Firebird
| Statistic | Value |
|---|---|
| Activity Cycle | Any |
| Intelligence | Same as the caster |
| Treasure | None |
| Armor Class | 2 |
| Movement | 3"/36" class B |
| Hit Dice | Same as the caster |
| THAC0 | Attacks as a monster equal to caster's level |
| No. of Attacks | 2 claws or 1 bite |
| Damage/Attack | 2-12/2-12 or 3-18 |
| Special Attacks | Excess heat causes all within 10' to take 1-6 points of damage/round. |
| Special Defenses | Ethereal at will, homing instinct for nest, hit only by +2 or better weapons. |
| Magic Resistance | Same as the caster |
| Size | Wingspan is 2' per every level of the caster |
Description
Also in this section of the source
Salt Boulders - (Salt, Invocation/Evocation) - 9th level
- Author:
- Range: 120 yards
- Components: V, S, M
- Duration: 1 round
- Casting Time: 1 round
- Area of Effect: 60 yards diameter
- Saving Throw: Neg.
One of the most powerful attack spells among the Quasi-Elemental Schools, salt boulders causes 3d4 large salt boulders to fall from the sky in an area of the caster’s choice. Upon impact with the ground (or anything else unlucky enough to end between it and the boulders) the boulders shatter, hurling many sharp shards of hardened salt crystals in all directions.
While the 5d4 crushing damage by the boulders is only caused in the limited 30 yard radius circular range where the boulders may fall, each shattered boulder will cause more damage from flying shards in relations to the distance from the point of impact:
- Within the basic 30 yard radius: 5d4 (crushing damage) + 12d4 (shards)
- 30-40 yard radius: 10d4
- 40-50 yard radius: 8d4
- 50-60 yard radius: 4d4
Please note that the shard damage range is not only in radius in parallel to the ground, but also in a sphere towards the sky as well. If cast at mid-air, it will affect a full 60 yard sphere from the target point.
In addition, due to the large amounts of salt in the victim’s wounds, no healing (short of the 6th level priest spell heal) will work on the spell’s victims for the next 1d10 rounds.
The material components of this spell are 3 round, hard, salt balls with the wizard’s personal symbol or insignia carved into them, and filled with melted platinum.
Smoky Figure III - (Conjuration/Summoning, Elemental-Smoke) - 9th level
- Author:
- Range: 100 yards
- Components: V, S, M
- Duration: 1 round/level
- Casting Time: 1 round
- Area of Effect: 1 fire source
- Saving Throw: Nil
This spell's name is similar to the smoky figure I and smoky figure II spells but this is where the similarity ends for the spell summons the creature known as Hazer through a gate opened in the fire source. The creature's statistics are as follows: INT 13; AC 0; HD 16 (100 hp); THAC0 5; #AT 2; Dmg 2-20/2-20. The creature looks like the smoky figure created by the smoky figure I spell but is very substantial.
Tendrils of Dust - (Invocation/Evocation, Elemental-Dust) - 9th level
- Author:
- Range: 20 yards/level
- Components: V, S, M
- Duration: 1 round/level
- Casting Time: 1 round
- Area of Effect: 50' sphere
- Saving Throw: 1/2
The caster of this spell creates a sphere of dust in his hand, from which extend 10 tendrils. The caster can choose to control the tendrils or to do another spell, the dust sphere does not hinder his ability. The tendrils can reach any creature within 50' of the caster, attaching itself to the creature, preferably to the nose and mouth. Every tendril causes 1d10 points of damage per round. Every round beyond the first the tendril is attached to the same target that person suffers a cumulative -1 to his hit and saves, as he is being gagged with sand and dust. The penalties remain for the same number of rounds that the tendril remained attached or until the victim spends 1 round to get it all out.
The caster can use more than one tendril against a single target in which case the effects are multiplied by the number of tendrils attached to him.
Every round the target gets a save vs. spells to suffer half damage and evade the penalties.
