| Level | Name | Sphere | Range | Duration | AOE | V/S/M | Cast | Save | Materials |
|---|---|---|---|---|---|---|---|---|---|
| Result | |||||||||
| 1 | Protection From Evil | Protect | Touch | 3rds/lvl | 1 creature | VSM | 4 | None | Holy Water or Incense |
| 1) attacks by evil (or evilly enchanted) creatures are made at -2, recipient saves @ +2.
2) Attempts to mentally control or invade/overtake recipient's mind are blocked 3) Prevents bodily contact by creatures of extraplanar or conjured nature (including natural bodily weapons that require touching). This ends if recipient make a melee attack. |
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| 1 | Purify/Putrify Food & Drink |
All | 30 yds | Perm | 1ft3/lvl in 10ft2 | VS | 1 rd | None | - |
| Purifies spoiled, rotten, poisonous, contaminated food and drink and and cancels Unholy water. Does not affect creatures or magical potions, nor does it prevent future decay.
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| 1 | Remove Fear Cause Fear |
Charm | 10 yds | Special | 1 creature /each 4 levels | VS | 1 | Special | - |
| Recipient's saves vs magical fear @ +4. If recipient has recently failed a save vs fear, he immediately gets a new roll with bonus
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| 1 | Sanctuary | Protect | Touch | 2rds/lvl | 1 creature | VSM | 4 | Neg | Holy Symbol & Small silver mirror |
| Attempts to attack recipient must save vs spell. If save fails, attacker loses track of and ignores recipient. Does not effect area attacks (eg fireball). Making an attack breaks the spell. | |||||||||
| 2 | Aid | Necro | Touch | 1rd + 1rd/lvl | 1 creature | VSM | 5 | None | Holy Symbol & tiny strip white cloth |
| (White cloth must have a sticky substance (e.g. tree sap) on the ends.) Recipient gets +1 to hit, +1 to saves, 1d8 HP. HP can temporarily raise total HP, and are lost first when damaged. They are not restored by healings. Spell is unaffected by permanent HP losses (like level drain) and the temp HP gain is figured from the new lower total. | |||||||||
| 2 | Augury | Divine | 0 | Special | Special | VSM | 2 rds | None | Set of gem-inlaid sticks, dragon bones, or similar (1000gp) |
| Attempting to know if a specific action taken in the next 1/2 hour will result in benefit or harm. Base chance for a meaningful reply is 70% plus 1% per level (DM determines any possible adjustments).
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| 2 | Chant | Combat | 0 | While chanting | 30 ft radius | VS | 2 rds | None | - |
| allies gain +1 to hit, damage, & saves; while enemies recieve -1 to hit, damage, and saves. Continues as long as priest chants and does nothing else. Is broken by a successful attack that causes damage to the priest. Combined with Prayer(3), effect is changed to +2/-2. | |||||||||
| 2 | Detect Charm Undetectable Charm |
Divine | 30 yds | 1 turn | 1 creature per round | VS | 1 rd | Neg | - |
| Detects influence of charm (school/sphere) spells (hypnosis, suggestion, beguiling, possession, etc). Creatures rolls a save, if successful, priest can't tell. If save fails, 5% chance / level to determine exact type of influence (if any). If more than one is in effect, can only tell that they are bespelled, not types. |
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| 2 | Dust Devil | Element (Air) |
30 yds | 2rds/lvl | 5x4 ft cone | VS | 2 rds | None | - |
| Conjure up weak air elemental (AC2, 2HD, MV 180ft/rd, 1 1d4 attack/rd, hit by normal weapons) Small whirlwind (1ft diameter at base, 5ft tall, 3-4ft across top) moves as directed by priest, but dissipates if it gets more than 30 yds from priest. Can put out torches, small campfires, exposed lanterns, and other small non-magical flames. Can keep gaseous clouds/creatures at bay or push them away. Picks up loose sand, dirt, ash (if there) blinding creatures within a 10-ft diameter while within and 1 rd after. Spellcaster caught in cloud must save vs spell or lose concentration. Any Air elemental (including same) can disperse one on contact. | |||||||||
| 2 | Enthrall | Charm | 0 | Special | 90-ft radius | VS | 1 rd | Neg | - |
| See PHB, this one's complicated. Not likely to help in battle, but could help control/diffuse an angry mob. | |||||||||
| 2 | Find Traps | Divine | 0 | 3 turns | 10-ft X 30-yds | VS | 5 | None | - |
| All traps - concealed magically or nonmagically - of magic or nonmagical nature become apparent to caster. Trap is defined as (1) inflicts sudden/unexpected result (2) caster would view result as harmful & (3) result was intentional by the creator. Cannot tell exact effect or how to disarm it, but close examination reveals what will trigger it. Does not detect disarmed/inactive traps. | |||||||||
| 2 | Fire Trap | Element (Fire) |
Touch | Perm until triggered | Object touched | VSM | 1 turn | ½ | Holly Berries |
| Ward any closeable item (book, box, door, chest, etc) which when discharged causes a 5-ft explosion causing 1d4 plus 1 per caster's level of Fire damage (successful save gets ½ damage) which does not affect trapped item. Thieves detect at ½, unafftected by Knock(M2), not detonated by unsuccessful dispel magic. | |||||||||