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Prayers "P" - First Level
Pass Without Trace
(Enchantment/Charm)
Sphere: Plant
Range: Touch Components: V, S, M
Duration: 1 turn/level Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: None

When this spell is cast, the recipient can move through any type of terrain--mud, snow, dust, etc.--and leave neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result in the trackers picking up the trail at a point where the spell has worn off.
The material component of this spell is a sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast.

Portent
Schools: Greater Divination
Lesser Divination
Spheres: Chaos
Divination
Area of Effect: Creature touched
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

This spell enables the priest to tell something of his or another individual's future luck during the next 24 hours. This "luck" takes the form of an adjustment to an attack roll or a saving throw at some point in the future unknown to the subject.
When the spell is cast, the DM makes two die rolls in secret. First, 1d6 is rolled to determine the exact effect. The caster learns only the general result of poor, fair, or good.

1d6 General Exact
roll Result Result
1 Poor -3
2 Poor -2
3 Fair -1
4 Fair +1
5 Good +2
6 Good +3

Second, a 1d12 roll determines when the portent result takes effect. The 1d12 roll represents the number of the attack roll (either by or against the subject) or saving throw made by the subject that is affected by the portent. For example, if a 12 is rolled, then the 12th such roll receives the exact result as a modifier.
Such die rolls count only if they involve significant risk (that is, in combat or similar situations of consequence). The count is suspended if the subject contrives, for example, to perform saving throws against nonharmful effects in an effort to manipulate the outcome of the portent. Die rolls that do apply toward this count include saving throws made in combat or against magical effects, attack rolls made by the subject, and attack rolls made by an opponent against the subject. The DM can count other rolls such as proficiency checks or ability checks, in the face of danger. When the die roll designated by the portent is made, the result is adjusted upward or downward as indicated by the 1d6 roll. Thus, the subject is either more or less likely to score a hit, more or less likely to be hit, or more or less likely to succeed on a saving throw or similar check.
Regardless of the outcome, the effects of the portent do not extend beyond 24 hours after the casting. If the event has not occurred by that time, then it will not.
The material component is either a numbered wheel or tea leave.

 

Petrify Wood
Schools: Alteration
Spheres: Plant
Combat
Area of Effect: Weapon(s) touched
Casting Time: 1
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This spell petrifies nonliving wood; it cannot be used against living treelike monsters. If cast on a wooden weapon, the weapon acquires the properties of a weapon of stone, such as flint or obsidian. This effe4ctively reduces the weapon's attack penalty from -3 to -2, and its damage penalty from -2 to -1; the weapon is now also completely fireproof. The dweomer lasts until the spell's duration ends or until an enchanted missile strikes its target. Low-level priests often create their first magical weapons with this spell. One large or two small weapons can be affected by this spell (as per enchanted weapon). Weapons normally made of wood (clubs, staves, etc.) gain no additional benefits other than being made fireproof.
The material component is a chip of petrified wood.
Precipitation
Schools: Alteration
Spheres: Weather
Elemental, Water
Area of Effect: 30-ft cylinder up to 60 ft high
Casting Time: 4
Components: V, S, M
Duration: 1 rd
Range: 10 yds/level
Saving Throw: None

This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) are extinguished. Small fires (torches and campfires) gutter and smoke for a round after the drizzling stops. Bonfires and most magical fires are unaffected. Large magical fire effects (fireball, wand of fire, flamestrike) cast into the area during the rain are reduced in the damage they inflict by 2 points per die and create a warm fog that obscures vision in an area 60 feet in diameter. This lasts 1d4+1 rounds, half that in a breeze, and but one round in a strong wind.
The precipitation spell has doubled effect in humid climates, causes only slight dampness in arid climates, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing.
The material component is the priest's holy symbol.
Predict Weather
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Weather
Area of Effect: 9 sq mi.
Casting Time: 1 rd
Components: V, S, M
Duration: 2 hrs/level
Range: 0
Saving Throw: None

A priest casting a predict weather spell gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours of advance weather can be forecast. Thus, at 1st level, the druid knows what the weather will be for two hours; at 2nd level the druid knows the weather for 4 hours in advance, and so on.
The material component is the priest's holy symbol.

Prevent Spoilage
(Abjuration, Alteration)
Sphere: Plant, Protection, Wards
Range: 10 feet per level
Components: V, S, M
Duration: 1 year per level
Casting Time: 1 round
Area of Effect: One pound of material per level
Saving Throw: Negates

This spell prevents the spoilage of material (mostly food) due to time. In this aspect it is similar to the preserve spell of the wizard. It has an additional bonus: it changes the aspect of the material so that pests like rats and other vermin will not consume or even gnaw on the material - not even if they are very hungry. Thus, it prevents the spoilage of food due to vermin. It does not prevent spoilage if it is dropped into filth or other ugly stuff: it still has to be stored in the appropriate containers. It also prevents magical food from spoiling.
The material components are the holy symbol of the priest and a small glass containing jelly which has been sealed after cooking. This glass vanishes in the casting.
Protection from Dirt
(Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1d4 turns + 1 turn per level over third
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None

This spell can hold up to 1d6 tons of dirt out of a 10-foot radius. The priest and anyone in the area of effect will be protected from stones and dirt. The priest can turn off the spell at will. This spell will protect from soil-based attacks, but not arrows, although the arrow will be clean if it enters into the sphere. This spell can also be used for land slides, cave-ins, dust storms, etc. The material component is a stained leather bag of dirt.

