Exorcise
(Abjuration)


 
 
Level: c4, sh4
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Range: 1"
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Duration: P
Components: v.s.m
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CT: 1-100+ turns
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Save: None
Area: One creature or
object
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AD&&D
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Exorcism
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Effect: The spell of exorcism will negote possession of a creature or an object by any outside || supernatural force.

This includes control of a creature by some force in an obiect,
possession by magic jar (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 object of ony sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely.
(Cf. AD&D, 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.
Base 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 magic,
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.

MC: Material 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 || relic.
 

Shukenja: This spell negates control of a creature or object from possession, curse, or charm, as well as neutralizing a soul object, forcing the soul within to occupy its nearest body.
Roll 1d100; this is the base chance of success (plus or minus 1 % for each level of difference between the caster and the possessor or possessing
magic). Roll 1d100 every turn to check for success. Other factors may affect the roll, including holy artifacts
and relics, which can add 1-50% to the chance of success. Ten percent is added to success if held in a temple.
 

Shukenja.MC: The shukenja's holy symbol && holy water.
 



 


As for the foolishness evidenced about the D&D game, often by well-meaning people,
I suppose that it demosntrates we are not so far removed from the Salem Witchhunt despite the centuries that have passed and the supposed gain of enlightenment.
Exorcism indeed 


Gary
 


Whoa!

That sort of thinking about God punishing people here ios medieval...and quite unscriptiral 

Come on back anytime.

Cheerio,
Gary