How to Use This Book (PSC)

Each spell in this book is organized along the same general lines. Each is listed by its name, school, sphere, and a number of statistics that govern its use such as Level (of power), Range, Casting time, and so on. The game powers of each spell are described, along with any special rules that govern its use, how the spell target can avoid or counter its effects, any limitations on how the spell can be used, and any special preparations or materials that needed for a successful casting. Next, the details of any reversed form the spell might have are given. Finally, a section called Notes has been appended to each spell; this deals with patron power, the spell's rarity, and any special restrictions on who (or what) can use it.
Having covered the field briefly, a more detailed look is in order:
==Name==
Name: This is the name by which the spell is generally known. Although we have tried to ensue unique names, this has not always been possible. For example, dark fire, a minor spell that gives heat without light, is very different from darkfire, an evil and powerful black flame commanded by the drow elves. Where two spells have the same name, the most general version is given first, while variants cast by other races or found in specialized campaign settings are given later. A name marked with an asterisk (*) is a cooperative magic spell in which a circle of priests combines their efforts (cooperative magic is discussed in the final book).
==School==
School: Each school governs a type of magic, according to the type of energy its spells employ and the special practices and methods used in casting them. The basic schools are:
===Schools of Magic (Philosophy)===
Abjuration: Protective, warding, or banishing magics
Alteration: Magic that changes physical properties of an object, creature, or condition
Conjuration/Summoning: Magic that calls or brings objects or creatures from elsewhere
Deviation: Magic that uncovers what is lost or hidden in the past, present, or future
Enchantment/Charm: Magic that bestows magical properties on objects or influences creatures magically
Illusion/Phantasm: Illusions create and alter appearances; phantasma affect the mind
Invocation/Evocation: Magic that channels and shapes magical energy to create an effect or object.
Necromancy: Magic that works on life energy, including the negative energy of the undead.
==Sphere==
Sphere: Priest spells are grouped into a number of spheres of influence, or spheres. These spheres are the building blocks of a divine power's portfolio, and determine which spells are made available to priests of that faith. For the most part, the revised sphere assignments from the PLAYER'S OPTION: Spells & Magic assignments are official errata. For the purpose of this book, spheres are grouped into three categories: Clerical Spheres, Druidical Spheres, and Specialty Spheres. In addition, there is an All sphere, to which all priests have access.
Clerical Spheres are those governed by the pen of the Outer Planes. These are spheres to which the cleric class has access. In the DARK SUN setting. these are collectively grouped as the Sphere of Cosmos.
Druidical spheres are primarily those concerned with the Prime Material Plane and Elemental Planes. They are drawn upon by religions of the natural world; animism, shamanism, and druidism.
Specialty spheres include spheres created for specialty priesthoods, concerned with specialized knowledge, and are generally closed to the clerical class. Most were introduced in the TOME OF MAGIC book
Priests have either major or minor sphere access.
Major access to a sphere allows the priest to cast all spells in the sphere.
Minor Access to a sphere allows the priest to cast spells of 1st to 3rd level in the sphere.
===Clerical Spheres===
Astral spells are those that allow access to the Astral Plane, for purposes of movement and communication.
Charm spells affect attitudes and actions of people. Powers of love, trickery, or art, often grant access to this sphere. Expansive faiths deal with this sphere as well.
Combat spells are often granted by powers of war or strife. Many faiths that defend themselves by force have access to this sphere. Creation spells can produce something from nothing, often to benefit the followers. Prime creator powers often grant access to this sphere.
Divination spells recover long-lost information or provide guidance. Most specialty priests should have at least minor access to this sphere.
Guardian spells summon an actual guardian of some sort.
Healing spells remove afflictions or heal wounds. They cannot restore life or lost limbs. Reversal of these spells is restricted to evil priests.
Necromantic spells restore destroyed life force such as life, limbs, and experience levels. Reversal of these spells is restricted to evil priests.
Protection spells that provide personal protection to the caster or creatures aided.
Summoning spells call creatures from other places or dimensions to serve the caster. This is usually risky, as the service is often against the will of such creatures.
Clerics have major access all Clerical Spheres, and minor access to the Elemental Spheres of Earth and Water.
Paladins have access to the spheres of Combat, Divination, Healing, and Protection.
===Druidic Spheres===
Animal spells affect or alter creatures. This sphere does not include spells that affect people. Powers of nature or husbandry often grant access to this sphere.
Elemental spells affect the four basic elements of air, earth fire, and water. Powers of nature or powers with elemental interests typically grant access to at least part of this sphere. Few priests have access to all four elements.
