ANIMAL SUMMONING II [PRIEST] |
Sphere |
: Animal, Summoning |
Range |
: 60 yards/level |
Components |
: V,S |
Duration |
: 3 turns |
Casting Time |
: 8 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
By means of this spell, the caster calls from one to three animals that have 8 Hit Dice or less.
The animals summoned aid the caster by whatever means they possess, staying until the spell duration
expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be
summoned by this spell (no chimerae, dragons, gorgons, manticores, etc).
CAUSE CRITICAL WOUNDS [PRIEST] |
Sphere |
: Healing |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 8 |
Area of Effect |
: Creature touched |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell is the reverse of cure critical wounds. Instead of healing the creature touched,
it causes damage. On a successful touch from the priest, the spell inflicts 27 damage upon
the target. The next attack that the priest makes will inflict this effect, however he only
has 2 rounds to make the attack before the spell fizzles. Also, if the priest misses the
target creature the spell is wasted. There is no saving throw.
CHAOTIC COMMANDS [PRIEST] |
Sphere |
: Chaos |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 1 turn/level |
Casting Time |
: 3 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 5 |
Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm,
Domination, Command, Sleep, Maze and Confusion are all spells that fit into this
category. This spell also protects the target from psionic blast. This spell affects
only one creature and lasts for the duration or until dispelled.
CURE CRITICAL WOUNDS [PRIEST] |
Sphere |
: Healing |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 8 |
Area of Effect |
: Creature touched |
Saving Throw |
: None |
Spell Level |
: 5 |
The cure critical wounds spell is a very potent version of the cure light wounds spell.
The priest lays his hands upon a creature and heals 27 points of damage from wounds or other
injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar
origin, or those not living.
CHAMPION'S STRENGTH [PRIEST] |
Sphere |
: Law |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 3 rounds/level |
Casting Time |
: 2 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 5 |
When this spell is cast, the priest effectively draws on the strength of his god
and lends it to the target creature, in effect creating a champion. The target gains
a bonus to this THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level
priest would confer a THAC0 bonus of 3 to the target, and so on. Also, the target's
strength is set to 18/00 for the duration of the spell, with all the bonuses to hit
and damage that this strength confers. Note that if the targets strength is above
18/00, it will actually be reduced to this value. The drawback to this is that the
priest must concentrate on the connection between the target and his god for the duration
of the spell, hence losing the ability to cast any spells during this time. The effect
lasts for 3 rounds for every level of the caster or until dispelled.
Sphere |
: Combat |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 8 |
Area of Effect |
: Target creature |
Saving Throw |
: 1/2 |
Spell Level |
: 5 |
When the priest calls down a flame strike spell, a vertical column of fire roars
downward striking the exact location called for by the caster. The target must roll
a saving throw vs. spell. Failure means the creature sustains 1d8 points of damage
per level of the caster; otherwise, the damage is halved.
Sphere |
: Charm |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 1 round/level of caster |
Casting Time |
: 1 |
Area of Effect |
: 20' radius |
Saving Throw |
: Negates |
Spell Level |
: 5 |
As with the first level spell 'Command', this spell enables the priest to command
other creatures to "die" (sleep), except with this time the effect lasts for one
round per caster level. At the end of the round the creature(s) awaken and are unharmed.
The area of effect is similar to that of a stinking cloud or a fireball.
Sphere |
: Conjuration/Summoning |
Range |
: 120 yards |
Components |
: V,S,M |
Duration |
: 6 rounds |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 5 |
When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the
target then to the nearest allies of the target, until six targets have been affected. Spell casting within the swarm is impossible (100% failure rate). Creatures in the
insect plague, regardless of Armor Class, sustain 1 point of damage for every two seconds they remain within, due to the bites and stings of the insects. Invisibility is
no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a saving vs. breath weapon or run away in fear for a round.
Sphere |
: Alteration |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: 12 hours |
Casting Time |
: 1 round |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 5 |
When a druid casts this powerful spell upon herself, an outer skin of iron will move up from the ground completely covering her.
This skin is, of course, magical and will hinder the druid in no way. The effect of this is to protect the druid from physical attacks such as melee weapons and projectiles.
For every 2 levels of the caster and additional skin is gained upon casting, for example a 10th level druid would receive 5 skins. For each skin the druid possesses the spell will stop one attack, so a 10th level druid would be protected from the first 5 attacks
made against him but the sixth would affect her normally. The skins will remain on the druid until she is affected by a dispel magic, all of the skins are removed due to physical attacks or the spell
duration expires. It is important to note that this will not protect the druid from any area attacks such as fireball; however, it will protect her from physical magical attacks such as magic missile.
