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New Clerical Spells

Second Level

Acid Ball (Alteration)

Sphere: Elemental (Water)
Range: 0
Components: V,S
Duration: 1 round
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell creates a weightless, 6" diameter ball of acid in the casters hand. The caster is not harmed by the acid. The caster is capable of hurling the acid as a missile, with a range of 40 yards (considered short range). The ball splashes upon impact and can affect all those in base-to-base contact with the person hit. A miss is resolved as a grenade-like missile. The creature hit by the ball takes 2d4 points of acid damage immediately and 1d4 points of damage the following round. Creatures caught in the splash take 1d4 points of damage immediately. There is no residual damage for those splashed.

There are no material components for this spell. It does not function under water.

Electrify Metal (Alteration)

Sphere: Elemental (Air)
Range: 40 yards
Components: V,S,M
Duration: 7 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates

By means of the electrify metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) hold a high voltage electric charge. Targets receive a save vs. magic to avoid the effects. If the target of the spell fails his save and is wearing Elven chain mail or magical armor, the armor is entitled to an additional save, this time vs. electricity. A successful save indicate no effect. However, if this second save is failed, the armor will permanently lose one AC of magical protection. If the armor is only of the +1 variety, it is ruined. Elven chain mail that fails this save will lose one AC of protection (e.g. from AC 5 to AC 6).

On the first round of the spell, the wearer/holder of the metal will feel a tingling sensation indicating that something may be amiss. During the second and sixth rounds, the electricity causes burns and 1d4 points of damage. On the last round of the spell, only the tingling sensation is felt.

This spell has no effect on materials such as wood, leather, or cloth. Protection from lightning (spell or item) totally negates the effects of this spell. If the target of the spell is doused with water (at least one gallon) or if the spell is cast underwater, the damage is doubled (for the remainder of the spell).

For every two levels of the caster, the metal of one man-sized creature can be affected (i.e. arms, and armor, or a single mass of metal equal to 50 pounds of weight). The material component for this spells is the priest holy symbol.

Poison Breath (Evocation)

Sphere: Elemental (Air)
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 5
Area of Effect: 5' x 20' x 20' wedge
Saving Throw: Neg.


By means of this spells, the caster is able to breathe out a noxious cloud of vapor that dissipates quickly. However, all those in the effect must make a save vs. poison or become extremely nauseous and unable to attack for 1d4+1 rounds. These poisonous effects can be neutralized by appropriate magic.

The caster may hold this breath after casting for up to 1 round for every level she has attained. If at the end of that duration, the caster has not used the spell, the caster herself must make a save vs. poison. Failure indicates that caster has inhaled the breath and suffers the same effects.

The material component of this spell is the caster's holy symbol.

 

Fourth Level

Produce Electricity(Alteration/Evocation)

Sphere: Elemental (Air)
Range 40 yards
Components: V,S,M
Duration: 1 round
Casting Time: 7
Area of Effect: 12-foot square
Saving Throw: None

By means of this spell, the caster creates an area of intense electrical charge of up to 12 feet per side in area. The electrical charge produced by the spell inflicts 1d4 points of damage plus 1 point per caster level (1d4+1/level) upon creatures within its area. If the creature is vulnerable to electricity/lightning or is wearing a substantial amount of metal (metal armor), the damage received is 1d4+2/level. This spell has no effect upon combustible materials, such as cloth, paper, wood, and the like.

This spell requires the priest to have his holy symbol and a crystal or glass rod as material components. The glass rod is consumed in the casting.

 

Fifth Level

Wall of Gas (Conjuration/Summoning)

Sphere: Elemental (Air)
Range: 80 yards
Components: V,S,M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

The wall of gas spell brings forth an immobile, "broiling" curtain of poisonous gas of shifting shades of green. The spell creates a translucent sheet of acrid smelling gas up to one 20-foot square per level of the spellcaster and 5' thick.

The wall of gas must be cast so that it is vertical with respect to the caster. The wall has no effect on vision and missiles or spells passing though the wall are unaffected. It is possible to catch immobile or standing targets in the wall when cast. It is possible to catch immobile or standing targets in the wall when cast. Creatures that are moving through the area of effect when the wall is created are entitled to a saving throw. A successful saving throw indicates that the creature escaped the effects. Creatures that were moving towards the caster are considered between the caster and the wall, and may continue to move. Creatures that were moving away from the caster are considered "outside" the wall (the wall is between the caster and the creature), and may continue their movement. Creatures caught in the wall, or those passing through take 4d6 points of damage +1 point per level of the caster. Undead and those creatures immune to poison are not affected by this spell. All others are due to the caustic nature of the poison. The wall of gas lasts as long as the caster maintains concentration or one round per level of the priest in the event he does not wish to concentrate upon it.

The material component of this spell is a small vial of poison. The poison and vial are consumed in the casting.

Acid Strike (Evocation)

Sphere: Elemental (Water)/Combat
Range: 60 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 5-foot radius by 30-foot high column
Saving Throw: 1/2

When the priest calls down an acid strike, a vertical column of acid pours downward in the exact location called for by the caster; there is no splash. Any creature within the area of effect of an acid strike must roll a saving throw vs. spell. Failure means the creature sustains full damage; otherwise the damage is halved. The acid strike causes 6d4 points of damage immediately and 4d4 points of damage on the succeeding round.

The casters holy symbol is required for this spell.

 

 

 

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