Plant spells affect plants, ranging from simple agriculture (improving crop yields) to communicating with plantlike creatures. Powers of nature or agriculture often grant access to this sphere.
Sun spells deal in the basic powers of the solar universe-purity of light and its counterpart darkness.
Weather spells enable the priest to manipulate forces of weather. Powers of nature and tempests often grant access to this sphere.
Druids have access to the Druidic Spheres and to the Sphere of Healing.
Rangers have the spheres of Animal and Plant.
===Specialty Spheres===
In general, specialty spheres include those spheres introduced either in the TOME OF MAGIC or in other sources.
Chaos spells add randomness and confusion to the world around the caster. The results are unpredictable and uncertain. Powers of mischief and ill luck often grant access to this sphere.
Law spells increase order in the world around the caster. This may enhance cooperation or limit individual thought or action. Powers of community and rulership often grant access to this sphere.
Numbers spells are based on the theory that numbers and mathematical relationships provide insight into the nature of the universe. Powers of arcane lore sometimes grant access to this sphere.
Thought spells concern such abstract topics as thought, time, and boundaries. Powers concerned with the mind or knowledge often grant access to this sphere.
Time spells manipulate the effects of time on objects and creatures, as well as the passage of time itself.
Travelers spells aid and comfort the traveler, making such endeavors safer, easier, and more enjoyable. Powers that protect wayfarers often grant access to this sphere.
War spells are battlefield spells granted when large-scale battles are imminent.
Wards spells seal an area against intrusion, either by creating a barrier or forbidden zone, or by inflicting a magical effect.
Specialty priests might have access to one or more specialty spheres, in addition to certain Clerical or druidical spheres. The DM decides the exact number and type of spheres available to a per 01 deity
Optional: If the DM wishes, specialty spheres might be available as follows:
: Clerics might receive major access to Wards, and to either Law or Chaos, depending on their alignment (a neutral cleric receives one or the other but, not both).
: Druids might receive major access to Time and to Wards, and minor access to Travelers.
: Paladins might receive access to Law and to War.
: Rangers might receive access to Travelers and to Weather.
===The "All" SPHERE===
This special list of spells is common to all priests. This group includes spells a priest needs to perform basic functions. Paladins and Rangers do not receive access to the All sphere.
==Reversed Form==
Reversed Form: An entry of "Reversible" means the spell can be cast with the opposite effect. For example, the cure light wounds spell which restores lost hit points, can be reversed as cause light wounds, which inflicts damage. Often, a reversed form of a clerical spell will be favored by evil clerics. Usually, a priest must memorize the exact form of the reversible spell he wants available.
==Level==
Level: This is the relative power level of the spell, ranging from 1st level (weakest) to 7th level (most powerful). A high priest in a major city generally has access to a 6th-level spell, a few 5th-level spells, and an increasing number of 4th- through 1st-level spells each day.
==Range==
Range: The distance from the caster at which the magical effect occurs. A range of "0" means the effect is centered on the caster's person or location; in the latter case the effect is usually immobile. "Touch" means the effect can be used on another creature or object, and generally on the caster as well. Unless otherwise specified, ranged spells are centered on a point visible to the caster and within the spell's range; this can be a specific creature or object if desired Most ranges are measured in yards, some are measured in feet. 
Components: These are the types of components that the spell requires; if the components are not present, the casting fails. "V" is verbal; that is, a spoken incantation the priest is assumed to deliver while casting. "S" is somatic; that is, measured and precise gestures with the hands, which the priest is assumed to make while casting. "M is for material; that is, physical substances or objects that are annihilated by the spell energies in the casting process. This abbreviation sometimes signifies a focus, or device that is reusable; sometimes this is a temporary focus whose premature destruction ends the spell.
Often the components are merely suggestive or colorful, at other times they will be a significant restriction on how often a spell can be cast. Unless a cost for a component is given in the description (which means the component is intended as a limit), the cost is negligible and can be assumed as part of the priest's daily or monthly general expenses. 
==Casting Time==
Casting Time: This is relative time required to cast a spell. Unless rounds, turns, or a longer casting time is specified, the casting will be completed in the same round it is started. A casting time less than one round is a modifier to the initiative roll, and is essentially the same as a weapon speed factor. A spell that takes a full round to cast comes into effect at the end of that round.
==Duration==
Duration: This is how long the magical energy of the spell lasts. An instantaneous duration means the spell energy comes and goes the instant the spell is cast, though the spell effect might be long lasting. A duration of permanent means the spell energy remains as long as the effect does; this means that the spell is vulnerable to a dispel magic spell. This is an altered usage. Many spells listed in earlier sources as having a "permanent" duration (such as cure light wounds) are altered here to "instantaneous.
