Sphere |
: Necromancy |
Range |
: 10 yards |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 3 |
This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The caster can animate one skeleton or one zombie for each experience level he has attained.
Sphere |
: Alteration |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 1 turn |
Area of Effect |
: Special |
Saving Throw |
: 1/2 |
Spell Level |
: 3 |
When a Call Lightning spell is cast, it must be cast outside, otherwise it will not work. The caster is able to call down bolts of lightning.
The caster can call down one bolt per turn. The spell has a duration of one turn per caster level. Each bolt causes 2-8 points of electrical
damage, plus an additional 1d8 points for each of the caster's experience levels. Thus, a 4th level caster calls down a 2-8 + 4D8. The bolt of lightning
flashes down in a vertical stroke at any of the priest's enemies. The caster does not choose the targets of the spell, though the lightning will not
strike any of his allies.
Sphere |
: Necromantic |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 1 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
By laying their hands upon a sickly person, the caster can cure almost
any disease with this spell. The cure is permanent, but this does not
grant the recipient of the spell immunity from further afflictions.
Blindness, deafness and feeblemind are also cured with this spell.
Some magically created diseases may not be curable by this spell
CURE MEDIUM WOUNDS [PRIEST] |
Sphere |
: Healing |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 5 |
Area of Effect |
: Creature touched |
Saving Throw |
: None |
Spell Level |
: 3 |
When casting this spell and laying a hand upon a creature, the priest
causes 14 points of wound or other injury damage to the creature's
body to be healed. This healing cannot affect creatures without corporeal
bodies, nor can it cure wounds of creatures not living or of extraplanar
origin. Curing is permanent only insofar as the creature does not
sustain further damage; caused wounds will heal - or can be cured
- just as any normal injury.
Sphere |
: Protection |
Range |
: Visual range of caster |
Components |
: V,S |
Duration |
: Special |
Casting Time |
: 6 |
Area of Effect |
: 30 foot cube |
Saving Throw |
: Special |
Spell Level |
: 3 |
A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions, and certain magical
items such as wands. It does not, however, affect enchanted magical
items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of
the caster and the level of the magic being dispelled. The base chance
of successfully dispelling is 50%. For every level that the caster
of the dispel magic is above the original caster, his chance of success
increases by 5%. For every level that the caster of dispel magic is
below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least
a 1% chance of success or failure. Thus, if a caster is 10 levels
higher than the magic he is trying to dispel, there is only a 1% chance
of failure. Similarly if the caster is 4 levels lower than the magic
he is trying to dispel, there is only a 10% chance of success. Intuitively,
this spell is almost useless if the target is 5 or more levels higher
than the caster. While this spell dispels the individual effects of
grease, web, stinking cloud and other suck spells, it does not dispel
the area of effect.
GLYPH OF WARDING [PRIEST] |
Sphere |
: Guardian |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent until discharged |
Casting Time |
: Special |
Area of Effect |
: Special |
Saving Throw |
: Special |
Spell Level |
: 3 |
A Glyph of Warding is a powerful magical inscription drawn to prevent
unauthorized or hostile creatures from passing, entering, or opening.
It can be used to guard a small bridge, to ward an entry, or trap
a chest or box. Any creature violating the warded area is subject
to the magic it stores. A successful saving throw vs. spells enables
the creature to escape the effects of the glyph. When the spell
is cast, the priest weaves a tracery of faintly glowing lines around
the warding sigil. When the glyph is activated, it deals 1-4 points
of electrical damage per level of the caster to the victim.
Sphere |
: Enchantment/Charm |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: 2 rounds/level |
Casting Time |
: 5 |
Area of Effect |
: Special |
Saving Throw |
: Negates |
Spell Level |
: 3 |
This spell holds animals rigidly immobile and in place. Only normal and giant-sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion
crawlers do not count as animals. The effect is centered on the creature selected by the caster. Every enemy within 5 feet of the target it also affected.
Those who succeed on their saving throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain
aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects'
condition due to wounds, disease, or poison.
Sphere |
: Healing |
Range |
: Caster line of sight |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 20 foot radius |
Saving Throw |
: Special |
Spell Level |
: 3 |
This spell calls upon energy from the plane of brilliance in order to open a channel
between it and the targets. The result is that any evil creatures within the spell
effect take 1-4 damage for every level of the caster with a save vs spell for half.
