Animal Summoning I (SPPR402)
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Animal Summoning I (Conjuration, Summoning)
Level: 4
Sphere: Animal, Summoning
Range: 20 yards
Duration: 3 turns
Casting Time: 7
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster calls between two and three animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
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Call Woodland Beings (SPPR410)
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Call Woodland Beings (Conjuration, Summoning)
Level: 4
Sphere: Animal, Summoning
Range: Visual Range of Caster
Duration: 3 turns
Casting Time: 7
Area of Effect: Special
Saving Throw: None
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). She will remain under the casters control until slain or the spell duration expires.
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Cause Serious Wounds (SPPR414)
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Cause Serious Wounds (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
This spell is the reverse of cure serious wounds. Instead of healing the creature touched, 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.
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Cloak of Fear (SPPR416)
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Cloak of Fear(Conjuration)
Sphere: Charm
Range: Touch
Duration: Instant
Casting Time: 6
Area of Effect: Self
Saving Throw: Neg.
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.
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Cure Serious Wounds (SPPR401)
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Cure Serious Wounds (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
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.
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Death Ward (SPPR409)
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Death Ward (Necromancy)
Level: 4
Range: Visual range of caster
Duration: 1 turn/level of caster
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
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.
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Defensive Harmony (SPPR406)
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Defensive Harmony (Enchantment/Charm)
Level: 4
Sphere: Law
Range: Caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
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 6 rounds or until successfully dispelled.
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Farsight (SPPR415)
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Farsight (Divination)
Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
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.
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Fire Shield (Blue) (SPPR951D)
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Fireshield (Blue)
(Evocation, Alteration)
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The blue fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% cold resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 cold damage.
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Fire Shield (Red) (SPPR952D)
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Fireshield (Red)
(Evocation, Alteration)
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.
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Free Action (SPPR403)
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Free Action (Abjuration)
Level: 4
Sphere: Charm
Range: Touch
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
While under the effects of this spell, the recipient becomes immune to anything that limits his movement. This includes the effects of web, hold person, grease and entangle.
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Holy Power (SPPR412)
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Holy Power (Evocation)
Level: 4
Range: None
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
Through this spell, the caster imbues himself with the strength and skill of a fighter of the same level. The priests strength is set to 18/00, even if it is normally higher, his THACO 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.
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Improved Invisibility (SPDR401)
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Improved Invisibility (Illusion/Phantasm)
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.
Note: after making an attack the mage is no longer completely invisible. Opponents can target the mage.
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Lesser Restoration (SPPR417)
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Lesser Restoration (Necromancy)
Level: 4
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 2
Area of Effect: Target Creature
Saving Throw: None
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.
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Mental Domination (SPPR405)
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Mental Domination (Enchantment/Charm)
Level: 4
Sphere: Thought
Range: Visual sight of caster
Duration: 8 rounds
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
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. Most notably, 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. This control will last until dispelled or for the duration of the spell.
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Negative Plane Protection (SPPR413)
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Negative Plane Protection (Abjuration)
Sphere: Protection, Necromantic
Range: Touch
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
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.
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Neutralize Poison (SPPR404)
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Neutralize Poison (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost hit points. This spell will also cure any diseases that the target may be suffering from, as well as blindness and deafness.
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Poison (SPPR411)
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Poison (Necromancy)
Level: 4
Range: 15 feet
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Negates
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 unnaffected.
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Protection From Evil 10' radius (SPPR408)
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Protection From Evil 10' Radius (Abjuration)
Level: 4
Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10' radius
Saving Throw: None
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.
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Protection From Lightning (SPPR407)
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Protection From Lightning (Abjuration)
Level: 4
Sphere: Protection, Weather
Range: Touch
Duration: 5 rounds/level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
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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