Halfling Pantheon Fifth Level Clerical Spells

Clerics of the Halfling Pantheon receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces. Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
COMMUNE RANGE: SELF
PANTHEON 5 DURATION: 1 ROUND/LEVEL
  This spell puts the caster in contact with his patron deity or an extraplanar servant thereof, who answers one yes-or-no question per caster level. The ritual to cast this spell takes 1 turn to complete. The being contacted may or may not be omniscient, and further, though the being is technically allied with the caster, it may still not answer questions clearly or completely. These details are left to the GM's discretion.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
CREATE FOOD RANGE: 10'
PANTHEON 5 DURATION: PERMANENT
  This spell creates food sufficient to feed up to 3 men or one horse per caster level for one day. This food remains edible for just a day, but this can be extended by a day by casting purify food and water on it (and this can be done repeatedly, keeping the food good indefinitely). Food created by this spell is nourishing and satisfying, but is rather bland.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
DISPEL EVIL RANGE: TOUCH
PANTHEON 5 DURATION: 1 ROUND/LEVEL
  This powerful spell aids the caster in dealing with creatures from the nether planes, hereafter called "evil creatures."   First, the caster's Armor Class is improved by 4 points when attacked by evil creatures; this effect lasts until the spell ends, whether by expiration of the duration or through the employment of one of the following effects.   With a successful attack roll the caster can drive an evil creature back to the nether planes; the caster must of course be engaged with the creature (i.e. in melee range). The creature may make a save vs. Spells to resist. Any successful attack roll by the caster for this purpose ends the spells effects, whether or not the creature saves.   Alternately, by touching the affected creature, item, or area, the caster can immediately dispel any one spell or similar magical effect cast by the evil creature. There is no roll for this effect, except if the target is an unwilling creature in which case an attack roll is needed to actually touch it. The only spells which cannot be ended this way are those which are immune to dispel magic. Successfully performing the touch ends the spell, regardless of whether or not any evil magic is actually ended.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
DREAM RANGE: SEE TEXT
PANTHEON 5 DURATION: SPECIAL
  This spell allows the caster, or a messenger touched by the caster, to send a recipient a message through the recipient’s dreams. When the spell is cast, the caster must identify the recipient in an unambiguous way. The messenger (whether the caster or someone else) then appears in the recipient’s dream and then delivers the message. The message is purely one-way, and there is no opportunity for questions or interaction. When the recipient wakes up, they will remember the message perfectly.   After casting the spell, the messenger is helpless and completely unaware of their surroundings until the spell ends. If the recipient is awake when the spell is cast, the messenger can either end the spell immediately or wait until the recipient goes to sleep. Once the recipient goes to sleep, the message can be delivered. Whether the messenger has to wait or not, the messenger immediately becomes fully aware again once the message is delivered. Creatures who do not sleep cannot be a recipient of this spell.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PRIVATE SANCTUM RANGE: 30'
PANTHEON 5 DURATION: 24 HOURS
  This spell creates a field impenetrable to most kinds of scrutiny. Those looking into the area from outside see only a dark, foggy mass. Darkvision cannot penetrate it. Eavesdroppers do not perceive any sound, no matter how loud, emanating from the area. Those inside the affected area can see and hear outside the affected area normally. Anyone inside the affected area are immune to ESP spells.   Divination spells like magic mirror, clairvoyance, and clairaudiance cannot perceive anything within the area. No speech is possible between those inside and those outside the sanctum. The spell does not prevent other means of communication, such as telepathic communication, or such as that between a Magic-User and a familiar.   Private sanctum does not stop creatures or objects from moving into and out of the area.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
QUEST RANGE: 5'/LEVEL
PANTHEON 5 DURATION: SPECIAL
  By means of this spell the caster compels a living creature to perform some specific action or services, or alternately to avoid performing some action. The target creature must be able to hear and understand the caster, or it cannot be affected. This spell will automatically fail if used to compel a creature to engage in some obviously self-destructive action.   A saving throw vs. Spells will allow an unwilling target to resist a quest when it is first cast. However, the target may choose to accept the quest, typically as part of a bargain with the caster to perform some service. Once subjected to this spell, the subject must obey the instructions given by the caster indefinitely, though if the quest is to perform some action the spell effectively ends when that action has been completed.   For every 24 hours that an affected creature chooses not to obey the quest (or is prevented from obeying it), it suffers 3d6 points of damage. This damage is limited, in that it will not kill the target; if the damage is enough to do so, roll 1d4 for the number of hit points the affected creature retains (similar to the spell harm, the reverse of heal).   If the task assigned to the subject of this spell is open-ended or otherwise unable to be completed, the subject is still compelled to try to perform the task, but the spell will end in no more than one day per caster level.   Very clever creatures may be able to subvert the instructions given; the GM must decide on the results of any such attempts.   A quest (and all effects thereof) can be ended by a remove curse spell from a caster two or more levels higher than the caster of the quest, or by a wish, or by the reverse of this spell. Dispel magic does not affect a quest spell.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
RING OF LESSER HEALING RANGE: 15 FT RADIUS
PANTHEON 5 DURATION: INSTANTANEOUS
  This spell allows the caster to create an effect equivalent to the spell cure light wounds affecting multiple creatures within a 15' radius. This spell thus cures 1d6+1 points of damage for the caster plus one living creature per 3 caster levels. If more creatures are within the area of effect than the caster may heal, then the caster must choose which creatures receive the healing. Undead affected by this spell suffer damage rather than receiving healing; such a monster is allowed a saving throw vs. Spells to resist this damage fully.   The reverse of this spell, Ring of Greater Infliction, allows the caster to cast cause light wounds on multiple creatures within a 15' radius. This form of the spell causes 1d6+1 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster must choose which creatures are affected. Those targeted are allowed a saving throw vs. Spells to resist this damage fully. Undead creatures affected by this spell receive healing rather than suffering damage.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
TRUE SEEING RANGE: TOUCH
PANTHEON 5 DURATION: 1 ROUND/LEVEL
  This spell confers on the target the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors, sees the exact locations of displaced creatures or objects, sees through normal or magical disguises, sees invisible creatures or objects normally, sees through illusions, and sees the true form of transformed, changed, or transmuted things. The range of true seeing conferred is 120 feet.   True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairvoyance.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
WALL OF FIRE RANGE: 180'
PANTHEON 5 DURATION: 1 ROUND/LEVEL(OR SPECIAL)
  This spell creates a vertical sheet of flames in an area indicated by the caster, which is either a wall of flame up to 20' in length per caster level, or a ring with a radius up to 5' per caster level. The caster may choose to make the wall smaller if desired. The wall may be up to 20' tall (as desired by the caster and/or constrained by the ceiling). The entire wall must lie within the range given above. One or both sides of the wall may be hot, as determined by the caster at the time of casting. Once created, the wall cannot be moved or changed.   Any creature within 20 feet of a hot side of the wall will suffer 1d4 points of damage each round, or 2d4 points if within 10 feet. Damage is applied on the round the spell is cast and each round thereafter. Actually passing through the wall causes 2d6 points of damage, plus 1 per caster level, even if the side the character or creature entered from was not a hot side.   Undead creatures are particularly susceptible to this spell, and suffer twice the damage described above.   If the caster evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall; a save vs. Spells is allowed, with success indicating that damage is rolled as if the creature is within 10' of the wall.   The caster may choose to maintain the spell indefinitely (within reasonable limits of endurance) by concentration, or may cast it with the standard duration of 1 round per level, at their option.