Aid
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Aid (Necromancy, Conjuration)
Level: 2
Sphere: Necromantic
Range: Touch
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains the benefit of a Bless
spell (+1 to attack rolls and saving throws) and 1-8
bonus hit points for the duration of the spell. These
bonus hit points can exceed a character's maximum hit
points, but the bonus hit points are lost when the recipient
takes damage; they cannot be regained by curative magic.
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Value: 200
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Alicorn
Lance (SPPR216) New
in Heart of Winter
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Alicorn Lance (Invocation)
Level: 2
Sphere: Combat
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
This spell creates a silver-hued, partially ethereal
lance shaped in the form of an alicorn (a unicorn horn).
The spellcaster chooses a target and the alicorn lance
instantaneously fires at it, inflicting 3d6 points of
piercing damage, with a saving throw for half damage.
Although the alicorn lance dissipates after it strikes,
it leaves a silvery radiance around the target that
makes it easier to see and hit, giving it a -2 penalty
to its AC for 3 rounds.
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Value: 200
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Barkskin
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Barkskin (Alteration)
Level: 2
Sphere: Protection, Plant
Range: Touch
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
Barkskin causes a creature's skin to become 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.
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Value: 200
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Beast Claw (SPPR217) New
in Heart of Winter
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Beast Claw (Alteration)
Level: 2
Sphere: Combat
Range: Caster
Duration: 1 turn
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This spell transforms the caster's arms into the claws
of a mighty beast, giving the caster 18/72 strength
and the ability to rake an opponent for 2d4 (+ strength
bonus) points of slashing damage. The caster can attack
twice per round with the beast claws, with a +2 bonus
to hit.
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Value: 200
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Cause Moderate
Wounds (SPPR218) New
in Heart of Winter
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Cause Moderate Wounds (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
When casting this spell and touching a creature, the
priest deals 11 points of damage (save for half damage)
to the creature's body. This spell has no affect on
undead, constructs, or extraplanar creatures. Cause
Moderate Wounds cannot be cast by good characters.
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Value: 200
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Chant
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Chant (Conjuration/Summoning)
Level: 2
Sphere: Combat
Range: Sight of Caster
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
the priest's allies in the area of effect gain +1 to
attack, damage, and saving throws, while the priest's
enemies suffer a -1 penalty to their attacks, damage
and saves. Multiple Chants are not cumulative. This
spell requires a moderate amount of concentration by
the caster, so the priest cannot cast any spells for
the Chant's duration, and his movement is slowed by
half.
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Value: 200
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Charm Person or Mammal
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Charm Person or Mammal
(Enchantment/Charm)
Level: 2
Sphere: Animal
Range: Sight of Caster
Duration: 1 turn
Casting Time: 5
Area of Effect: 1 person or mammal
Saving Throw: Neg.
This spell affects any single person or mammal it is
cast upon. The term "person" includes any bipedal human,
demihuman, or humanoid of man-size or smaller, such
as dwarves, elves, gnolls, gnomes, goblins, half-elves,
halflings, half-orcs, hobgoblins, humans, lizard men,
orcs, 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. If the save is failed, the
victim 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
without question.
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
Person 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.
No charmed creatures may leave the area or attack non-hostile
targets.
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Value: 200
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Cure Moderate Wounds
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Cure Moderate Wounds
(Necromancy)
Sphere: Healing
Level: 2
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
A stronger version of the 1st level priest spell Cure
Light Wounds, Cure Moderate Wounds heals 11 points of
damage to a living creature.
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Value: 200
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Draw Upon Holy Might
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Draw Upon Holy Might (Invocation)
Level: 2
Sphere: Combat
Range: Caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 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.
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Value: 200
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Find Traps
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Find Traps (Divination)
Level: 2
Sphere: Divination
Range: 10-foot path
Duration: 3 turns
Casting Time: 5
Area of Effect: 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, as if he or she were
a thief.
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Value: 200
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Flame Blade
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Flame Blade (Evocation)
Level: 2
Sphere: Elemental (Fire)
Range: Caster
Duration: 4 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
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 scimitar. If the caster
successfully hits with the Flame Blade in melee combat,
the creature struck suffers 1d4 + 4 points of damage,
with a damage 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. The Flame Blade uses the scimitar
proficiency.
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Value: 200
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Good Berry
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Goodberry (Alteration, Evocation)
Level: 2
Sphere: Plant
Range: Caster
Duration: 1 Day/level
Casting Time: 1 round
Area of Effect: 5 Berries
Saving Throw: None
Casting a Goodberry spell creates a clump of magical
berries that the caster can carry with him. These berries
cure five points of damage when eaten. The berries will
only last one day per level of the caster, so it's not
advisable to carry them around for too long.
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Value: 200
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Hold Person
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Hold Person (Enchantment/Charm)
Level: 2
Sphere: Charm
Range: Sight of Caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Neg.
This spell holds 1-4 humans, demihumans, or humanoid
creatures immobile for five rounds or longer. The Hold
Person spell affects any bipedal human, demihuman, or
humanoid of mansize or smaller, including dwarves, elves,
gnolls, gnomes, goblins, half-elves, halflings, half-orcs,
hobgoblins, humans, lizard men, orcs, troglodytes, and
others. Thus, a 10th-level fighter could be held, while
an ogre could not. The effect selects the enemies closest
to the target and holds them. Enemies making 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 and can
use abilities not requiring motion or speech. Being
held does not prevent the worsening of the subject's
condition due to wounds, disease, or poison.
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Value: 200
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Know Alignment
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Know Alignment (Divination)
Level: 2
Sphere: Divination
Range: Sight of Caster
Duration: 1 turn
Casting time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
A Know Alignment spell enables the priest to read the
aura of a creature. If the creature rolls a successful
saving throw vs. spell, the caster learns nothing about
that particular creature from the casting. Evil creatures
will glow red, neutrals blue, and friendly creatures
will glow green for a brief period.
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Value: 200
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Resist Fire/Cold
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Resist Fire/Resist Cold (Alteration)
Level: 2
Sphere: Protection
Range: Touch
Duration: 1 round/level
Casting Time: 5
Area of Effect: 1 creature
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.
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Value: 200
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Silence 15'
Radius
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Silence, 15' Radius (Alteration)
Level: 2
Sphere: Guardian
Range: Sight of Caster
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 15-foot-radius
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; 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.
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Value: 200
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Slow Poison
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Slow Poison (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is placed upon a poisoned individual,
it slows the effects of venom. This spell does not neutralize
the poison, just slows it down enough so you can get
real healing at a temple or from your party's priest.
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Value: 200
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Spiritual
Hammer
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Spiritual Hammer (Invocation)
Level: 2
Sphere: Combat
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
By calling upon his deity, the caster of a Spiritual
Hammer spell brings into existence a magical hammer
which may be used a weapon for the duration of the spell.
The hammer 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, 2-5.
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Value: 200
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