Sphere |
: Summoning |
Range |
: 15 yards |
Components |
: V,S |
Duration |
: 1 turn/level |
Casting Time |
: 9 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 6 |
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 [PRIEST] |
Sphere |
: Summoning |
Range |
: 60 yards |
Components |
: V,S |
Duration |
: 4 turns |
Casting Time |
: 9 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 6 |
By means of this spell, the caster calls two or three animals that
have 12 Hit Dice or less. Only animals within the 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.
Sphere |
: Guardian/Creation |
Range |
: 0 |
Components |
: V,S |
Duration |
: 1 turn |
Casting Time |
: 9 |
Area of Effect |
: Special |
Saving Throw |
: Special |
Spell Level |
: 6 |
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 10 rounds.
Sphere |
: Combat, Summoning |
Range |
: 20 yards |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 9 |
Area of Effect |
: Target creature |
Saving Throw |
: None |
Spell Level |
: 6 |
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.
Prime Material Plane: 6d6
Elemental: 3d4
Undead: 8d6
Demon: 10d6
Sphere |
: Summoning |
Range |
: 60 yards |
Components |
: V,S |
Duration |
: 4 turns |
Casting Time |
: 9 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 6 |
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 [PRIEST] |
Sphere |
: Conjuration/Summoning |
Range |
: 60 yards |
Components |
: V,S,M |
Duration |
: 1 turn/level |
Casting Time |
: Special |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 6 |
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 hid
dice elemental appears, 35% likely that 1 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.
Sphere |
: Alteration, Necromancy |
Range |
: 10 yards |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 1 |
Area of Effect |
: 1 creature |
Saving Throw |
: Special |
Spell Level |
: 6 |
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.
Sphere |
: Sun |
Range |
: 0 |
Components |
: V,S |
Duration |
: 5 rounds |
Casting Time |
: 9 |
Area of Effect |
: 30 foot radius sphere |
Saving Throw |
: None |
Spell Level |
: 6 |
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.
Sphere |
: Conjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: 3 turns |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: 1/2 |
Spell Level |
: 6 |
Casting the fire seed spell creates 4 fire seeds that will appear in the Caster's 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.
Sphere |
: Healing |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 1 round |
Area of Effect |
: Creature touched |
Saving Throw |
: None |
Spell Level |
: 6 |
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.
Sphere |
: Healing |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 1 round |
Area of Effect |
: Creature touched |
Saving Throw |
: None |
Spell Level |
: 6 |
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.
Sphere |
: Numbers |
Range |
: 30 yards |
Components |
: V,S |
Duration |
: 9 rounds |
Casting Time |
: 6 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 6 |
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 [PRIEST] |
Sphere |
: Sun |
Range |
: 30 yards |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 6 |
Area of Effect |
: Target |
Saving Throw |
: Special |
Spell Level |
: 6 |
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.
Sphere |
: Charm, Creation |
Range |
: 0 |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 9 |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 6 |
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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