Spells with a set duration (such as 1 round per level) must be kept track of by the player; those with a variable duration are secretly rolled by the DM.
Some spells can be ended by the caster at will; the caster must be in range of the center of the spell's effect and must usually (though not always) speak words of dismissal.
==Area of Effect==
Area of Effect: This entry lists the creatures, dimensions, volume, weight, and so on, that the spell can affect. Some spells have areas that can be shaped by the caster; of these, no dimension can be less than 10 feet unless the spell specifically allows it. Many areas are given as cubes to make it easy to figure out areas of effect when using maps gridded into 10-foot or 5- foot squares. Three-dimensional volumes are most often needed to resolve aerial or underwater effects.
Cubic Foot versus Foot Cube: If the spells Area of Effect is listed as X cubic foot/feet or feet/level, it should be imagined as X number of 1' x 1' x 1' cubic boxes. I.E., the 4th level spell Age Object affects 1 cubic foot/level.
If the spells Area of Effect is listed as X-ft. cube or X-ft. cube/level, then the area of effect is literally a cube with each dimension equaling that number of feet. I.E., the 2nd level spell Battle Song affects a 50-ft. cube so, an area that is 50' x 50' x 50'.
Unless specifically stated otherwise in the description, areas of effect conform to their physical surroundings: for example, a light spell with a 60-foot radius centered in a closed room that is a 20-foot cube will light the room. It will not penetrate a solid wall to light a room beyond.
Many areas are given as geometric shapes.
Radius: This might yield a circle, hemisphere, or sphere, depending on the situation.
Cloud: Usually given as a block of cubes for convenience, although it's actually amorphous and billowy.
Cone: This projects outward from the caster, with the smallest end toward the caster and the largest diameter farthest from the caster.
Path: This is usually a 10-foot wide line starting at the caster projecting away in a straight line to a specified length. Spells that affect the caster's friends or enemies are based on the current perceptions of the caster.
==Saving Throws==
Saving Throws: This entry lists whether a spell allows a saving throw and, often, the effect of a successful saving throw: "neg" means the spell is negated and has no effect; "1/2" means that the spell inflicts damage and that a successful saving throw halves the damage taken; "None" means no saving throw is allowed to an unwilling subject. The result of a saving throw for a reversed spell is given in the paragraph that details the reversed form.
The saving throw itself is a roll on a 20-sided die: high numbers are generally good. Wisdom allows adjustments to saving throws against enchantment/charm spells. Dexterity may provide adjustments against spells that affect a large.
Solid physical barriers may give saving throw modifiers and reduce damage. Cover and concealment may also affect saving throws. The DUNGEON MASTER Guide (DMG) has more information.
A creature that successfully saves against a spell without obvious physical effects often feels a hostile force or tingle, but the exact nature of the attack cannot be deduced.
Unless the spell specifies otherwise, if a character makes a saving throw, all items carried and worn are assumed to survive the attack If the character fails the saving throw, exposed items must make saving throws against the attack form. An item exposed by the destruction of a covering (a parchment scroll protected by a bone scroll case, for example) must also save against the attack.
Unless specifically forbidden, a character can voluntarily forego a saving throw and willingly accept the spell result. Even a character with a special resistance to magic (for example, an elf's resistance to a charm spell) can voluntarily suppress this if he wants.
==Spell Description==
Spell Description: This contains the details of what the spell does and how it works. Spells with multiple functions usually allow the caster to pick the desired function at the time of casting (for example, the emotion spell can create fear; courage, hope, despair and several other effects).
Spells that give bonuses or penalties to attack rolls, damage rolls, saving throws, and so on, are usually not cumulative; only the strongest magic is effective. However, duration may be a factor, and spell effects might overlap in different ways at different times.
Notes: This new section deals with the spell's recommended rarity on the following scale: common, uncommon, rare, very rare, and unique. These are discussed in detail in the Definitions of Spell Frequency section. Spells of any rarity also may be restricted to certain races or specialty casters. Any notes on a spell's source or origin, such as a game world or a magazine, are given here.
==Monster Details==
Monster Details: Some of the spells summon or create monsters. The standard abbreviations used for monster details given later. Not all monsters will use all abbreviations.
: AC: Armor Class
: MV: Movement- Fl: fly
: HD: Hit Dice
: #AT: Number of Attacks
: THAC0: To Hit Armor Class 0
: Dmg: Damage
: SA: Special Attacks
: SD: Special Defenses
: SW: Special Weaknesses
: MR: Magic Resistance
: SZ: size
: INT: Intelligence
: ML: Morale
: AL: Alignment
Category:Priest's Spell Compendium