The caster may grant the recipient the power to walk on water, quicksand, or other liquids or flowing solids. He need not use this power if he does not wish to. The water walker may ignore normal flow and wave action, but may be impeded by storms. He could not walk on lava without a fire resistance.
ZOE: one creature; Range: contact; Duration: standard; ST: none
The Cleric conjures a supernatural force that, over the duration of the spell, moves from one end of the area of effect to the other, destroying all living or undead animals (or people) it encounters, except those that win a level-vs-level battle against the caster. The force manifests as a swarm of unstoppable hunting beasts; they devour their victims, leaving no trace. Accordingly, victims cannot be raised nor their items recovered.
The Wild Hunt may only be called between dusk and midnight, and lasts until dawn. The Wild Hunt will not enter the ZOE of a Dawn spell, but will pass around it. The approach of the Hunt is clearly audible, and followers of Carrunnos will recognize what is coming (and the advisability of getting out of the way). Beings can leave the ZOE before the destructive effect sweeps over their current location without restriction, and re-enter the ZOE after the sweep without danger.
The Wild Hunt can be invoked either on a straight track or a trail. In either case, the ZOE starts at the Cleric's location and reaches the end of the ZOE precisely at dawn; the cleric has no control over the Wild Hunt once it has started. A straight-track ZOE is a rectangle 1 mile wide and 2xL miles long, in the direction specified by the caster. A trail ZOE requires that the Cleric be standing on the trail of some specific being(s) at the time of casting (and know the fact via successful Tracking roll). The ZOE will then sweep a 1-mile swath along that trail until it reaches the current location of the being(s) that made it; these beings will be included in the destruction.
The casting Cleric may opt to "ride" the destructive force, traveling along with it until the duration expires; this transports the Cleric but does not give him any control over the Hunt's actions. The casting Cleric is immune to the Hunt when calling it, and while riding it, but if he moves in front of the zone of destruction by some other means of travel, he is as vulnerable to it as any other living being. (He has a 50% chance of surviving the level-vs-level battle.)
Prayer points used to call the Wild Hunt are not regained for 1 week.
ZOE: 1 mile wide, variable length track; Range: zero; Duration: until dawn; ST: special
The cleric may summon a wind where there was none, or dismiss a wind where there was. Outdoors the breeze is Ld3 mph and is sufficient to drive a ship. Underground, the breeze is L mph.
ZOE: 1 mile radius; Range: zero; Duration: 4 x L hours; ST: none
The caster may change the direction of an existing wind by up to 45 degrees as he desires. Repeated applications of this spell will be able to produce any desired direction. This will be ineffective against controlled weather.
ZOE: 1 mile radius above ground; Range: zero; Duration: 4 x L hours; ST: none
The caster, his possessions, and at most one other person in contact with the caster are transformed into wind and may move at up to 48". Only the caster may choose the direction of travel, his passenger is just that, a passenger. While in the wind form, they are immune to most attack, but cannot get through airtight seals. Controlled weather will make them fight a level-vs-level battle to go on their way.
ZOE: self; Range: none; Duration: up to one day; ST: none
This spell type protects the recipient from some phenomenon (eg. paralysis, level drain, fear), giving one additional saving throw vs. the phenomenon's effects. Note that this will give the recipient a single save against things which normally have no saving throw.
ZOE: one person; Range: 1"; Duration: standard; ST: none
These prayers have the effect of casting the appropriate withstand on everyone within ten feet of the caster at the time of casting. The recipients need not remain within the ten foot radius. The spell ceases to function if the caster dies.
Generic spell type Withstand. This spell protects against all Cause spells.
Generic spell type Withstand. This spell protects against Charm, Hold, Hypnosis, Sleep, Suggestion, and Word of Command.
Generic spell type Withstand. This will protect against all Cure spells.
ZOE: one creature; Range: 6"; Duration: standard; ST: spiritual
Generic spell type Withstand.
Generic spell type Withstand.
Generic spell type Withstand.
Generic spell type Withstand.
Generic spell type Withstand.
The cleric calls upon his god to grant him the leadership ability to guide the party through whatever straits it is in. It will raise his effective charisma by 3 x N, and will grant him leadership as follows: He may give a single command to those of similar aims (not just the same religion). The command will be obeyed if a "charisma battle" is won by the cleric. This percentage chance is (C-W)^2, where C is the effective charisma of the cleric, and W is the wisdom of the person he is trying to command. Each person will get his own chance and roll. Once an attempt has been made, no further attempts on the same subject may be made that day. If obeyed, the command will be followed to the extent reason allows. Alternatively, the cleric may choose to use this spell to rally adventurers under the influence of a fear spell or the like. In this case, use the formula under Fear.
ZOE: self; Range: LOS; Duration: standard or for one command; ST: special
This is a flawless teleport spell, for the cleric and his inanimate possessions only, back to a predetermined haven. The haven must be known to the cleric, and he must consecrate it for this use. A cleric may have only one such haven, and should only be allowed to change it under circumstances which make it essential that he change it.
ZOE: self; Range: infinite; Duration: instantaneous; ST: none
This spell allows the cleric to work an object or section of stone or metal that has a permanent magical enchantment on it. The cleric must pick a certain object or area, the latter not to exceed 3" square, and win a level-vs-level battle with the original enchanter of the area. If successful, the cleric may then cast spells such as Manipulate Stone, Stone Window, or Shatter on the object as if it were non-magical.
ZOE: see above; Range: touch; Duration: L hours; ST: level-vs-level
As per Read Languages spell but it gives the ability to write fluently in the language also.
ZOE: self; Range: as sight; Duration: 10 x L minutes; ST: none
As Write Languages, but the cleric gains the ability to write in the language of Magic. This is necessary, but not sufficient to write MU scrolls.
ZOE: self; Range: as sight; Duration: 10 x L minutes; ST: none
Last Modified on September 10,1995.
ammulder@princeton.edu