Any creature that dies from this spell will rise as a Kyolith (See the monster section for more details) if a Animate Dead spell is cast on him.
The material component is a bit of bone dust.
Uazzigaaeld’s Cataclysmic Blizzard - (Evocation, Elemental-Ice) - 9th level
- Author:
- Range: 10 yards/level
- Components: V, S
- Duration: 2 rounds
- Casting Time: 9
- Area of Effect: Field 40 feet long, 40 feet wide and 10 feet high
- Saving Throw: ½
This spell is the most powerful Uazziggaeld ever created. The spell makes non-magical missile attacks and non-magical communication impossible within the area of effect. In addition, creatures within the area of effect not immune to cold damage take 10d10 damage the first round and 6d10 damage the second round of the spell, with a saving throw for half damage both rounds. Objects must save vs. cold with a –6 penalty or be destroyed.
Windwar - (Elemental-Air, Elemental-Lightning, Evocation) -9th level
- Author: wrathgon@hotmail.com
- Range: 0
- Components: V, S
- Duration: 1 t + 3r/level
- Casting Time: 9
- Area of Effect: 1-mile radius sphere
- Saving Throw: Special
This spell brings froth a power tempest of thunder, lightning, wind, and rain that may damage multiple targets in aerial combat with the caster. The primary effect of the spell is its turbulent winds. Winds continually buffet and whip all targets in the area of effect, tossing them through the air in various random directions. In order to simulate the swirling of wind in the area, roll 1d8 for the compass direction and 1d6x10 for distance in yards that each target is flung through the air. The effects of the winds on all aerial targets are as follows: 2 HD or less take 2d8 damage/round and are hurled twice normal distance, attacking, defending, and normal move is impossible. Man-sized take 1d8 damage but move is half and attacks at -4 to hit. Larger than man moved is 1/3, but are not buffeted about and take no damage; larger beasts are unaffected. Lightning also strikes out at selected living targets in the area of effect: 1d4 single lightning bolt. The bolts do 5d6 damage to one target each, and save can save for half. Thunderclaps sound every time the lightning bolts strike. All targets in the air must save vs. death or be stunned for one round by the deafening thunder. If 8 HD or less must make a save or pummel to ground. The heavy, swirling rains in the area also reduce visibility to one-half but cause no damage, except to those creatures affected by water. The caster must be in the air when cast spell and he and mount are not affected other by reduced sight.
Elemental Spells for Priests
The following spells were created due to the fact that a druid or priest of nature lacks a wide variety of spells when dealing with the spheres of Elemental and Weather. Some of the spells were as a result of a desire to give the Aerial and Aquatic druids new spells that will give them a better control on the respective "terrain".
Any spell whose author is not written is my own (itzhak@ibm.net) creation.
1st level spells
Missile Flight - (Alteration) – 1st level
- Sphere: Air, Combat
- Range: 5 yards
- Components: V, S, M
- Duration: 2 rounds
- CT: 4
- Area of effect: 2 arrows/level
- Saving throw: None
The missile flight spell is cast on a number of arrows with the intention of giving their users a better chance of hitting opponents. When the arrows are fired from bow there are small gusts of wind that help correct their flight and grant them a better chance to hit their intended target.
The missile must be within 5 yards of the caster to be affected and the enchantment lasts for 2 rounds, giving the arrows a +1 bonus to the to hit roll. If not used within those 2 rounds then the arrows lose the enchantment, though it can be cast again.
The material components for this spell are a miniature archery target, bow and arrow all made from silver and costs about 5 gp.
Stone Quiet - (Alteration) – 1st level
- Sphere: Earth
- Range: Touch
- Components: V, S, M
- Duration: 1 round/level
- CT: 3
- Area of effect: 1 person
- Saving throw: None
The druid must touch the subject of this spell for the spell to work. The spell causes the stone upon which the person steps to absorb all sound made by his movement and so grant him the ability to move silently while he walks. This works even when the ground is littered with dry leaves or bones and even when the person is wearing a noisome plate mail armor.
