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Prayers "O"
- First Level
Om
Schools: Abjuration
Spheres: All
Area of Effect: The caster
Casting Time: 1
Components: V
Duration: Concentration
Range: 0
Saving Throw: None
This simple chant creates a deep clarity in the caster's mind. All outside
sounds and sights are blocked out allowing the priest to regain spells
or hit points at a 50% faster rate; however, the priest cannot focus
on anything outside himself. Anything that disrupts concentration such
as an attack on the priest or a conscious action by him breaks the spell.
Spells cast on the priest are affected by the om spell. The priest is
immune to sleep and charm effects while chanting and receives a +4 on
all saving throws that allow Wisdom bonuses; however, the priest forfeits
saving throw bonuses for Dexterity or anything else requiring conscious
thought. Magical healing is not affected by the spell's increased healing
rate. |
Omen
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 turn
Components: V
Duration: Special
Range: 0
Saving Throw: None
This spell is used to forecast the general fortunes of some major undertaking
and determine auspicious and inauspicious events. When the spell is
cast, the priest calls upon a deity to grant him some sign regarding
the proposed action. Although the physical aspect of casting takes very
little time, the priest must remain in one place and observe the natural
events around him for the entire casting time. At the end of this time,
he sees some omen - a flight of birds, the appearance of an animal,
the fall of a leaf, and so on, that indicates the general fortunes of
the undertaking planned.
This spell is commonly used before starting a journey, engaging in a
major battle, or attempting some notable feat. The outcome of the spell
is determined by two factors. First, the DM should consder the proposed
action against information that only he knows. For example, the characters
are about to leave a village to punish a group of bandits. The omen
spell is cast to determine if this is an auspicious time to go. The
DM knows that the village will be sacked by bandits that night, so the
results would be an ill omen (since the characters would not encounter
the bandits in the surrounding mountains). In situations where the DM
has no information on which to base his judgment, 1d10 shoudl be rolled
and the Divination Results table consulted.
However, omens are infrequent events, and interpreting them is difficult.
Due to the strain this spell places on the caster, it can only be used
once per week.
Divination Results
1d10
Roll Result
1-2 Ill Omen: The characters should not undertake the task this day.
If this advice is
ignored, all the characters suffer a -1 penalty to attack and saving
throw rolls for the rest
of the day. Their chance for encounters is doubled and a -10% reaction
modifier is
applied to all encounters.
3-4 Great Danger Exists: The chance for encounters is doubled for the
day and a -10%
reaction modifier applies to all encounters. Adversaries have a +1 bonus
to their attack
rolls.
5-7 Neutral Omen. No special modifiers apply.
8-9 Favorable Omen: The characters are able to travel half again their
normal traveling rate
that day. Opponents have a -1 penalty to their attack rolls against
the characters that
day.
10 Auspicious Omen: All the effects of a favorable omen apply. In addition,
the characters
gain a +1 bonus to all saving throws made that day
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Orison
(Various schools)
Sphere: All
Range: 10 yds. Components: V, S
Duration: Special Casting Time: 4
Area of Effect: Varies Saving Throw: None
The most humble of priestly spells is the orison, a brief prayer or
invocation of a minor nature. Typically, priests learn a number of orisons
as acolytes or students in order to hone their spellcasting skills and
emphasize concepts, ideals, or phrases of particular importance to the
faith. Because an orisons is not even on par with other 1st-level magic,
a priest memorizes a number of individual orisons equal to three +1
per level (up to a maximum of nine) when he devotes a 1st-level spell
slot to orison. In other words, a 1st-level priest can memorize four
orisons for one 1st-level spell slot, a 2nd-level priest can memorize
five, and so on.
Unlike
cantrip, an orison must have a specific effect, although the priest
need not decide which incantation he will use until he actually casts
the spell. Regardless of the prayer chosen, the orison’s duration
is never more than one round per level. Known orisons include the following:
Alleviate:
A single creature suffering from nausea or pain is relieved of its discomfort.
Magically induced nausea or pain is only alleviated if the victim passes
a saving throw vs. spell with a –2 penalty.
Calm: A single creature that has been startled or frightened is soothed.
Victims suffering from magical fear may attempt a save vs. spell with
a –2 penalty to calm themselves.
Clarity: For the duration of the orison, the priest’s speech is
clear and free of impediment—useful for readings from sacred texts
and other such rites. Magical conditions such as confuse languages cannot
be overcome by this orison.
Courage: The priest gains a +1 bonus to his next attack roll, as long
as the attack is made within the spell’s duration.
Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence check
to determine the right course of action in a moral dilemma or puzzle.
Healing: By his touch, the priest may heal a creature of 1 point of
damage.
Magic sense: If there is a persistent spell effect or magical item within
10 yards, the priest feels a recognizable tingle or sensation of some
kind. He has no way to determine what item or spell may have caused
the reaction.
Memory: Any item the priest commits to memory during the spell duration
is more completely and permanently learned; he gains a +2 bonus to any
checks to recall the exact appearance, wording, or meaning of an item,
text, or message.
Resistance to magic: The caster gains a +1 bonus to his next saving
throw against magic of any type, as long as it occurs during the orison’s
duration.
Resistance to poison: The priest gains a +1 bonus to his next saving
throw vs. poison, as long as it occurs during the orison’s duration.
