin he wishes to summon. The casting time is 1 round per "type level" (a Type II varrangoin can be summoned in 2 rounds, a Type V takes 5 rounds, etc.). However, because of the chaotic nature of the Abyssal planes, there is always some chance that the summoning will bring forth a randomly selected varrangoin type. This chance is 50%, less 2% per level of experience of the priest. If a randomly selected type appears, use the percentile table below to determine the type appearing:
D100 | Varrangoin Appearing |
---|---|
01-30 | Type I |
31-50 | Type II |
51-66 | Type III |
67-80 | Type IV |
81-88 | Type V |
89-92 | Type VI |
93-100 | Spell failure: no varrangoin appear |
Lesser varrangoin summoned will do the priest's bidding to the best of their abilities, save that they will not behave in any obviously self-destructive manner. Greater varrangoin, however, have to be negotiated with and offered some reward or sacrifice for the services before they will serve the priest.
This specialized and limited form of gating draws forth an abyssal bat for a limited time only. At each dawn following the summoning, ,the varrangoin is permitted a saving throw versus spells and, if this is failed, it returns to its home plane. Saving throws must be made in the same manner each dawn following the summons in order for the varrangoin to remain on the Prime Material. Varrangoin do not have true names or Individual identities, so it is not necessary for the casting priest to be familiar with the details of the creature being summoned. The material component for this spell is a small quartz prism crafted with asymmetric facets, contained within a brass sphere. It is consumed during the summons.
Comments