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AD&D Players Handbook/Database/Spells/Cleric/Exorcise

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  1. Exorcise


Class Cleric
Spell level 4
School Abjuration
Reversible No
Range I
Duration Permanent
Area of Effect One creature or obiect
Components V, S, M
Casting Time I- 100+ turns
Saving Throw None


    1. Description

Upon casting-a speak with the dead spell, the cleric is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the cleric must be able to converse in the language which the dead creature once used. The length of time the creature has been dead is a foctor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions con be asked are dependent upon the level of experience of the cleric. The cleric needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or portion thereof. Level: 4 Components: V, S, M Range: I Casting Time: I- 100+ turns Duration: Permanent Saving Throw: None Area of Effect: One creature or obiect Explanation/Description: The spell of exorcism will negote possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an obiect, possession by magic iar (q.v.) spell, demonic possession, curse, and even charm, for the exorcise spell is similar to a dispel magic spell. Furthermore, it will affect a magical item if such is the object of the exorcism. Thus a soul obiect of ony sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly ond completely. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Demon.) The exorcise spell, once begun, cannot be interrupted, or else it is spoiled and useless. The base chance for success is a random 1% to 100%. Each turn of exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Bose chance of success is modified by -1% for each level of difference between the cleric's level of experience and the level of the possessor or possessing mogic. where the smaller number is the cleric's level. In the obverse, a +1% cumulative is added. The referee can determine base chance according to the existing circumstances if he or she so desires. Moteriol components for this spell ore the holy object ofthe cleric and holy water (or unholy, in the case-of evil clerics, with respect to object and water). A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic. Maximum Length of Time Dead 1 week 1 month 1 year 10 years 100 years 1 ,ooO years Number of Questions 2 3 4 5 6 7 Time Questioned 1 round 3 rounds 1 turn 2 turns 3 turns 6 turns Level of Experience up to 7th 7th - 8th 9th - 12th 13th- 15th 16th - 20th 21st and up Fourth level Spells:

    1. Source

Supplied Players Handbook PDF, PDF page 49. Original printed page is approximately 47 for this portion of the scan. Source column: L.

OCR source record

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Explanation/Description: Upon casting-a speak with the dead spell, the cleric is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the cleric must be able to converse in the language which the dead creature once used. The length of time the creature has been dead is a foctor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions con be asked are dependent upon the level of experience of the cleric. The cleric needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or portion thereof. Level: 4 Components: V, S, M Range: I Casting Time: I- 100+ turns Duration: Permanent Saving Throw: None Area of Effect: One creature or obiect Explanation/Description: The spell of exorcism will negote possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an obiect, possession by magic iar (q.v.) spell, demonic possession, curse, and even charm, for the exorcise spell is similar to a dispel magic spell. Furthermore, it will affect a magical item if such is the object of the exorcism. Thus a soul obiect of ony sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly ond completely. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Demon.) The exorcise spell, once begun, cannot be interrupted, or else it is spoiled and useless. The base chance for success is a random 1% to 100%. Each turn of exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Bose chance of success is modified by -1% for each level of difference between the cleric's level of experience and the level of the possessor or possessing mogic. where the smaller number is the cleric's level. In the obverse, a +1% cumulative is added. The referee can determine base chance according to the existing circumstances if he or she so desires. Moteriol components for this spell ore the holy object ofthe cleric and holy water (or unholy, in the case-of evil clerics, with respect to object and water). A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic. Maximum Length of Time Dead 1 week 1 month 1 year 10 years 100 years 1 ,ooO years Number of Questions 2 3 4 5 6 7 Time Questioned 1 round 3 rounds 1 turn 2 turns 3 turns 6 turns Level of Experience up to 7th 7th - 8th 9th - 12th 13th- 15th 16th - 20th 21st and up Fourth level Spells: