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Author Topic: Spell List (Priest & Druids)  (Read 11926 times)
Apocalypse2012
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« on: January 01, 2008, 05:23:46 PM »

Listed below are the Priest and Druid spells found in Baldur's Gate 2.

Priest Spell Casting
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.

Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.

The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.

The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.

Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 6 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round.
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« Reply #1 on: January 01, 2008, 05:24:08 PM »

Level 1

Armor of Faith (Abjuration)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: The Caster
Duration: 3 rounds + 1 round/level
The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At first level the protection is 5%, every five levels of the caster improves this by another 5%. A 20th level priest would have 25% of her damage 'absorbed' if protected by this spell.

Bless (Conjuration/Summoning)

Range: Sight of caster
Saving Throw: None
Casting Time: 1 round
Area of Effect: 25-foot radius
Duration: 6 rounds

Upon uttering the Bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. The caster deter-mines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

Command Word: Die (Enchantment/Charm)
Range: Sight of caster
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: 1 round

This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round the creature awakens unharmed.

Cure Light Wounds (Necromancy)

Range: Touch
Saving Throw: None
Casting Time: 5
Area of Effect: 1 creature
Duration: Instant

When casting this spell and laying his hand upon a creature, the priest causes 1-8 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 extra-planar origin. Curing is permanent only insofar as the creature does not sustain further damage.

Detect Evil (Divination)
Range: 120 yards
Saving Throw: None
Casting Time: 1 round
Area of Effect: Sight
Duration: 1 turn

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

Doom (Alteration)
Range: Sight of caster
Saving Throw: None
Casting Time: 1 round
Area of Effect: 1 creature
Duration: 1 turn

This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all his rolls, this includes THAC0 and saving throws. There is no saving throw for this spell.

Entangle (Alteration)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 4
Area of Effect: 20-foot radius
Duration: 1 turn

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. A creature that rolls a successful saving throw vs. spell avoids entanglement. All creatures have a +3 bonus to their saves. An entangled creature can still attack.

Magical Stone (Enchantment)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: Special
Duration: Special

By using this spell, the priest can temporarily enchant a small pebble. The magical stone is then hurled or slung at an opponent. The stone deals 1-4 damage to whomever it hits. The stone is considered a +1 weapon for determining if a creature can be struck (those struck only by magical weapons, for instance), although it does not have an attack or damage bonus.

Protection from Evil (Abjuration)
Range: Touch
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: 1 turn

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. This barrier moves with the recipient and all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Remove Fear (Abjuration)
Range: 10 yards
Saving Throw: Special
Casting Time: 1
Area of Effect: 1 creature/4 levels
Duration: 2 turns

This priest spell instills courage in the spell recipient, raising his morale to its highest. The recipient's morale will gradually reset to normal as the duration runs out. If the recipient is affected by magical fear, this is negated.

Sanctuary (Abjuration)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: The caster
Duration: 10 rounds

When the priest casts a Sanctuary spell, it causes all of his opponents to ignore his existence; it is as if he is invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless himself. He cannot cast spells on other creatures without ending the spell.

Shillelagh (Alteration)
Range: Touch
Saving Throw: None
Casting Time: 2
Area of Effect: Special
Duration: 4 rounds + 1 round/level

This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.
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« Reply #2 on: January 01, 2008, 05:24:37 PM »

Level 2

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)
Range: Touch
Saving Throw: None
Casting Time: 5
Area of Effect: 1 creature
Duration: 4 rounds + 1 round/level

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)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: 30-foot radius
Duration: 5 rounds

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)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 5
Area of Effect: 1 person or mammal
Duration: Special

The effects of this spell are identical to the 1st-level wizard spell Charm Person.

Draw Upon Holy Might (Invocation)
Range: 0
Saving Throw: None
Casting Time: 2
Area of Effect: The caster
Duration: 1 turn

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)
Range: Sight of caster
Saving Throw: None
Casting Time: 5
Area of Effect: 10-foot path
Duration: 3 turns

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)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: 3-foot long blade
Duration: 4 rounds + 1 round/2 levels

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)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: Special
Duration: Permanent

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)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 5
Area of Effect: Special
Duration: 1 turn

The effects of this spell are identical to the 3rd-level wizard spell Hold Person.

Know Alignment (Divination)

Range: 10 yards
Saving Throw: Neg.
Casting time: 1 round
Area of Effect: 1 creature
Duration: Instant

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)

Range: Touch
Saving Throw: None
Casting Time: 5
Area of Effect: 1 creature
Duration: 1 round/level

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)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 5
Area of Effect: 15-foot radius
Duration: 2 rounds/level

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)
Range: Touch
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: Instant

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)
Range: 10 yards/level
Saving Throw: None
Casting Time: 5
Area of Effect: Special
Duration: 3 rounds + 1 round/level

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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« Reply #3 on: January 01, 2008, 05:24:58 PM »

Level 3

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)

Range: 0
Saving Throw: ½
Casting Time: 1 turn
Area of Effect: 360-foot radius
Duration: 1 turn/level

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)
Range: Touch
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: Instant

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)

Range: Touch
Saving Throw: None
Casting Time: 5
Area of Effect: 1 Creature
Duration: Instant

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)
Range: Sight of caster
Saving Throw: None
Casting Time: 6
Area of Effect: 30-foot cube
Duration: Instant

The effects of this spell are identical to the 3rd-level wizard spell Dispel Magic.

Glyph of Warding (Abjuration, Evocation)
Range: Touch
Saving Throw: Special
Casting Time: Special
Area of Effect: Special
Duration: Permanent until discharged

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)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 5
Area of Effect: Special
Duration: 2 rounds/level

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)
Range: Sight of Castor
Saving Throw: Special
Casting Time: 3
Area of Effect: 20-foot radius
Duration: Instant

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)
Range: Sight of caster
Saving Throw: None
Casting Time: 8
Area of Effect: 30-foot radius
Duration: Instant

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)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 5
Area of Effect: 1 creature
Duration: 1 turn

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)
Range: Touch
Saving Throw: None
Casting Time: 6
Area of Effect: 1 creature
Duration: Special

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)
Range: Touch
Saving Throw: Special
Casting Time: 6
Area of Effect: Special
Duration: Instant
Upon casting this spell, the priest is usually able to remove a curse on an object, a person or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.
Remove Paralysis (Abjuration)
Range: 10 yards/level
Saving Throw: None
Casting Time: 6
Area of Effect: 1 creature
Duration: Instant

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)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 5
Area of Effect: 1 person or mammal
Duration: 24 turns

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)
Range: 0
Saving Throw: None
Casting Time: 3
Area of Effect: The party
Duration: 1 turn

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)
Range: 30 yards
Saving Throw: Neg.
Casting Time: 9
Area of Effect: 1 creature
Duration: 7 rounds

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)
Range: Sight of Caster
Saving Throw: Special
Casting Time: 3
Area of Effect: 20-foot radius
Duration: Instant

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)
Range: 30 yards
Saving Throw: None
Casting Time: 3
Area of Effect: Special
Duration: Instant

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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« Reply #4 on: January 01, 2008, 05:25:30 PM »

Level 4

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
Range: Sight of Caster
Saving Throw: None
Casting Time: 7
Area of Effect: Special
Duration: 3 turns

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)
Range: Touch
Saving Throw: None
Casting Time: 7
Area of Effect: 1 Creature
Duration: Instant

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)
Range: Touch
Saving Throw: Neg.
Casting Time: 6
Area of Effect: The Caster
Duration: Instant

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)
Range: Touch
Saving Throw: None
Casting Time: 5
Area of Effect: 1 creature
Duration: Instant

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)
Range: Sight of caster
Saving Throw: None
Casting Time: 1 round
Area of Effect: 1 creature
Duration: 1 turn/level of caster

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)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: 10-foot radius
Duration: 6 rounds

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)
Range: Special
Saving Throw: None
Casting Time: 4
Area of Effect: Special
Duration: 3 rounds + 1 round/level

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)

Range: Touch
Saving Throw: None
Casting Time: 7
Area of Effect: 1 creature
Duration: 1 turn/level

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)
Range: 0
Saving Throw: None
Casting Time: 6
Area of Effect: The Caster
Duration: 1 round/level

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)
Range: Touch
Saving Throw: None
Casting Time: 2
Area of Effect: 1 Creature
Duration: Instant

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)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 4
Area of Effect: 1 creature
Duration: 3 rounds/level

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)
Range: Touch
Saving Throw: None
Casting Time: 3
Area of Effect: 1 creature
Duration: 5 rounds

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)

Range: Touch
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: Instant

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)
Range: 15 feet
Saving Throw: Neg.
Casting Time: 4
Area of Effect: 1 creature
Duration: 1 turn

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)
Range: 0
Saving Throw: None
Casting Time: 7
Area of Effect: 10-foot radius
Duration: 1 turn/level

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)
Range: Touch
Saving Throw: None
Casting Time: 7
Area of Effect: 1 Creature
Duration: 5 rounds\level

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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« Reply #5 on: January 01, 2008, 05:26:13 PM »

Level 5

Animal Summoning II (Conjuration/Summoning)
Range: Sight of caster
Saving Throw: None
Casting Time: 8
Area of Effect: Special
Duration: 24 turns
By means of this spell, the caster calls up to three animals that have 8 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; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

Cause Critical Wounds (Necromancy)
Range: Touch
Saving Throw: None
Casting Time: 8
Area of Effect: 1 Creature
Duration: Instant

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 (Enchantment/Charm)
Range: Sight of caster
Saving Throw: None
Casting Time: 3
Area of Effect: 1 creature
Duration: 1 turn/level

Chaotic Commands renders a creature immune to magical commands. Suggestion, charm, domination, command, sleep, and confusion are all spells that fit into this category. This spell affects only one creature and lasts for the duration or until dispelled.

Cure Critical Wounds (Necromancy)

Range: Touch
Saving Throw: None
Casting Time: 8
Area of Effect: 1 creature
Duration: Instant

The Cure Critical Wounds spell is a very potent version of the cure light wounds spell. The priest lays his hand upon a creature and heals up to 27 points of damage from wounds or other damage. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

Champion's Strength (Alteration)
Range: Sight of caster
Saving Throw: None
Casting Time: 2
Area of Effect: 1 creature
Duration: 3 rounds/level

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 his 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, and all the bonuses to hit and damage that this strength confers. Note: that if target's 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.

Flame Strike (Evocation)
Range: Sight of caster
Saving Throw: ½
Casting Time: 8
Area of Effect: 1 creature
Duration: Instant

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.

Greater Command (Enchantment/Charm)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 1
Area of Effect: 20-foot radius
Duration: 1 round/level

As with the first level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except 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.

Insect Plague (Conjuration/Summoning)
Range: 120 yards.
Saving Throw: None
Casting Time: 1 round
Area of Effect: Special
Duration: 6 rounds

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.

Iron Skins (Alteration)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: The Caster
Duration: 12 hours

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 an 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 (Alteration)
Range: Touch
Saving Throw: None
Casting Time: 1 round
Area of Effect: 1 Creature
Duration: 3 rounds + 1 round/level

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.

Mass Cure (Necromancy)
Range: Sight of caster
Saving Throw: None
Casting Time: 5
Area of Effect: 30 foot radius
Duration: Instant

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 (within the area of effect) 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.

Pixie Dust (Illusion/Phantasm)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: 10-foot radius
Duration: Special

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.

Raise Dead (Necromancy)
Range: Sight of caster
Saving Throw: Special
Casting Time: 1 round
Area of Effect: 1 creature
Duration: Instant

When the priest casts a Raise Dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, elf, human or half-orc. Note that the body of the person must be whole, or 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.

Repulse Undead (Abjuration)
Range: 0
Saving Throw: None
Casting Time: 5
Area of Effect: The Caster
Duration: 1 turn

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.

Righteous Magic (Alteration)
Range: Touch
Saving Throw: None
Casting Time: 1 round
Area of Effect: The Caster
Duration: 1 round/level

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 the duration of the spell or until dispelled.

Slay Living (Necromancy)
Range: Touch
Saving Throw: Special
Casting Time: 1
Area of Effect: Special
Duration: Special

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.

True Seeing (Divination)
Range: Touch
Saving Throw: None
Casting Time: 8
Area of Effect: 70-foot radius
Duration: 1 turn

When cast by the priest, this spell will cancel all hostile illusion/phantasm spells in the area. 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.
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« Reply #6 on: January 01, 2008, 05:26:38 PM »

Level 6

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)
Range: 60 yards
Saving Throw: None
Casting Time: 9
Area of Effect: Special
Duration: 4 turns

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)
Range: 0
Saving Throw: Special
Casting Time: 9
Area of Effect: Special
Duration: 1 turn

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)
Range: 20 yards
Saving Throw: None
Casting Time: 9
Area of Effect: 1 Creature
Duration: Instant

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)
Range: 60 yards
Saving Throw: None
Casting Time: 9
Area of Effect: Special
Duration: 4 turns

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)
Range: Sight of caster
Saving Throw: None
Casting Time: Special
Area of Effect: Special
Duration: 1 turn/level

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)
Range: 10 yards
Saving Throw: Special
Casting Time: 1
Area of Effect: 1 creature
Duration: Instant

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)
Range: 0
Saving Throw: None
Casting Time: 9
Area of Effect: 30-foot radius
Duration: 5 rounds

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)
Range: Touch
Saving Throw: ½
Casting Time: 1 round
Area of Effect: Special
Duration: 3 turns

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)
Range: Touch
Saving Throw: None
Casting Time: 1 round
Area of Effect: Special
Duration: Instant

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)

Range: Touch
Saving Throw: None
Casting Time: 1 round
Area of Effect: 1 Creature
Duration: Instant

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)
Range: 30 yards
Saving Throw: None
Casting Time: 6
Area of Effect: Special
Duration: 9 rounds

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)
Range: 30 yards
Saving Throw: Special
Casting Time: 6
Area of Effect: 1 Creature
Duration: Instant

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)

Range: 0
Saving Throw: None
Casting Time: 9
Area of Effect: The caster
Duration: Instant

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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« Reply #7 on: January 01, 2008, 05:27:18 PM »

Level 7

Confusion (Enchantment/Charm)
Range: Sight of Caster
Saving Throw: Special
Casting Time: 7
Area of Effect: 30-foot radius
Duration: 1 round/2 levels

This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with - 2 penalties. Those successfully saving are unaffected by the spell. The spell lasts for two rounds plus one round for each level of the caster. Those who fail their saving throws will either go berserk, stand confused or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

Conjure Earth Elemental (Conjuration/Summoning)
Range: Sight of caster
Saving Throw: None
Casting Time: 1 round
Area of Effect: Special
Duration: 1 turn/level

Upon casting a conjure earth elemental spell, the caster opens a special gate to the elemental plane of Earth, and an earth 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. All of the commands given to the elemental are done so telepathically so there is no time lost due to miscommunication and it is not necessary to know the language of the summoned creature. Priests do not have to engage in a battle of the wits to control their summoned elemental (unlike mages).

Creeping Doom (Conjuration/Summoning)

Range: 80 yards
Saving Throw: ½ duration
Casting Time: 1 round
Area of Effect: Special
Duration: 6 rounds

When the caster utters the spell of creeping doom, he calls forth a mass of from 1000 venomous, biting and stinging arachnids, insects, and myriapods. This carpet-like mass swarms over a large area. Upon command from the caster, the swarm creeps forth toward any prey within 80 yards, moving in the direction in which the caster commands. Victims caught in the path of the creeping doom may make a saving throw vs. breath weapon (-2 penalty) to escape the insects - half duration for the spell. Those trapped by the insects suffer 2 points of damage each round, and a spell failure rate of 100%.

Earthquake (Alteration)
Range: 120 yards
Saving Throw: ½
Casting Time: 1 round
Area of Effect: Special
Duration: 3 tremors

When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are three tremors that are caused by the earthquake. The first tremor causes all creatures affected to suffer 6d6 points of damage (save vs. spell at a -6 penalty for half damage). Those who fail their saving throws fall to the ground for four rounds and drop their weapons. The second tremor is less severe, causing 3d6 points of damage (save for half at a -2 penalty). Those failing the saving throw will also drop their weapons. The final tremor causes 2d6 damage (save for half) and if the saving throw is failed they will drop their weapons. This spell will affect both enemies and friends of the caster, so care must be taken in its use. Finally, Earth Elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will causes an Earth Elemental to appear. This elemental will attack the party.

Finger of Death (Necromancy)
Range: Sight of caster
Saving Throw: Neg
Casting Time: 5
Area of Effect: 1 Creature
Duration: Instant

The finger of death spell snuffs out the victim's life force. The caster points his finger at the victim after the incantation is complete and unless he saves vs. spell at -2, death occurs. A creature successfully saving still receives 2d8 +1 points of damage.

Fire Storm (Evocation)
Range: 40 yards
Saving Throw: None
Casting Time: 1 round
Area of Effect: 20-foot radius
Duration: 4 rounds

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of fire receive 2d8 points of damage plus one for each level of the caster (i.e. 2d8 +1/level). This assault will last for four rounds and will continue to do damage to the creature during that time unless he moves out of the area of effect. There is no saving throw versus this spell.

Gate (Conjuration, Summoning)
Range: 20 yards
Saving Throw: None
Casting Time: 5
Area of Effect: Special
Duration: 33 rounds

By means of this spell, the caster calls an outer planar creature - the Pit Fiend - to attack his foes and himself if he's not careful. The caster must use a Protection from Evil on himself (and comrades) to keep the demon from noticing them. If the caster fails to protect himself in this manner, the Pit Fiend will tear the caster and his companions apart, piece by piece and then feast on the remains.

Holy Word (Conjuration/Summoning)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: 30-foot radius
Duration: Special

Uttering a holy word spell creates magic of tremendous power. The priest acts as a bridge between his god and the prime material plane causing a small explosion centered on the priest and reaching up to a 30' radius. It affects only evil creatures or creatures of any evil alignment that are caught in the area of effect. The effects differ according to the level of the target as follows: Hit Dice or levels - Effects of Holy Word Less than 4 - Death 4 to 7 - Stunned for 1 turn 8 to 11 - Slowed for 1 turn with 75% chance of spell failure 12 and up - Deafened for 1 turn with 50% chance of spell failure There is no saving throw vs. this spell and the effects are instantaneous and last for the duration of the spell or until dispelled. Note this spell may not be cast by any priest of evil alignment.

Nature's Beauty (Illusion/Phantasm)
Range: Caster
Saving Throw: Neg.
Casting Time: 6
Area of Effect: 5-foot radius
Duration: Instant

When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty, for a male, this is usually a nymph, for a female, the image varies. As with a nymph, anyone viewing the disguised caster must make a saving throw vs. spells (+3 bonus) or die of longing for the denied illusion. Even if the saving throw is successful, hapless viewers of the transformed druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous but lasts only seconds, affecting those near the caster (excluding fellow party members).

Greater Restoration (Necromancy)
Range: Touch
Saving Throw: None
Casting Time: 3
Area of Effect: 1 Creature
Duration: Instant

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. A restoration spell will also restore the intelligence of a creature affected by a feeblemind spell. It also negates any form of insanity such as confusion or berserk, fully heals the target, and cures any disease or poisons. 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.

Resurrection (Necromancy)
Range: Touch
Saving Throw: None
Casting Time: 1 turn
Area of Effect: 1 Creature
Duration: Instant

Like the 5th level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life once more.

Shield of the Archons (Abjuration)
Range: Touch
Saving Throw: None
Casting Time: 9
Area of Effect: The caster
Duration: 3 rounds/level

This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the priest. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the priest it will be absorbed. As long as there are spell levels remaining, this will absorb the spell. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. This also works against dispel magic.

Sunray (Evocation/Alteration)
Range: 20 feet
Saving Throw: Special
Casting Time: 4
Area of Effect: 20-foot radius
Duration: Special

When this spell is cast, it causes a ray of sunlight to beam down upon the caster and all within a 20' radius. All creatures within the area of effect take 3-18 points of damage and must save vs. spells or be blinded for 10 rounds. Undead that are hit by the sunray take 1-6 damage for every level of the caster, and must save vs. spells or be destroyed.

Symbol, Stun (Conjuration/Summoning)
Range: 100 feet
Saving Throw: Special
Casting Time: Special
Area of Effect: Special
Duration: 1 round/level

A symbol, stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close at which point it will be activated causing all those within the area to make a save vs. spells at a -4 penalty or be stunned for 1 round per level of the caster.

Symbol, Death (Conjuration/Summoning)
Range: 100 feet
Saving Throw: Special
Casting Time: Special
Area of Effect: Special
Duration: 1 round/level
Symbol, death is a powerful enchantment that allows the wizard to enscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close at which point it will be activated causing all those within the area to make a save vs. death or die. Creatures with more than 60 current hit points are immune to this effect.

Symbol, Fear (Conjuration/Summoning)
Range: Touch
Saving Throw: None
Casting Time: Special
Area of Effect: Special
Duration: Special

A symbol, fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface that will remain there until someone comes too close. When a living creature approaches too close to the symbol it is activated, at which point it will explode, causing all those within the area to make a save vs. spells at -4 or be affected by fear for 1 round per level of the caster.

Unholy Word (Conjuration/Summoning)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: 30-foot radius
Duration: Special

Uttering an unholy word spell creates magic of tremendous power. The priest acts as a bridge between his god and the prime material plane causing a small explosion centered on the priest and reaching up to a 30' radius. It affects only good creatures or creatures of any good alignment that are caught in the area of effect. The effects differ according to the level of the target as follows:
Hit Dice or levels - Effects of Holy Word
Less than 4 - Death
4 to 7 - Stunned for 1 turn
8 to 11 - Slowed for 1 turn with 75% chance of spell failure
12 and up - Deafened for 1 turn with 50% chance of spell failure
There is no saving throw vs. this spell and the effects are instantaneous and last for the duration of the spell or until dispelled. Note this spell may not be cast by any priest of good alignment.
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