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Index Page

Priest Spells, level 5

Animal Summoning II  (SPPR501)

Animal Summoning II (Conjuration/Summoning)
Statistics:
Level: 5
Sphere: Animal, Summoning
Range: 60 yards/level
Duration: 3 turns
Casting Time: 8
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls from one to three animals that have 8 Hit Dice or less. 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  (SPPR510)

Cause Critical Wounds (Necromancy)
Statistics:
Level: 5
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

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.

 

 

Champion's Strength  (SPPR507)

Champion's Strength (Alteration)
Statistics:
Level: 5
Sphere: Law
Range: Visual sight of caster
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

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, with all the bonuses to hit and damage that this strength confers. Note that if the targets 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.

 

 

Chaos  (SPDR501)

Chaos (Enchantment/Charm)
Statistics:
Level: 5
Range: Visual range of the caster
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special

The effects of this spell are identical to the 4th level spell confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However, if the victim is 5th level or higher, he receives a save vs. spell at -4. The spell lasts for the duration or until a successful dispel magic is cast.

 

 

Chaotic Commands  (SPPR508)

Chaotic Commands (Enchantment/Charm)
Statistics:
Level: 5
Sphere: Chaos
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that fit into this category. This spell also protects the target from psionic blast. This spell affects only one creature and lasts for the duration or until dispelled.

 

 

Cure Critical Wounds  (SPPR502)

Cure Critical Wounds (Necromancy)
Statistics:
Level: 5
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: Creature Touched
Saving Throw: None

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

 

 

Flame Strike  (SPPR503)

Flame Strike (Evocation)
Statistics:
Level: 5
Sphere: Combat
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: Target creature
Saving Throw: 1/2

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  (SPPR512)

Greater Command (Enchantment/Charm)
Statistics:
Level: 5
Sphere: Charm
Range: Visual range of caster
Duration: 1 round/level of caster
Casting Time: 1
Area of Effect: 20 ' radius
Saving Throw: Neg.

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

 

 

Harper's Call  (SPJA01)

Harper's Call (Necromancy)
Statistics:
Level: 5
Sphere: Necromantic
Range: Sight of the caster
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 person
Saving Throw: Special

This spell is only available to Harpers. The Harper's Call restores a comrade to life, to further service the cause of the Harpers. This spell functions similar to Raise Dead, with the following exceptions. The Harper must transfer a small portion of her life essence (10 hit points) to succesfully raise the deceased person. In addition, the person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Lastly, the raised person suffers a -5 penalty to all ability scores for one minute, making this spell virtually useless in combat.

 

 

Insect Plague  (SPPR517)

Insect Plague (Conjuration/Summoning)
Statistics:
Sphere: Combat
Level: 5
Range: 120 yds.
Duration: 6 rounds
Casting Time: 5
Area of Effect: Enemies within visual range
Saving Throw: Special

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 creatures have been affected. Spellcasting 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  (SPPR506)

Iron Skins (Alteration)
Statistics:
Sphere: Elemental
Level: 5
Range: 0
Duration: 12 hours
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

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 two 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 missle.

 

 

Magic Resistance  (SPPR509)

Magic Resistance (Alteration)
Statistics:
Level: 5
Sphere: Protection
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Target Creature
Saving Throw: None

Upon casting this spell, the recipient receives a resistance to all magic. The resistance confered 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  (SPPR514)

Mass Cure (Necromancy)
Statistics:
Level: 5
Sphere: Healing
Range: Sight of caster
Duration: Permanent
Casting Time: 5
Area of Effect: 30 foot radius
Saving Throw: None

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 party members within 30 foot radius of the caster are healed 1d8 + 1/level hit points.
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  (SPPR516)

Pixie Dust (Illusion/Phantasm)
Statistics:
Level: 5
Range: 0
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: None

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 30'). 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. However, if he attacks, he immediately becomes visible, although the invisibility enables him to attack first.

 

 

Raise Dead  (SPPR504) or (SPPR999)

Raise Dead (Necromancy)
Statistics:
Level: 5
Sphere: Necromantic
Range: Sight of the caster
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 person
Saving Throw: Special

When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc or human.
Note that the body of the person must be whole, 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  (SPPR515)

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

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  (SPPR513)

Righteous Magic (Alteration)
Statistics:
Level: 5
Sphere: Combat
Range: 0
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

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 25), and inflicts maximum damage with every hit. The effects last for the duration of the spell or until dispelled.

 

 

Slay Living  (SPPR511)

Slay Living (Necromancy)
Statistics:
Level: 5
Sphere: Combat
Range: Touch
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: 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  (SPPR505) or (SPPR505D)

True Seeing (Divination)
Statistics:
Level: 5
Sphere: Divination
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 70' radius
Saving Throw: None

When this spell is cast, an area roughly 70 feet in radius around the caster will be effected. Instantly and once each round for 1 turn after this spell is cast, all hostile illusion/phantasm spells in the area of effect will be dispelled. 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. This spell only affects enemies, thus it is unable to dispel the invisibility from a party member.

 

 

 
 
 
 
   
 

 

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