Create Ibrandlin (Priest Spell)

==Faiths & Avatars Version==
This spell was developed centuries ago by priests of Ibrandul to facilitate the creation of fearsome guardians for the temple of Ibrandul located in the Underdark. Ibrandlin are created by magically altering fire lizard eggs to create the trainable monsters described in a MONSTROUS COMPENDIUM sheet included in the Ruins of Undermountain boxed set. Since the Time of Troubles, ibrandlin have begun to breed true. As a result this spell is likely to lapse into relative disuse, given the expense of the spell components.
Casting this spell is a long and arduous process. Those who cast this spell must prepare themselves with a tenday of prayer and fasting before attempting the casting. The spellcaster must then coat a fertilized, living fire lizard egg with a mixture of holy oil and diamond dust and perform a seven-hour ritualistic prayer dance around the egg. Each hour of the dance, the spellcaster must make a Constitution ability check. Failure of any Constitution ability check results in the complete failure of the spell. The spell can be attempted once again one tenday later on the same egg with new material components. A second failure kills the unhatched fire lizard in the egg, rendering it useless. When create ibrandlin is successfully cast, the material components are absorbed into the egg and an untrained hatchling ibrandlin emerges from the egg one tenday later.
The material components of this spell are Ibrandulin holy oil and 3,000 gp worth of diamond dust.
==Priest's Spell Compendium Version==
Ibrandlin are created by magically altering fire lizard eggs to create the trainable monster lizards. Those who cast this spell must prepare themselves with a tenday of prayer and fasting before attempt­ing the casting. The spellcaster must then coat a fertilized, living fire lizard egg with a mixture of holy oil and diamond dust and perform a seven-hour ritual prayer dance around the egg. Each hour of the dance, the spellcaster must make a Constitution check. Failure of any Constitution check results in the complete failure of the spell. The spell can be attempted once again one tenday later on the same egg with new material compo­nents. A second failure kills the unhatched fire lizard in the egg, rendering it useless. When create ibrandlin is successfully cast, the material compo­nents are absorbed into the egg and an untrained hatchling ibrandlin emerges from the egg one tenday later.
This spell was developed centuries ago by priests of Ibrandul to facilitate the creation of fear­some guardians for the temple of Ibrandul located in the Underdark. Since the Time of Troubles, ibrandlin have begun to breed true. As a result, this spell is likely to lapse into relative disuse, given the expense of the spell components.
The material components of this spell are Ibrandlin holy oil and 3,000 gp worth of diamond dust.
Notes: Granted by Ibrandul, the Skulking God, of the Forgotten Realms setting.
Ibrandlin: AC 3; MV 9, CI 5; HD 10; THAC0 11; #AT 5; Drag 1d8/1d8/1d8/1d8 (claws)/2d8 (bite); SA fire breath, pinning, throw items (see below); SD immune to fire-based attacks, disease, poison, rot grubs, and other parasites; MR 40%, AL LN; Int Semi- (4); SZ G (40 feet or more long); ML Fearless (19); XP 7,000. Ibrandlin can pry open doors and carry prey or objects. While not smart enough to wield magical items, they can duplicate actions they have observed. They sleep 50% of the time. They respect and obey those dressed as priests of Ibrandul, can understand brief commands, and instinctively protect their lair (usually a temple of Ibrandul).
SA — Serpentine bodies enable ibrandlin to rear up on their tails and attack with all four claws while biting or breathing fire. Breath weapon: Ibrandlin breathe fire every fifth round in a cone 5 feet wide at the mouth, 10 feet wide at the end, and 15 feet long for 2d6 points of damage, save vs. breath weapon for half. While they cannot bite while breathing, an attack roll is made when breathing; if successful, the foe di­rectly in front of the breath weapon takes maxi­mum damage (12 points) with no saving throw. Pinning: With a successful attack roll, an ibran­dlin can pin a foe beneath its body in lieu of three claw attacks. A pinned foe who continues to fight (using spells with verbal-only compo­nents or at an attack and damage roll penalty of -3), will be crushed for 1d4 points of damage per round. A single ibrandlin can pin up to five man-sized creatures. Escaping a pin requires successful Strength and Dexterity checks in the same round, even if the ibrandlin is dead. Escaping from beneath a held or paralyzed ibrandlin is at a -10 penalty to the ability checks. Throwing: Ibrandlin hurling or throwing objects attack at a -3 penalty; misses land 1d10 feet from the intended target.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells
Category:Spells from Priest's Spell Compendium