The priest calls upon his god to grant him additional power for a short period. When he does this his Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 1st through 3rd level caster would thus have his abilities raised by 1, while a 12th-level caster would have all of his abilities raised by 4.
Sphere |
: Divination |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 3 turns |
Casting Time |
: 5 |
Area of Effect |
: 10 foot path |
Saving Throw |
: None |
Spell Level |
: 2 |
When a priest casts a Find Traps spell, all traps - concealed normally or magically, of magical or mechanical nature - become apparent to him, much as if he or she were a thief. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result; the spellcaster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include alarms, glyphs and similar spells or devices.
Sphere |
: Elemental |
Range |
: 0 |
Components |
: V,S |
Duration |
: 4 rnds +1 rnd/2 lvls |
Casting Time |
: 4 |
Area of Effect |
: 3 foot long blade |
Saving Throw |
: None |
Spell Level |
: 2 |
With this spell, the caster causes a blazing ray of red-hot fire
to spring forth from his hand. This blade-like ray is wielded as
if it were a scimitar (Small Sword Proficiency). If the caster successfully
hits with the flame blade in melee combat, the creature struck suffers
1d4 + 4 points of damage, with a damage bonus of +2 (ie. 7-10 points)
if the creature is undead or is especially vulnerable to fire. If
the creature is protected from fire, the damage inflicted is reduced
by 2 (ie. 1d4 + 2 points). Fire dwellers and those using fire as
an innate attack form suffer no damage from the spell. However,
it is not a magical weapon in the normal sense of the term, so creatures
(other than undead) struck only by magical weapons are not harmed
by it. This spell does not function underwater.
Sphere |
: Plant |
Range |
: Touch |
Components |
: V,S |
Duration |
: 1 day +1 day/level |
Casting Time |
: 1 round |
Area of Effect |
: 2d4 berries |
Saving Throw |
: None |
Spell Level |
: 2 |
Casting a Goodberry spell creates 5 magical berries that the caster can carry with him. These berries cure one point of physical damage for each one eaten.
Sphere |
: Charm |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 2 rounds/level |
Casting Time |
: 5 |
Area of Effect |
: Special |
Saving Throw |
: Negates |
Spell Level |
: 2 |
The effects of this spell are identical to the 3rd-level wizard spell Hold Person.
Sphere |
: Divination |
Range |
: 10 yards |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 1 round |
Area of Effect |
: 1 creature |
Saving Throw |
: Negates |
Spell Level |
: 2 |
A Know Alignment spell enables the priest to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spells, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the Know Alignment spell. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period.
RESIST FIRE/COLD [PRIEST] |
Sphere |
: Protection |
Range |
: Touch |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 5 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 2 |
When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, Flametongue Swords, Fire Storms, Fireballs, Meteor Swarms, Red Dragon's breath, Frostbrand Swords, Ice Storms, Wands of Frost, or White Dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.
SILENCE 15' RADIUS [PRIEST] |
Sphere |
: Guardian |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 2 rounds/level |
Casting Time |
: 5 |
Area of Effect |
: 15 foot radius |
Saving Throw |
: None |
Spell Level |
: 2 |
Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible and spells cannot be cast. Each creature in the area must make a saving throw at -5 penalty; if the save is failed then they are silenced for the duration of the spell. This spell does not continue to affect the area after being cast; only those in the area at the time of casting are affected by the silence.
Sphere |
: Healing |
Range |
: Touch |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 1 |
Area of Effect |
: 1 Creature |
Saving Throw |
: None |
Spell Level |
: 2 |
When this spell is placed upon a poisoned individual, it greatly slows the effects of venom , actually neutralizing all but the most deadly poisons.
SPIRITUAL HAMMER [PRIEST] |
Sphere |
: Combat |
Range |
: 10 yards/level |
Components |
: V,S |
Duration |
: 3 rnds +1 rnd/level |
Casting Time |
: 5 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 2 |
By calling upon his deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer. The priest for the duration of the spell may use the magic weapon. It strikes as a magical weapon with a bonus of +1 for every six levels (or fraction thereof) of the spellcaster up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal War Hammer, 1d4+1.