Note that this spell will not work while the person walks on surfaces that are either not solid or not stone-based (i.e. water, metal, gem, solid fogs, etc.).
Druids use the spell, along with the Pass without trace spell, to spy on people that walk through the forest before they introduce themselves.
The material components are mistletoe and some fine dust to spread upon the person's feet
2nd level spells
Breeze Message- (Invocation) - 2nd level
- Sphere: Air
- Range: 200 yards/level
- Components: V
- Duration: Instantaneous
- CT: 1
- Area of effect: Special
- Saving throw: None
With this spell the priest can send a short message, of upto 1 word per level, to any person within 200' per level of the priest. The priest whispers the message he would like to send and state the person it will be sent to. If the specified person is within range he will feel a breeze and the message will be related to him, and only he will hear it. If the person is not within range then the message will be spoken in a normal volume in the place that is in his direction and on the maximum range the priest can send it to.
Cloak of Winds - (Abjuration) – 2nd level
- Sphere: Air, Protection
- Range: 0
- Components: V, M
- Duration: Special
- CT: 2
- Area of effect: Caster
- Saving throw: None
The cloak of winds spell causes the caster to be surrounded by small gusts of wind about his person. Whenever a missile weapon comes close to the cleric the winds rush and force the missile to land near the cleric but without causing any damage. Note that the caster need not see the missiles for the spell to deflect it and he can even be asleep at the time.
The spell will deflect a maximum of 2 arrows per level of the caster and the cleric can have no more than 1 of these spells upon his person at a specific time. (i.e. he can have one such spell active and another in memory but if he casts the spell anew then the first spell is immediately negated)
The spell will last 10 hours or until it has protected the caster from all the missiles it can.
The winds will not protect from magic missile or similar spells but will deflect Flame arrow if it was cast on arrows. The DM has the final judgement on the spells that it can deflect and those it cannot.
The material components are a broken arrow and a feather.
Earth Affinity - (Alteration) – 2nd level
- Sphere: Earth
- Range: 0
- Components: V, S, M
- Duration: 1 round/level
- CT: 4
- Area of effect: Caster
- Saving throw: None
As the spell is cast the caster gains a affinity with stone and metal and is granted the ability to suffer -1 from weapons made of stone and metal for a period of 1 round per level of the caster. The priest can choose to lower the duration by 4 rounds and increase the reduction by another -1 to the damage.
Note that a weapon will still cause a minimum of 1 point of damage, unless the damage roll indicated 1, in which case the priest suffers no damage from the attack.
The material component is the priest's holy symbol and he must be standing on solid ground for this to work.
Murky Water - (Alteration) – 2nd level
- Sphere: Water
- Range: 5 yards/level
- Components: V, M
- Duration: 1 round/level
- CT: 4
- Area of effect: 10' radius
- Saving throw: Neg.
This spell causes the water within the 10' radius to become murky and filled with visual impediments. Any creature that swims through that area will have his vision reduced as if swimming in a swamp, reducing the range of seeing movement to 20 yards in a clear day instead of 100 yards in normal seawater. (See pages 69-71 on the Of Ships and the Sea accessory for the full tables of vision underwater)
The murkiness also grants +20% to anyone trying to Hide in shadows within the area or from someone that is inside the area.
The casting priest can decide to cast this spell upon a creature, in which case the creature must make a saving throw vs. spells to escape the spell's effect. If he fails the spell will affect only him and anyone within 1' of him and he will suffer the reduced vision mentioned above.
The material component is a bit of seaweed or mud.
Note that this spell is best used to hide the effects of a Sand bar, Raise reef, or a Create shoal spell, in which case the ship or creature will be in for a nasty surprise.