Other
orisons of similar power or scope may be permitted by the DM. Generally,
an orison should not affect more than one creature or die roll at a
time, and an orison that can actually cause immediate harm to a creature
should inflict no more than 1 or 2 points of damage. An offensive orison
would be quite rare and most probably associated with an evil or chaotic
priesthood.
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2nd Level |
Obscure
Alignment/ Know Alignment
(Divination) Player’s Handbook
Reversible
Sphere: Divination
Range: 10 yds. Components: V, S
Duration: 1 turn Casting time: 1 rd.
Area of Effect: 1 creature or object Saving Throw: Neg.
A
know alignment spell enables the priest to exactly read the aura of
a creature or an aligned object (unaligned objects reveal nothing).
The caster must remain stationary and concentrate on the subject for
a full round. If the creature rolls a successful saving throw vs. spell,
the caster learns nothing about that particular creature from the casting.
Certain magical devices negate the power of the know alignment spell.
The reverse, undetectable alignment, conceals the alignment of an object
or creature for 24 hours. |
Obscurement
(Alteration)
Sphere: Weather
Range: 0 Components: V, S
Duration: 4 rds./level Casting Time: 5
Area of Effect: (level x 10)-ft.-sq. Saving Throw: None
This
spell causes a misty vapor to arise around the caster. It persists in
this locale for four rounds per caster level and reduces the visibility
ranges of all types of vision (including infravision) to 2d4 feet. The
ground area affected by the spell is a square progression based on the
caster's level: a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot
area at 2nd level, a 30-foot x 30-foot area at 3rd level, and so on.
The height of the vapor is restricted to 10 feet, although the cloud
will otherwise expand to fill confined spaces. A strong wind (such as
from the 3rd-level wizard spell gust of wind) can cut the duration of
an obscurement spell by 75%. This spell does not function under water. |
Omen II
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 turn
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell enhances divinations that
have percentage-based success chances. Such a divination enhanced by
this spell has a +10% bonus to its chance of success. The chance of
a successful divination cannot be raised above 95%. |
Detect
Invisibility, 15-foot Radius (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: 15-foot radius sphere
Saving Throw: None
Except as noted above, this spell is
the same as the 2nd-level wizard spell detect invisibility. Note that
the spell allows only the priest to see invisible creatures, and then
only those within the specified radius. The material component of this
spell is a pinch of any fine powder such as talc.
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Detect
Life
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: 5 rds
Range: 10 ft/level
Saving Throw: None
By use of this spell, a priest can
tell if a creature is alive. The magic detects life in the subject of
a feign death spell, or someone in a coma, deathlike trance, or state
of suspended animation. If cast upon the body of a creature that is
engaged in astral travel, it reveals that the creature is alive. The
spell works on plants and plant creatures as well as animals. The spell's
range is diminished if more than one-inch thickness of wood or stone
lies between the priest and the subject. Each inch of thickness of a
wood or stone barrier is treated as 10 feet of open space. A barrier
of metal of any thickness causes the spell to fail and be ruined. Any
form of mental protection, including those of psionic or magical nature,
likewise ruins the spell without anything being detected. The spell
detects the first living creature that lies along the priest's line
of sight (and within range), or else the first creature that crosses
the line-of-sight path before the duration ends. |
Detect
Phase (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Person touched
Saving Throw: None
When this spell is cast, the person
touched can see and perceive any creature that is out of or in a different
phase than that of the spell recipient. This means that the person touched
will see clearly such creatures with special defenses such as displacement,
blinking, duo-dimension, astral- or etherealness and those who can shift
out of phase, such as phase spiders. Furthermore, if the person touched
has means to attack such creatures, he will have none of the ill effects
that normally occur when trying to attack (i.e., the person touched
would know the exact location of a displacer beast, or where the phase
spider is, etc.). The information cannot be communicated to anyone else
by words. The recipient's sight is limited to 120 yards.
The material component of this spell,
in addition to the priest's holy symbol, is a lens of calcite crystal
which must be viewed through for the spell to have effect. It does not
disappear at the end of the spell. |
Open
Clouds (Alteration, Conjuration) Reversible
Sphere: Weather
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: 9-foot radius sphere
Saving Throw: None
By casting open clouds a priest can
create an opening in an otherwise closed cloud-cover, so that he and
other creatures in the area of effect can benefit from direct sunlight
or, at night, moonlight and starlight. The spell lasts for 1 round per
level of the priest casting the spell, and will only work outdoors.
The illuminated sphere remains stationary
unless the priest who has cast the spell concentrates on its movement
- the level of concentration needed to achieve this makes it impossible
for him to cast other spells or to engage in melee.
The reversed spell, create cloud (Conjuration),
conjures forth a small cloud in the sky that blocks all direct light
from one major celestial body. The magical cloud can be moved in the
same way as the opening created by the normal spell. The material component for both spells
is the priest's holy symbol. |
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3rd Level |
Oxen Strength
Schools: Alteration
Spheres: Animal
Area of Effect: The caster
Casting Time: 6
Components: V, S, M
Duration: 1 hr + 1 turn/level
Range: 0
Saving Throw: None
This spell temporarily increases the druid's Strength ability score by +1 per level the druid possesses (to a maximum of 18/00). Every 10% increment on the Exceptional Strength chart is considered a point of Strength. The druid gains an innate toughness that prevents muscle strain or physical injury from exertion and also an unarmored Armor Class of 8, the equivalent of toughened leather.
The material component is a bit of hair from a strong herbivore, such as an ox or buffalo.
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