| Level | Name | Sphere | Range | Duration | AOE | V/S/M | Cast | Save | Materials |
|---|---|---|---|---|---|---|---|---|---|
| Result | |||||||||
| 2 | Flame Blade | Element (Fire) |
0 (self) | 4 rds + 1rd/2levels | 3-ft long blade | VSM | 4 | None | Holy Symbol & Leaf of Sumac |
| 1d4+4 damage (+2 more vs undead and those especially vulnerable to fire). If creature has fire protection, damage is reduced by 2. Fire dwellers and those using fire as innate attack are unaffcected. Can also light combustible materials (parchment, straw, cloth, etc). Is not counted as a magical weapon, does not work under water. | |||||||||
| 2 | Heat Metal Chill Metal |
Element (Fire) |
40 yds | 7 rds | Special | VSM | 5 | Special | Holy Symbol |
| 1st & 7th rd: uncomfortably warm; 2nd & 6th round, 1d4 fire; 3rd-5th rds, 2d4 fire. If contact is maintained, on 5th round, save vs spell or: hand/foot - unusable 2d4 days; body - disabled 1d4 days; head - unconcious 1d4 turns.
Removed by Heal (P6) or normal rest. Resistance/Protection negate effects, as does immersion in snow/water or Cold/Ice Storm spells. The metal of one man-sized creature can be affected (arms/armour) or 50 lbs metal for each 2 levels of caster (minus 1st level).
1st & 2nd, cold; 2nd & 6th, 1-2; 3rd-5th, 1d4 cold damage. On 5th, numb from cold, loss of all feeling in hand 1d4 days and grip extremely weak. No damage under water but causes ice to form causing buoyancy. |
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| 2 | Hold Person | Charm | 120 yds | 2rds/level | 20ft cube | VSM | 5 | Neg | small, straight piece of iron |
| Holds 1d4 humans/demihumans/humanoids of man-size or smaller. If cast at only 2 persons, saves are at -1; cast at one person, save is at -2. Saves are adjusted for WIS | |||||||||
| 2 | Know/Undetectable Alignment | Divine | 10 yds | 1 turn | 1 creature/ object | VS | 1 rd | Neg | - |
| Know exact alignment of any aligned creature/object. Must be stationery and concentrate for 1 rd. Successful save vs spell reveals nothing. Spell negated by certain magical devices.
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| 2 | Produce Flame | Element (Fire) |
0 | 1rd/level | Special | VS | 5 | None | - |
| Flame (bright=torch) in palm of caster. Does not harm caster, but can start fires. Hurl to 40 yards, flash & ignite combustibles in a 3ft diameter. Hit is 1d4+1 fire damage and if combust, must spend 1rd putting it out or add'l damage 'til out. If still in effect, another flame appears. Can hurl 1/lvl, no more than 1/rd. Caster can cease flame at any time, but fire caused must be put out by hand. | |||||||||
| 2 | Resist Fire Resist Cold |
Protect | Touch | 1rd/level | 1 creature | VSM | 5 | None | Drop of Mercury |
| immune to mild conditions (e.g. reaching into ordinary fire) +3 to saves vs fire and all damage is halved (failed save = 50%, successful save = 25%)
Immune to mild cold (e.g. naked in the snow), otherwise same as above for cold. |
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| 2 | Silence, 15' Radius | Guardian | 120 yds | 2rds/level | 15-ft radius | VS | 5 | None | - |
| Complete silence in area of effect, nothing can make noise, spells with V components cannot be cast, etc. Can be cast in air or on object. Can only be moved if cast on movable object. | |||||||||
| 2 | Slow Poison | Healing | Touch | 1hr/level | 1 creature | VSM | Holy Symbol, Bud Of Garlic(x) | ||
| Greatly slows effects of poison (but not cures) for duration of spell if cast before poison takes full effect. | |||||||||
| 2 | Spiritual Hammer | Combat | 10yds / level | 3rds + 1rd/level | Special | VS | 5 | None | - |
| (force field) 1d4+1 damage with +1/6levels to hit/damage, max +3 (no STR bonus). Strikes same direction as caster (rear attack mods apply). | |||||||||
| 2 | Withdraw | Protect | 0 | Special | Self | VS | 5 | None | - |
| Alters the flow of time for caster. While only 1 rd passes, priest can spend 2rds + 1rd/level in contemplation. Can only cast divination spells and healing spells on self, think, read, etc. Loses all DEX and shield bonuses, and successful hit breaks spell. | |||||||||
| 2 | Wyvern Watch | Guardian | 30 yds | up to 8 hrs | 10-ft radius | VSM | 5 | Neg | Holy Symbol |
| Guards an area. Anyone coming within 10 ft of the "wyvern" must save vs spell or immediately be paralyzed for 1rd/level of caster. Lasts 8 hours or until someone fails their save and is "struck" by the "wyvern". | |||||||||
| 3 | Animate Dead | Necro | 10 yds | Perm until destroyed or turned | Special | VSM | 1 rd | None | Drop of blood, Piece of flesh, Pinch of bone powder or bone shard. |
| Is not a good act, & only evil priests use it frequently and flesh must be same type. Can animate 1 HD creatures as skeletons or zombie for each XP level. or 1HD worth per level for skels, or 1HD worth per 2lvls as zombies, or 2/lvl if less than 1 HD. Can follow simple verbal commands Cannot be disspelled. | |||||||||
| 3 | Continual Light Continual Darkness |
Sun | 120 yds | Perm | 60ft radius | VS | 6 | Special | - |
| Similar to Light(P1), but bright as daylight and lasts until magical darkness or Dispel Magic spell is cast at it. If brought into magical darkness, normal light conditions (whatever they would be with neither spell) occur in overlapped areas. If cast on an object that can be placed in light-proof covering, covering blocks effects. | |||||||||
| 3 | Create Food & Water | Creation | 10 yds | Special | 1 ft3/level | VS | 1 turn | None | - |
| Each cubic foot sustains 3 human-sized creatures or 1 horse-sized for a full day. Food is highly nourishing, tho bland, and becomes inedible after 24 hrs, water is clean and drinkable. | |||||||||