MAGIC RESISTANCE [PRIEST] |
Sphere |
: Protection |
Range |
: Touch |
Components |
: V,S |
Duration |
: 3 rnds +1 rnd/level |
Casting Time |
: 1 round |
Area of Effect |
: Target creature |
Saving Throw |
: None |
Spell Level |
: 5 |
Upon casting this spell, the recipient receives a resistance to
all magic. The resistance conferred is 2% per level of the priest
up to a maximum of 40% at 20th level. This resistance is set so
if the target already has more magic resistance than the priest
would confer, it will actually lower it to the set value. This effect
will last for the duration of the spell or until dispelled.
Sphere |
: Healing |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 5 |
Area of Effect |
: 20 foot radius |
Saving Throw |
: None |
Spell Level |
: 5 |
When casting this spell, the priest must picture the faces of his fellow party members
clearly and focus on the unity of the group. Upon completion, all members in the party
are healed 1d8+1/level hit points. This works regardless of where the party is in relation
to one another. 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 |
: Illusion/Phantasm |
Range |
: 0 |
Components |
: V,S |
Duration |
: Special |
Casting Time |
: 1 round |
Area of Effect |
: 10 food radius |
Saving Throw |
: None |
Spell Level |
: 5 |
This spell creates a small handful of pixie dust that the caster can
use to toss into the air. Anyone hit by the dust becomes invisible
(the range of the dust is about 10'). Of course, the invisible creature
is not magically silenced, and certain other conditions can render
the creature detectable. Even allies cannot see the invisible creature
or his gear, unless these allies can normally see invisible things
or employ magic to do so. Items dropped or put down by the invisible
creature become visible, items picked up disappear if tucked into
the clothing or pouches worn by the creature. The spell remains in
effect until it is magically broken or dispelled, until the wizard
or recipient cancels it, until the recipient attacks any creature,
or until 24 hours have passed. Thus the invisible being can walk around
and cast defensive spells, but if he attacks, he immediately becomes
visible, although the invisibility enables him to attack first.
Sphere |
: Necromantic |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 1 round |
Area of Effect |
: 1 person |
Saving Throw |
: Special |
Spell Level |
: 5 |
When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf,
halfling, elf or human. Note that the body of the person must be whole, otherwise missing
parts are still missing when the person is brought back to life. The person has but 1 hit point
when raised and must regain the rest by natural healing or curative magic.
Sphere |
: Necromantic |
Range |
: Caster |
Components |
: V,S |
Duration |
: 1 turn |
Casting Time |
: 5 |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 5 |
This powerful spell creates waves of anti-negative plane energy that sweep outwards
from the caster. This wave disrupts any undead that attempt to attack the caster,
pushing them away from the caster for several seconds. There is one wave each round
for the duration of the spell. All undead are affected, without a saving throw.
Sphere |
: Combat |
Range |
: 0 |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 1 round |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 5 |
This is a powerful combat spell that enhances the priest's physical prowess, transforming
him into a juggernaut of destruction. The effect adds 1 temporary hit point for every
level of the caster, adds 1 point of strength for every three levels of the caster (to a maximum
of 24) and inflicts maximum damage with every hit. The effects last for duration of the spell
or until dispelled.
Sphere |
: Combat |
Range |
: Touch |
Components |
: V,S |
Duration |
: Special |
Casting Time |
: 1 |
Area of Effect |
: Creature touched |
Saving Throw |
: Special |
Spell Level |
: 5 |
Upon casting this spell, the priest has to touch an opponent in order to visit
the effect upon them. An item is created upon casting, the next attack made is
with this item and the priest will then have 18 seconds in order to make this
attack. If the first attack misses, then the item disappears and the spell is
wasted, however if the attack succeeds then the victim automatically takes 2d6+9
damage. Also, he must make a save vs. spell or be instantly killed. The spell can
be dispelled if cast between the casting of this spell and the necessary attack.
Sphere |
: Divination |
Range |
: 0 |
Components |
: V,S |
Duration |
: 1 turn |
Casting Time |
: 8 |
Area of Effect |
: 70' radius |
Saving Throw |
: None |
Spell Level |
: 5 |
When this spell is cast, an area roughly 70 feet in radius around the caster
will be effected. Instantly and once each round for 1 turn after this spell
is cast, all hostile illusion/phantasm spells in the area of effect will be
dispelled. The spells that are affected by this are: Reflected Image, Invisibility,
Mirror Image, Non-detection, Improved Invisibility, Shadow Door, Mislead, Project Image,
and Simulacrum. The area of effect is roughly a 70' radius around the caster. The
target's magic resistance, if any, does not come into effect with this spell. This spell
only affects enemies, thus it is unable to dispel the invisibility from a party member.
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