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Animal Summoning I (Conjuration/Summoning) Range: Sight of caster Saving Throw: None Casting Time: 24 turns Area of Effect: Special Duration: Special By means of this spell, the caster calls up to three animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made. The type of animals that come depend on the surroundings of the caster at the time of the spell.
Call Woodland Beings This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include mental domination, confusion, and healing spells).
Cause Serious Wounds (Necromancy) This spell is the reverse of cure serious wounds. Instead of healing the touched creature it causes damage. On a successful touch from the priest the spell inflicts 17 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.
Cloak of Fear (Conjuration) Cloak of fear, empowers the caster to radiate a personal aura of fear, out to a 3-foot radius. All other characters and creatures within this aura must roll successful saving throws vs. spell or run away in panic for 4 rounds. Affected individuals may even drop items. Party members are immune to the effects, although the aura of fear may still disturb them.
Cure Serious Wounds (Necromancy) This spell is a more potent version of the Cure Light Wounds spell. When laying his hand upon a creature, the priest heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.
Death Ward (Necromancy) This spell protects the target from all forms of death magic for the duration of the spell. This includes but is not limited to Disintegrate, Power Word Kill, Death Spell and Finger of Death.
Defensive Harmony (Enchantment/Charm) Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster but affects all those within a 10 foot radius. The affected can move outside of this after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his armor class. This lasts for 10 rounds or until successfully dispelled.
Farsight (Divination) When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Free Action (Abjuration/Enchantment) This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as Web or Slow spells) or while under water. It even negates or prevents the effects of Paralysis and Hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The Free Action spell does not, however, allow water breathing without further appropriate magic.
Holy Power (Evocation) Through this spell, the caster imbues himself with the strength and skill of a fighter of the same level. The priest's strength is set to 18/00, even if it is normally higher, his THAC0 becomes that of a fighter of the same level, and he gains 1 temporary hit point for every level he has attained. This will last for the duration of the spell or until successfully dispelled.
Lesser Restoration (Necromancy) When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and she will likely require rest immediately after the casting as it will cause days worth of fatigue almost instantaneously.
Mental Domination (Enchantment/Charm) When cast upon a subject, he must make a save vs. spell at a -2 penalty in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell domination, with a few minor differences. First, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject the priest must be within range and must be able to see the subject.
Negative Plane Protection (Abjuration) This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy plane.
Neutralize Poison (Necromancy) When this spell is placed on a poisoned individual, it immediately neutralizes any poison and restores 1 to 8 lost hit points. This spell will also cure any diseases that the target may be suffering from, as well as blindness and deafness.
Poison (Necromancy) Through this spell the caster can poison victims who fail their save vs. poison. The effects depend upon the caster's level and are detailed below: 7-9th level: 2d8 + 2/round 10-12th level: 3d8 + 3/round 13-14th level: 4d8 + 4/round 15-16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their saving throws are unaffected.
Protection From Evil 10' Radius (Abjuration) When this spell is cast, all creatures within a 10' radius are affected individually by protection from evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.
Protection From Lightning (Abjuration) When the spell is cast it confers complete invulnerability to electrical attack such as magical attacks (lightning bolt, shocking grasp etc.). The protection will last for the duration of the spell or until successfully dispelled.
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