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Animate Dead (Necromancy) Range: 10 yards Saving Throw: None Casting Time: 1 round Area of Effect: Special Duration: Instant The effects of this spell are identical to the 5th-level wizard spell Animate Dead.
Call Lightning (Alteration) 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 lighting will not strike any of his allies.
Cure Disease (Abjuration) By laying her 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 and deafness are also cured with this spell. Some magically created diseases may not be curable by this spell.
Cure Medium Wounds (Necromancy) When casting this spell and laying his 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.
Dispel Magic (Abjuration) The effects of this spell are identical to the 3rd-level wizard spell Dispel Magic.
Glyph of Warding (Abjuration, Evocation) A Glyph of Warding is a powerful inscription, magically drawn to pre-vent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores. A successful saving throw vs. spell 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 dam-age per level of the caster to the victim.
Hold Animal (Enchantment/Charm) 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 is 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.
Holy Smite (Necromancy) 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 (Divination) 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.
Miscast Magic (Enchantment/Charm) 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 can save vs. spell to avoid the effect, but does so at -2.
Protection from Fire (Abjuration) 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 one 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.
Remove Curse (Abjuration) By the use of this spell, the priest can free one creature from the effects of any paralyzation or from related magic (such as Ghoul Touch, or a Hold spell).
Rigid Thinking (Enchantment/Charm) The target of this spell must make a saving throw vs. spell 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.
Strength of One (Alteration) When this spell is cast, the entire party is given an 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.
Summon Insects (Conjuration/Summoning) 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).
Unholy Blight (Necromancy) This spells 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 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 receives a -2 penalty to all his rolls for 4 rounds.
Zone of Sweet Air (Abjuration) 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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