Riptide - (Alteration) – 2nd level
- Sphere: Water
- Range: 200 yards
- Components: V, S, M
- Duration: Special
- CT: 1 round
- Area of effect: 1 ship
- Saving throw: Special
This spell is considered by many sailors to be a kind of curse upon a ship. The spell causes the water around the ship to have strong crosscurrents for as long as the priest concentrates on his spell. The currents cause the ship to slow down to half it’s speed, rounding fractions down.
It should be noted that due to the extreme concentration that is required of the caster for this spell’s maintenance he can do nothing except walk at ¼ speed. If he even have a conjured creature and must concentrate on him then the spell will stop. He cannot do anything except moving at ¼ speed.
Sand Bar - (Conjuration) – 2nd level
- Sphere: Earth, Water
- Range: 50 yards
- Components: V, M
- Duration: 1 round/level
- CT: 5
- Area of effect: 5' square/level
- Saving throw: Special
The sand bar spell is only cast in shallow water (upto 30’ of depth). When cast it causes the sand to gather in the area and create a sand bar. Any sea-going vessel that comes upon it must make a Seaworthiness check at + 10% or it will run aground. A grounded ship can be repaired in 1-2 days.
A creature that smash into it suffers 2-12 points of damage and is stunned for 1 round. If the creature is of size L or larger then the sand bar is destroyed.
The material component for this spell is a handful of sand from a shore.
3rd level spells
Wind Blast - (Invocation/Evocation) – 3rd level
- Sphere: Air
- Range: 20'
- Components: V, S, M
- Duration: Instantaneous
- CT: 5
- Area of effect: Special
- Saving throw: Neg.
With this spell the priest creates a powerful gust of wind. The wind encompass an area whose size is 5' cube per 2 levels of the priest, arranged as the priest would like, but no less than 10' long.
All creatures within this area must make a saving throw vs. spells, adding their defense bonus from Dex, or be buffeted by the wind, losing their actions for this round and they will be taken to the end of the area of effect.
Missile weapons, of size M and below, coming from that direction will automatically miss, and scatter along the edge of the wind. The missiles will not cause damage to anyone, having lost its momentum and being buffeted by the wind.
The material component is the priest's holy symbol.
4th level spells
Air Pocket - (Invocation) – 4th level
- Sphere: Air
- Range: 20 yards/level
- Components: V, S, M
- Duration: Instantaneous
- CT: 5
- Area of effect: Special
- Saving throw: Special
Priests who follow gods of winds developed this spell, to be used against pursuing opponents. The spell causes the area around its recipient to become still. The sudden stop of air causes disorientation to the target, and he must make a save vs. breath weapon to avoid losing control. If the target makes the saving throw he will fall 10-40 feet but will resume normal flight after that. But if the target misses his save he will fall down for 1-4 rounds, losing an altitude of 1,000 feet every round of free fall.
The spell was once used in a war, and it caused a unit of fighters riding bator to plummet to their death, on the heads of their ground army.
The use of Air Pocket has spread to many priests who can cast spells from the sphere of air, but aerial druids are its main users, against aerial monsters.
Raise Reef - (Conjuration) – 4th level
- Sphere: Earth, Water
- Range: 100 yards
- Components: V, S, M
- Duration: 2 rounds/level
- CT: 1 round
- Area of effect: 5' square/level
- Saving throw: Special
This spell can be considered to be a higher level version of the Sand bar spell. When this spell is cast it creates a coral/stone reef to appear in the area of effect. Raise reef can only be cast in waters of up to 70’ depth.
Any ship that comes across it must make Seaworthiness check or it will run aground and sink within 2-6 hours. Creatures that smash into it suffer 2-20 points of damage and are stunned for 1-3 rounds. If the creature is of size H or larger then the reef is destroyed in the process.
The material component is a piece of coral or stone from a reef.
Whirlpool - (Invocation) – 4th level
- Sphere: Water
- Range: 50 yards/level
- Components: V, S, M
- Duration: 1 turn/level
- CT: 2 rounds
- Area of effect: 20 yards radius/level
- Saving throw: Seamanship check
On the second round of the casting time a whirlpool forms with a radius of 20 yards per level of the caster and starts drawing all floating objects towards itself. Every ship within that radius must have her captain or helmsmen make a successful Seamanship check at –1 every turn or it will be drawn in. Only one attempt per turn can be made and it takes 1d6 turns until the ship is drawn in so much that it has small chances to be saved.
