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Index Page

Priest Spells, level 2

Aid  (SPPR201)

Aid (Necromancy, Conjuration)
Statistics:
Level: 2
Sphere: Necromantic
Range: Touch
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

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 first when the recipient takes damage; they cannot be regained by curative magic. Example: A 1st-level fighter has 8 hit points, suffers 2 points of damage (8 - 2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 3 of which are temporary. If he is then hit for 7 points of damage, 4 normal hit points and all 3 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.

 

 

Barkskin  (SPPR202)

Barkskin (Alteration)
Statistics:
Level: 2
Sphere: Protection, Plant
Range: Touch
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

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  (SPPR203)

Chant (Conjuration/Summoning)
Statistics:
Level: 2
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 30-foot radius
Saving Throw: None

By means of the chant spell, the priest brings special favor upon himself 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  (SPPR204)

Charm Person or Mammal (Enchantment/Charm)
Statistics:
Level: 2
Sphere: Animal
Range: Visual range of caster
Duration: 1 turn
Casting Time: 5
Area of Effect: 1 person or mammal
Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect (with a +3 modifier), with any adjustment due to Wisdom.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.
If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed.
Also note that you cannot have a charmed creature leave the area where he was charmed.

 

 

Draw Upon Holy Might  (SPPR214)

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

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 third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.

 

 

Find Traps  (SPPR205)

Find Traps (Divination)
Statistics:
Level: 2
Sphere: Divination
Range: 0
Duration: 3 turns
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

When a priest casts a find traps spell, all traps - concealed normally or magically - of magical or mechanical nature become apparent to him. Once each round all of the traps within a 30 foot radius of the caster will be revealed. 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 glyphs and similar spells or devices.

 

 

Flame Blade  (SPPR206)

Flame Blade (Evocation)
Statistics:
Level: 2
Sphere: Elemental (Fire)
Range: 0
Duration: 4 rounds + 1 round/2 levels
Casting Time: 4
Area of Effect: Special
Saving Throw: None

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 sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2 + 4 points of fire damage (i.e., 6-10 points). If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 4-8 points). Fire dwellers and those using fire as an innate attack form suffer only slashing damage from the spell (i.e., 1-4 points). However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.

 

 

Good Berries  (SPPR207)

Goodberry (Alteration, Evocation)
Statistics:
Level: 2
Sphere: Plant
Range: Touch
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Casting a Goodberry spell creates 5 magical berries that the caster can carry with him. These berries cure one point of physical damage for each one eaten.

 

 

Hold Person  (SPPR208)

Hold Person (Enchantment/Charm)
Statistics:
Level: 2
Sphere: Charm
Range: Visual range of caster
Duration: 1 turn
Casting Time: 5
Area of Effect: Target, and anyone within 5 feet
Saving Throw: Neg.

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.
The effect is centered on the victim 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. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them.
Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

 

 

Know Alignment  (SPPR209)

Know Alignment (Divination)
Statistics:
Level: 2
Sphere: Divination
Range: 10 yards
Duration: Instant
Casting time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.

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 at -2, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell.

 

 

Resist Fire/Cold  (SPPR210)

Resist Fire/Resist Cold (Alteration)
Statistics:
Level: 2
Sphere: Protection
Range: Touch
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

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, flaming 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  (SPPR211)

Silence 15' Radius (Alteration)
Statistics:
Level: 2
Sphere: Guardian
Range: Visual range of the caster
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 15-foot-radius sphere
Saving Throw: Neg

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 vs. spells at -5; if the save is failed, then they are silenced for the duration of the spell. Note that 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  (SPPR212)

Slow Poison (Necromancy)
Statistics:
Level: 2
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

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  (SPPR213)

Spiritual Hammer (Invocation)
Statistics:
Level: 2
Sphere: Combat
Range: Self
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

By calling upon his deity, the caster of a spiritual hammer spell brings into existence a magical hammer. For the duration of the spell, the Priest may use the magic weapon without non-proficiency penalties. It strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, 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 vs. opponents plus the magical bonus).

 

 

Web  (SPDR201)

Web (Evocation)
Statistics:
Level: 2
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 2
Area of Effect: Special
Saving Throw: Special

A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The web spell covers a maximum area of about 30 feet in radius (roughly the same size as a fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.
Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, then the creature is free to move out of the area. A failed saving throw means the creature is stuck in the webs, unable to move. Each round that a creature remains in the web, he must make a saving throw or be unable to move.

 

 

 
 
 
 
   
 

 

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