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This prayer summons a creature somewhat like an Invisible Stalker. It cannot be seen by any creature below "name level", and they must save vs Spiritual to do so. It can carry up to 500 lbs., surprises anything on a 1-4, and moves at 48". It will fetch one person or thing clearly named when summoned, bring it to the caster and then vanish. Anyone who objects to this, and is in position to do so, may grapple the Servant, it has 16 hit dice and is larger than man size. If prevented from performing its task, it will return and attack the summoner as a double strength Invisible Stalker.
ZOE: 1 Aerial Servant; Range: 1"; Duration: see description; ST: none
This spell allows the cleric to determine the function of a non-magical item. This spell will only reveal function for which the item was designed. For example, if the spell was cast on a coat hanger, it would not list breaking into cars as a function, although people often use them for that purpose.
ZOE: one item; Range: touch; Duration: momentary; ST: none
It reveals the presence of all spells, items, and prayers, with a level-vs-level battle against Concealed spells. It completely analyzes all detected mage spells, telling base spells and modifiers. It also analyzes prayers as per Analyze Prayer Finally, in Breath Phase, the caster learns what mage base spells and master spells are being prepared in that round.
ZOE: self; Range: 6"; Duration: 6+L rounds; ST: none
As Observe Prayer but it tells what the detected prayers actually are.
ZOE: self; Range: 6"; Duration: 6+L rounds; ST: none
This spell reveals the internal structure of a non-magical item or mechanism. It could be used to reveal internal working of traps and locks, the ingredients in mixtures or alloys, or flaws or weaknesses in a structure. Scouts will receive a +20% bonus to their open locks or find/remove traps rolls if the structure of the lock or trap is described to them by a cleric who has cast this spell. The item may not be of a volume greater than 6xL cubic feet.
ZOE: one item; Range: touch; Duration: momentary; ST: none
This prayer animates one or more inanimate objects. The objects will attack, defend, step or fetch as the caster dictates, each in a manner appropriate to the object: a chair will walk and kick with its legs, a broom might grow arms and carry pails of water, etc. The objects animated must not aggregate more than 20 cubic feet, more than 2000 lbs, nor more than L in number. A single large object might have 8 hit dice, and attack once for 2D8, hitting as an 8HD monster. Smaller objects would do less damage. Larger objects will be slower than small ones, and objects designed to move will be fastest of all. Draw analogies to monsters where possible.
ZOE: 6" radius; Range: 6"; Duration: standard; ST: none
Similar to Animate Objects. The cleric may animate up to 40 tons of biomass within the ZOE. This is about one large tree, four medium trees, sixteen small trees, forty saplings or large shrubs, etc. Animated plants may uproot themselves and walk, but the speed will be slow. A tree might move 1/10", a small bush or a blade of grass 1".
ZOE: 6" radius; Range: 6"; Duration: standard; ST: none
Forms an invisible shell around the caster. No mage or Magus spell or item will function inside the ZOE, nor will one cast or used from outside affect anything inside, with the exceptions listed for th mage spell Anti-Magic Shell.
ZOE: 3" radius sphere; Range: none; Duration: standard; ST: none
This prayer must be cast on a real, nonmagical arrow or quarrel. It lasts until the arrow is fired, or for standard duration, whichever comes first. The arrow will become pure black, seemingly carved of obsidian, with head, shaft, and fletching all of one integral piece. The arrow gains no bonuses to hit, though it will be capable of hitting any being; that is, it should be considered a magical weapon of infinitely high plus for establishing what targets it is capable of hitting.
Any target struck by the arrow immediately loses all hit points, falling unconscious at zero hit points. The arrow shatters after one use, whether it hits or misses. If the prayer duration lapses and the arrow has not been used, the arrow vanishes and the cleric who cast the spell takes damage equal to half his current hit points.
ZOE: One arrow; Range: touch (to cast), per bow (to use); Duration: standard; ST: none
When this spell is cast, a magical bow and arrow appear in the Cleric's hands. If the Cleric has a real bow out, a magical arrow appears in the bow, nocked and ready to fire. This spell cannot be cast if the Cleric is carrying anything other than a shortbow or longbow in his hands. The arrow may be fired on the Missile Phase of the subsequent round, or delayed as per normal missile weapon use. It need not be fired immediately, but it must be held ready in the hands at all times or the missile vanishes with no effect. The Cleric may not cast any other prayers, nor wield any other weapons, while holding an Arrow of the Hunter ready to fire. The cleric can move at full speed, and damage to the Cleric does not cause the Arrow to vanish once it has successfully been cast.
The Arrow may be fired at a single target; the hit chance is as per the Cleric's normal missile attack against AC9. Any class, race, or magical bonuses to the target's Spiritual saving throw will reduce the chance to hit accordingly. The Arrow does Nd6 damage on a successful hit.
ZOE: Arrow attacks 1 target; Range: 12"; Duration: until used or cancelled; ST: none
The Cleric will know the powers and uses of one item. Artifacts, strongly cursed items and the like will receive a saving throw to conceal their more powerful/nastier aspects. Repeated castings by the same cleric will yield the same results.
ZOE: One item; Range: touch; Duration: momentary; ST: Spiritual
The cleric's Astral Form may travel through the Astral Plane up to the prayer range. The Astral Form moves at 100 mph, can cast prayers as does the Cleric, and may be attacked by other Astral/Ethereal creatures. The cleric's body remains behind in a trance and may be reentered and left many times. If the Astral Form cannot return to the body for any reason (including death) the body lives on in a coma. If the Astral form has died, it cannot be raised until the body is slain. If the body is destroyed while the Astral Form is alive, the Astral form is permanently destroyed!
ZOE: self; Range: L x 100 mi; Duration: L hours; ST: none
The cleric uses one of the accepted 'mancies' (Necromancy, Cartomancy, etc) to foretell the likely outcome of a well-defined course of action. The GM should rule on the adequacy of preparations and require at least ten minutes to cast the prayer. The answer will be weal/woe, success/failure, etc. as appropriate. If the cleric makes his saving throw, he will get a correct answer. Otherwise roll a d6: 1-2: Correct, 3-4: incorrect, 5-6: No answer. The gamesmaster should make his best estimate of the situation and leave it at that. Answers should be based on data known at the time of casting. If there are too many variables for the GM to decide, the correct answer is "no answer." Repeated castings will not be helpful.
ZOE: self; Range: none; Duration: none; ST: Spiritual
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Last Modified on September 10,1995.
ammulder@princeton.edu