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Index Page

Priest Spells, level 6

Aerial Servant  (SPPR601)

Aerial Servant (Conjuration/Summoning)
Statistics:
Level: 6
Sphere: Summoning
Range: 15 yards
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

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  (SPPR602)

Animal Summoning III (Conjuration/Summoning)
Statistics:
Level: 6
Sphere: Animal, Summoning
Range: 60 yards
Duration: 4 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

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 summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell duration expires. Only normal or giant animals can be summoned.

 

 

Blade Barrier  (SPPR603)

Blade Barrier (Evocation)
Statistics:
Level: 6
Sphere: Guardian/ Creation
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an unpenetrable 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  (SPPR612)

Bolt of Glory (Invocation/Evocation)
Statistics:
Sphere: Combat, Summoning
Level: 6
Range: 20 yards
Duration: Instant
Casting Time: 9
Area of Effect: Target Creature
Saving Throw: None

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

 

 

Chain Lightning  (SPDR601)

Chain Lightning (Invocation/Evocation)
Statistics:
Level: 6
Range: Visual range of caster
Duration: Instant
Casting Time: 5
Area of Effect: Special
Saving Throw: Half

When the wizard casts chain lightning, arcs of electrical energy burst from his fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every two levels of the caster. If the target of the lightning saves against spells only half damage is inflicted. Thus, a 12th level wizard will cause 6d6 damage to a victim (3d6 if the victim makes his saving throw vs. spells).

 

 

Conjure Animals  (SPPR604)

Conjure Animals (Conjuration/Summoning)
Statistics:
Level: 6
Sphere: Summoning
Range: 60 yards
Duration: 4 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

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  (SPPR605)

Conjure Fire Elemental (Conjuration/Summoning)
Statistics:
Level: 6
Sphere: Elemental, Summoning
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

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. Unlike the mage elemental conjuring spells, priests do not have to engage in a battle of the minds to control their elemental.

 

 

Dolorous Decay  (SPPR610)

Dolorous Decay (Alteration, Necromancy)
Statistics:
Sphere: Combat, Necromatic
Level: 6
Range: 10 yards
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

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  (SPPR609)

False Dawn (Evocation)
Statistics:
Sphere: Sun
Level: 6
Range: 0
Duration: 5 rounds
Casting Time: 9
Area of Effect: 30-foot radius sphere
Saving Throw: None

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  (SPPR606)

Fire Seeds (conjuration)
Statistics:
Level: 6
Sphere: Elemental
Range: Special
Duration: 3 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: 1/2 damage

Casting the fire seed spell creates 4 fire seeds that will appear in the casters 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 fireball will ensue causing 2-16 points of damage to all within the area of effect, allowing a save vs. spells for half damage.

 

 

Harm  (SPPR608)

Harm (Necromancy)
Statistics:
Level: 6
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

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  (SPPR607)

Heal (Necromancy)
Statistics:
Level: 6
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None

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 feeblemind 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  (SPPR613)

Physical Mirror (Alteration)
Statistics:
Level: 6
Sphere: Numbers
Range: 30 yards
Duration: 9 rounds
Casting Time: 6
Area of Effect: Special
Saving Throw: None

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  (SPPR614)

Sol's Searing Orb (Invocation)
Statistics:
Sphere: Sun
Level: 6
Range: 30 yards
Duration: Instantaneous
Casting Time: 6
Area of Effect: Target
Saving Throw: Special

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 nonweapon 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.

 

 

True Sight  (SPPR950)

True Sight (Divination)
Statistics:
Level: 6
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: Refected 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.

 

 

Wondrous Recall  (SPPR611)

Wondrous Recall (Alteration)
Statistics:
Sphere: Charm, Creation
Level: 6
Range: 0
Duration: Instantaneous
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

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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