Also, if the victim fails his save, then he is blinded for 1 round.
INVISIBILITY PURGE [PRIEST] |
Sphere |
: Divination |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 8 |
Area of Effect |
: 30 foot cube |
Saving Throw |
: None |
Spell Level |
: 3 |
Any invisible creatures within the area of effect have their invisibility dispelled. This includes creatures that are in Sanctuary, Improved Invisibility, Shadow Door, Invisibility, etc.
Sphere |
: Chaos |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 1 turn |
Casting Time |
: 5 |
Area of Effect |
: 1 creature |
Saving Throw |
: Negates |
Spell Level |
: 3 |
Any spell-casting creature that is affected by this spell has its casting ability severely impaired. When the creature attempts to cast a spell, it has an 80% chance of failure. A creature save vs. spells to avoid the affect, but does so at -2.
PROTECTION FROM FIRE [PRIEST] |
Sphere |
: Protection, Elemental |
Range |
: Touch |
Components |
: V,S |
Duration |
: Special |
Casting Time |
: 6 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
The effect of a Protection from Fire spell differs according to the recipient of the magic - either the caster or some other creature. In either case, the spell lasts no longer than 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and significant resistance to exposure to magical fires such as fiery dragon breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, hell hound or pyrohydra breath, etc., absorbing 80% of all the damage dealt by such magical sources.
Sphere |
: Protection |
Range |
: Touch |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 6 |
Area of Effect |
: Special |
Saving Throw |
: Special |
Spell Level |
: 3 |
With this spell, the caster is usually able to remove a curse on an object on a person or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or maybe countered only by a caster of a certain level or more.
REMOVE PARALYSIS [PRIEST] |
Sphere |
: Protection |
Range |
: 10 yards/level |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 6 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
By use of this spell, the priest can free one creature from the effects of any paralyzation or from related magic (such as a ghoul's touch or a Hold Person spell).
Sphere |
: Law |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 24 turns |
Casting Time |
: 5 |
Area of Effect |
: 1 person or mammal |
Saving Throw |
: Negates |
Spell Level |
: 3 |
The target of this spell must make a saving throw vs. spells or
come under its effects. When under the effects of the Rigid Thinking
spell, the victim will randomly wander, attack the nearest person,
or stand confused.
Sphere |
: Law |
Range |
: 0 |
Components |
: V,S |
Duration |
: 1 turn |
Casting Time |
: 3 |
Area of Effect |
: The party |
Saving Throw |
: None |
Spell Level |
: 3 |
When this spell is cast, the entire party is given a 18/76 Strength. If a party member has a Strength higher than this (either naturally, or through a magical item), then his Strength is lowered to 18/76. The spell lasts for a single turn, whereupon everyone's Strength returns to normal.
Sphere |
: Conjuration/Summoning |
Range |
: 30 yards |
Components |
: V,S,M |
Duration |
: 7 rounds |
Casting Time |
: 9 |
Area of Effect |
: 1 creature |
Saving Throw |
: Negates |
Spell Level |
: 3 |
the summon insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the
caster, within the spell's range, and attacks any single creature the caster points to.
The victim may make a saving throw vs. breath weapons (with a -4 penalty) to escape the swarm. Otherwise, the victim receives 1 point of damage every two seconds for the duration of the
spell. The victim fights with a -2 penalty to his attack roll and a +2 penalty to his Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% spell failure).
Sphere |
: Healing |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 20 foot radius |
Saving Throw |
: Special |
Spell Level |
: 3 |
This spell calls upon energy from the negative material plane in order
to open a channel between it and the targets. The result is that any
good creatures with the spell effect take 1-4 damage for every level
of the caster with a save vs. spell for half. Also, if the victim fails
his save, then he receives a -2 penalty to all his rolls for 4 rounds.
ZONE OF SWEET AIR [PRIEST] |
Sphere |
: Wards |
Range |
: 30 yards |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 3 |
Zone of Sweet Air repels all noxious elements from poisonous vapors
(including magically created vapors such as Cloudkill). This spell
will dismiss all clouds in the entire area that the caster is currently
in. The spell offers no protection against poisonous vapors created by a
dragon's breath weapon (such as the chlorine gas of a green dragon).
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