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Aerial Servant (Conjuration/Summoning) Range: 15 yards Saving Throw: None Casting Time: 9 Area of Effect: Special Duration: 1 turn/level The caster of this spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell ends or he is slain.
Animal Summoning III (Conjuration/Summoning) By means of this spell, the caster calls two or three animals that have 12 Hit Dice or less. Only animals within range of the caster at the time the spell is cast will come. 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.
Blade Barrier (Evocation) The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for ten rounds.
Bolt of Glory (Invocation/Evocation) By casting this spell, the priest channels a bolt of divine energy against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of existence. Creature Type Damage Prime Material Plane 6d6 Elemental 3d4 Undead 8d6 Demon 10d6
Conjure Animals (Conjuration/Summoning) This spell allows the caster to summon forth and control one or two massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell.
Conjure Fire Elemental (Conjuration/Summoning) Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice elemental appears. The elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done telepathically so there is no time lost due to miscommunication and no need to know the language of the summoned creature.
Dolorous Decay (Alteration, Necromancy) This spell affects a single living creature. Dolorous decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for two rounds. Furthermore, if the target fails the saving throw vs. poison at -2, each second it receives 1 point of damage, until a total of 50 hit-points of damage are inflicted.
False Dawn (Evocation) False dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a false dawn suffer 6d6 points of damage. There is no saving throw against this damage. Affected undead also act confused on the round after the false dawn appears.
Fire Seeds (Conjuration) Casting the fire seed spell creates 4 fire seeds that will appear in the Caster's inventory. The seeds will remain in existence after the spell is cast for 3 turns. During this time, if they are thrown at an enemy, a fire-ball will ensue causing 2-16 points of damage to all within the area of effect allowing a save vs. spells for half.
Harm (Necromancy) This spell is the reverse of Heal. Instead of healing the creature touched it causes damage. On a successful touch from the priest the spell reduces the target to 1 hit point. 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.
Heal (Necromancy) The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeble-mind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Physical Mirror (Alteration) This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the missile finds himself the target of his own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror.
Sol's Searing Orb (Invocation) When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must roll normally to hit; he gains a +3 bonus to his attack roll and suffers no penalty for non-weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons. There is no damage bonus, however. When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds her for 1d6 rounds. The victim is allowed a saving throw vs. spell. If successful, only half damage is sustained and the target is not blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for twelve rounds (if applicable) assuming their save is failed. They receive 9d6 points of damage and are blinded for six rounds if the save is successful.
Wondrous Recall (Alteration) This enables the caster to bring back into memory two spells that have been previously cast. If no spells have been cast yet, then nothing happens. Wondrous recall cannot recall 6th-level or greater spells.
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