Tuesday, July 30, 2013

Fourth Level Priest Spells

Stone Walk (Alteration)
Sphere: Elemental
Range: 0
Components: S
Duration: 1 round + 1 round/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

A development of the meld into stone spell, this magic allows a caster to merge into solid stone and travel short distances through it at movement rate of 10 feet/round. Travel is possible through loose, or broken stone, but not mud, sand, or fine gravel

If spell duration permits, a caster can enter stone, leave it, and re-enter it or another mass of stone, without casting a second stone walk. While in stone, the caster can sense any ending or edges of stone within 120 feet, as well as the presence, location, and size of any cavities, fissures, air pockets, and beings such as digging or imprisoned creatures, and any others able to pass through stone. The stone blocks all hearing, but some vibrations can be felt. The caster can walk up or down as well as horizontally, and can tell direction relative to the natural grain of the rock.


If the caster is trapped alive in solid stone (if the spell duration ends) then the caster is entombed.  The caster can struggle thru the stone at movement rate of 5 feet/round but taking 2d6 damage each round (1d6 damage if a System Shock roll is successful).


Passweb (Abjuration/Alteration)
Sphere: Necromantic
Range: Touch
Components: V,S
Duration: 1 round/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special

This spell enables one creature to pass through existing webs, both natural and magical, as though they did not exist. It also permits passage through barriers of rope or vine, provided the area to be passed through incorporates only non-magical, organic materials. The webs are not disturbed or altered in any way by this spell or the passage through them.

A recipient of this spell may try to free creatures or objects already trapped in a web. Three successful Strength Checks and a Dexterity Check must be made in the same round, for an attempt to be successful. (If a trapped being is unwilling to be freed, and able to actively resist, failure is automatic.)

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