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All Message Boards : 7th Level Spells for Priest Class (General Use)
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 Message 1 of 3 in Discussion 
From: MSN NicknameHiel-  (Original Message)Sent: 3/10/2006 7:18 PM
Herein lies a repository BY SPELL LEVEL (7th) for invocations cast by Clerics, Druids and Priests.


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 Message 2 of 3 in Discussion 
From: MSN NicknameHiel-Sent: 3/10/2006 7:36 PM

Gate of Doom
(Conjuration/Summoning)
Sphere:  Summoning

Level: 7
Range:  10 yds.
Components:  V, S, M
Casting Time:  1 rd.
Duration:  1 rd./level
Area of Effect:  10 sq. ft./level
Saving Throw:  None

This spell creates a wall of energy from the Negative Energy Plane that is actually a portal to that fell place.  A gate of doom appears as a shimmering curatin of lightless black.  Any creature who touches a gate of doom suffers 2d6 points of damage and permanently loses one level of experience or Hit Die per round of contact.  Those foolish enough to pass through this curtain are instantly transported to the Negative Energy Plane, almost certainly causing their deaths, as this spell creates no portal on that side by which to return.

The spell caster can cast this spell in any loosely rectangular configuration that does not exceed the area of effect.  Once cast, the location of the gate of doom is fixed and cannot be moved by the priest or anyone else until the effect fades.  This spell cannot be cast on any living creature.  Attempting to do so causes the gate of doom to appear nearby in a random location.

The spell Negative Plane Protection provides complete immunity to this spell while it is in effect, including preventing an individual from passing into the Negative Energy Plane.  All undead creatures except mummies (or any other type of undead tied to the Positive Energy Plane) ignore this spell's effects as well.

Level-draining undead, energy drain spells, and enervation spells and similar effects and abilities cast or used within 100 yards of a gate of doom always operate at twice their maximum effect.

The material components of this spell are a small stick of black charcoal, a solid black gem-stone of at least 50gp, and the priest's holy symbol.

[Source:  Priests' Spell Compendium, Vol 2, pg 298] 


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 Message 3 of 3 in Discussion 
From: MSN NicknameHiel-Sent: 3/15/2006 9:54 AM

Call Hunt
(Conjuration/Summoning)
Sphere:  Animal

Level:  7
Range: Special
Components:  V, S, M
Casting Time:  Special
Duration:  Special
Area of Effect:  10-mi. diameter
Saving Throw:  Special

This truly awful spell summons the Wild Hunt.  The Druid selects a location to which the Hunt will be summoned (see "The Wild Hunt" section), and begins to cast the spell.  The spell cannot be started until the full darkness of night sets in, though moonlit is no hindrance.  The caster must call until the Hunt is heard in the distance, or until the first light of dawn.  If first light comes, the spell did not succeed.  The Hunt is not under the caller's control in any way if He does come.

The Master of the Hunt has a saving throw of 2 in all categories, and this saving throw is used to determine the success of this spell.  Every half hour that the Druid continues to cast the spell, 1d20 is rolled.  A 1 indicates that the Master has felt the summons and his horn is heard in the night in location selected.  Thereafter, the Hunt proceeds normally.  While casting this spell, the Druid can spend only one round every half hours in other activities.

[Source:  Priests' Spell Compendium, Vol 1, pg 92]


The Wild Hunt

The Wild Hunt exists in all the lands where Druids and their Dieties dwell.  It appears in Celtic lands when there is a great force of evil in the land.  As the Hunt approaches, the wind howls and thunder booms.  Druid-aligned and good characters that see the Wild Hunt must make a successful saving throw vs. spell or join the Hunt, accepting the Master as their leader.  The Hunt hurls itself against evil and the hound and Master will fight to the death.  If slain, they RETURN the following night.

Master of the Hunt:  AC 0, MV 18 (chariot), HD 20 (200 hps), THAC0 1, 3 Atks, Dmg 1d6+9 (Spear +3, Strength), SA Trample (chariot 3d10), SD cannot die, if slain returns next Hunt the following night, MR 25%, AL LG, SZ M, ML Fearless (20), STR 18/00, DEX 18, CON 18, INT 17, WIS 17, CHR 9;  Appears as a dark-skinned man with the antlered head of deer or  elk carrying a large spear, and driving a chariot.  Often does not fight until most of the Pack has been slain; his tactics are usually an immediate frontal assault on evil.

The Pack:  20 Hounds AC 2, MV 21, HD 5 (30 hps), THAC0 14, 1 Atk, Dmg 2d4, SA cause fear in pursued being, swarm (no limit on number attacking one foe), flame tongue (1/turn, +5 to bite damage if attack hits), SD continuous protection from evil, cannot die, if slain returns with next Hunt the following night, MR 15%, AL LG, SZ M (3' at shoulder), ML Fearless (20);  The hounds are as huge beasts that may appear normal but can transform into magical animals with green flame coming from their mouth and eyes.