Ships whose speed is 15 or more are considered to have automatically succeeded in their Seamanship check. If a ship doesn’t escape then she will break within 1d6 rounds. Every round the captain can make a Seamanship check to try to evade this fate but he suffers a cumulative penalty of –1, in addition to the –1 stated above, every round he stays inside.
People onboard the ship will drown within one half of their constitution score unless they have magic to lift them above the water or if the spell's duration ends before the aforementioned time.
5th level spells
Still Winds - (Abjuration) - 5th level
- Sphere: Wards, Weather
- Range: 10 yards
- Components: V, S
- Duration: 1 turn/level
- CT: 1 round
- Area of effect: 40' radius/level
- Saving throw: None
The instant this spell is completed the air around the priest becomes stationary, as if it was an "eye" of a hurricane. No winds, be they magical or mundane will enter the area of effect during the spell's duration and so most of the spells from the priestly spheres of Air and Weather will not affect those inside the are of effect.
Any air-based creature (like air elemental and djinni) and spells that summon beings from the elemental plane of air will not work inside this place or be able to enter it. All air-based creatures inside the area of effect will immediately leave the area of effect as they feel uncomfortable.
The affected area does not move with the priest, it is stationary.
Torrential Blast - (Invocation/Evocation)- 5th level
- Author: kingofchaos@geocities.com
- Sphere: Water
- Range: 30' straight line
- Components: V, M
- Duration: Instantaneous
- Casting Time: 7
- Area of Effect: All hit by the blast
- Saving Throw: Half
This spell causes a portal to open to the Elemental Plane of Water. The water then blasts from the portal causing d6 points of damage per level of the priest up to a maximum of 10d6, this spell will successfully put out a large fire, such as a burning house, this may also attract water elementals seeking to return to their own plane of existence.
6th level spells
Create Shoal - (Conjuration) – 6th level
- Sphere: Earth, Water
- Range: 200 yards
- Components: V, S, M
- Duration: 2 rounds/level
- CT: 3 rounds
- Area of effect: 2 5' squares/level
- Saving throw: Special
Like the Sand bar and Raise reef spells this spell creates a barrier that is used to damage ships, except that this spell destroys them. The great shoal created by this spell covers an area of 2 5’ squares per level of the caster. To a maximum area of 5’x200’ or any other combination. This mighty spell can be cast in waters of up to 100’ of depth.
Ships entering this area must make a Seaworthiness check or they will be smashed upon the shoal. Creatures that smash into it suffer 2-20 points of damage and are stunned for 2-8 rounds. Only creatures of size G (100' or more) can bring down this barrier.
The material components for this spell is a piece of a smashed ship and a small diamond (50 gp or more).
Winter's Grace - (Abjuration, Alteration) – 6th level
- Sphere: Travelers, Weather
- Range: 0
- Components: V, S, M
- Duration: 1 turn/level
- CT: 1 round
- Area of effect: 10' radius
- Saving throw: None
Winter's Grace allows its recipients to ignore the dangerous effects of extreme cold weather, and walk on snow and ice with no penalty. All creatures within 10 feet of the caster when the spell is cast are subject to this spell's effects.
Those affected will not be slowed by the cold weather, even in the snow, will not slip when walking on snow or ice, and will not need to wear many layers to ward of the cold. Furthermore, all spells involving ice or cold cast against them will be only half effect if they fail their save and no effect if they make their saving throw. They will also have a saving throw of 17 against ice- cold-based spells, which normally have no save.
The material component is a scale from a white dragon and the priest's holy symbol.
7th level spells
Elemental Travel - (Alteration, Elemental) - 7th level
- Sphere: Elemental