Circle of Secrets (Priest Spell)

This cooperative magic spell allows a minimum of two and a maximum of twelve priests to make themselves and a number of allies unde­tectable by normal means. The priests stand or sit in a circle (two priests position themselves face-to-face, while three make a triangle) so that they are within arms' reach of each other. They then close their eyes and concentrate. The DM may rule that both priests must follow the same deity, or they may be followers of allied deities.
The spell's magic changes the appearance of each priest into some natural terrain feature for as long as the priests maintain their concentration. The terrain feature is dictated by the deity wor­shiped and the situation (a priest of Erik in a forest, for example, might look like a tree, but might appear to be a cactus in the desert).
While the spell lasts, the priests look, feel, and smell like the object of their transformation. They remain aware of their surroundings and are able to hear and smell activities around them. They do not actually polymorph into these magical forms, however. A priest who assumes the form of a boul­der, for example, can feel rough or smooth like a boulder, but isn't actually as hard as rock.
All passersby, even those searching for the priests, are affected by the magic. Unless greatly motivated, they will assume that these “natural” features are normal for the landscape. Characters who dispute the change in the landscape (“Hey, that boulder wasn't here a minute ago!”) are allowed a saving throw versus spell with a -1 bonus
for every priest participating in the circle of secrets. If the character succeeds, he knows the natural features weren't there previously (but does not actually see the priests); failure means the indi­vidual dismisses his or her suspicions.
In addition to their own forms, the casting priests can affect one additional individual for every two priests casting the spell. These addi­tional individuals stand between the priests or within the circle and change shape along with the priests. These beings need not concentrate or remain still, but cannot move out of their places.
Any participant moves significantly or breaks the circle, reverts to normal. As long as two or more priests maintain their concentration, however, the rest of the circle remains disguised, no matter how many beings are enclosed. Thus, six priests could cast the spell to include three allies, then four of the priests could move away to pursue other activities. Two priests must remain in concentration to safe­guard themselves and the three allies.
A true seeing spell or gem can penetrate a circle of secrets. Detect magic shows only that magic is present, but not the nature of the magic.
Notes: Uncommon for priests from Cerilia, the Birthright setting.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells
Category:Cooperative Spells