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Aid (Necromancy/Conjuration) Range: Touch Saving Throw: None Casting Time: 5 Area of Effect: 1 creature Duration: 1 round + 1 round/level The recipient of this spell gains the benefit of a Bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The Aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost when the recipient takes damage; they cannot be regained by curative magic.
Barkskin (Alteration) When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.
Chant (Conjuration/Summoning) By means of the Chant spell, the priest brings special favor upon him-self and his party, and causes harm to his enemies. When the Chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Multiple chants are not cumulative.
Charm Person or Mammal (Enchantment/Charm) The effects of this spell are identical to the 1st-level wizard spell Charm Person.
Draw Upon Holy Might (Invocation) The priest calls upon his god to grant him power for a short period. When he does this his Strength, Constitution and Dexterity all are raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have his abilities raised by 1, while a 12th-level caster would have all his abilities raised by 4.
Find Traps (Divination) 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.
Flame Blade (Evocation) 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. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 + 4 points of damage, with a dam-age bonus of +2 (i. e. , 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 (i.e., 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.
Goodberry (Alteration/Evocation) Casting a Goodberry spell creates 2d4 magical berries that the caster can carry with him. These berries cure one point of physical damage for each one eaten.
Hold Person (Enchantment/Charm) The effects of this spell are identical to the 3rd-level wizard spell Hold Person.
Know Alignment (Divination) 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. spell, 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 and Cold (Alteration) 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 (Alteration) 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; 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 the casting are affected by the silence.
Slow Poison (Necromancy) 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 (Invocation) 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 experience levels (or fraction) of the spell-caster, 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.
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