Protection From Evil/Protection From Good
(Abjuration)
Reversible
Sphere: Protection
Range: Touch Components: V, S, M
Duration: 3 rds./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None


When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:
First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.
Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.
Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.
To complete this spell, the priest uses holy water or burning incense.
This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged.
The material components for the reverse are a circle of unholy water or smoldering dung.

Puffball
Schools: Alteration
Spheres: Plant
Area of Effect: 1 mushroom, and so on
Casting Time: 4
Components: V, S, M
Duration: 2 rds/level
Range: Touch
Saving Throw: Special

A priest who casts puffball on a normal mushroom, truffle, or toadstool (up to 6 inches in diameter) transforms the fungus into a magical puffball, which can be dropped or thrown. The DM decides what type of roll, if any, is required to hit the target, and misses use the grenade-like missile table in the DMG to determine the point of impact.
The puffball bursts upon landing, releasing a cloud of spores up to 10 feet in diameter. Those caught in the spore cloud must make a successful saving throw vs. poison or suffer an attack of coughing and choking. They can make no attacks and lose all Dexterity bonuses to Armor Class and saving throws. The cloud dissipates in 1d3+1 rounds; residual effects still afflict creatures one round after they escape the cloud or it fades.
The spell's effects do not affect undead or similar nonbreathing creatures. If the missile is not thrown (or dropped) by the time its duration expires, the enchantment is lost.
The caster sprinkles the material component, a pinch of ground puffball, over the fungus to be enchanted.
etect Poison
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn + 1 rd./level Casting Time: 4
Area of Effect: Special Saving Throw: None
This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.
The material component is a strip of specially blessed vellum, which turns black if poison is present.

Purify Food & Drink
(Alteration)
Reversible
Sphere: All
Range: 30 yds. Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 cu. ft./level, Saving Throw: None
in 10 sq. ft.

When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.

The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.

Purify Self
Schools: Alteration
Spheres: All
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None

This spell causes all grime, dirt, and stains to be removed from the caster and his vestments. It enables priests to present themselves in immaculate condition. All clothing worn by the caster is restored to its original intended color and it even retains any holy marks or adornments added after its creation. Wounds in the body of the caster are cleansed and infections are purified. One point of damage is healed if no curative spells have been previously applied to a wound, and all normal wounds are considered bound after this spell is cast.
Priesthoods for which the effects of this spell are inappropriate, such as those of the various deities of corruption, disease, and of the earth, employ variants of this spell and material components more appropriate for their faiths.
The material component is a piece of soap.
Purify Water
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: 1 cu ft/level
Casting Time: 1 rd
Components: V, S
Duration: Instantaneous
Range: 40 yds
Saving Throw: None

This spell makes dirty, contaminated water clean and pure, suitable for consumption. Up to one cubic foot per level of the druid casting the spell can thus be purified. all affected water must be within a 10-foot cubic volume.
The reverse of the spell, contaminate water, works in exactly the same manner, and even holy/unholy water can be spoiled by its effects.
2nd Level

Planar Vision (Divination)
Sphere: Astral, Divination
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: Sight
Saving Throw: None

Using this spell, the priest can perceive creatures in the Border Ethereal, out of phase beings (eg., phase spiders), dimension doors, creatures viewing his location through colour pools, and boundaries of planetravel-proof areas; he can also identify portals to other planes (but he cannot say what plane is on the other side).

Plant Renewal
Schools: Alteration
Spheres: Plant
Area of Effect: Plant touched
Casting Time: 5
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None

This spell makes sick and withered plants instantly healthy once more. Molds and other growths are destroyed, spoiled fruits and blossoms are renewed, and nonbeneficial insects and their eggs are banished. Flowers and edible plant parts can thus be created out of mere memories - but this spell cannot bring a wholly dead plant back to life. The spell also has a side effect. Creatures using magic or special abilities to masquerade as plants are instantly revealed in their true forms. Illusory plants melt away forever and magically altered plants revert to their true forms and natures, breaking any magical animations or controls.
The material component is a drop of rainwater or dew (the latter must be collected on a moonlit night).

Preserve
Schools: Abjuration
Spheres: Plant, Animal,
Area of Effect: One Target
Casting Time: 1 round
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

A preserve spell enables the caster to retain some item fresh and whole until some later time when it is needed in a spell. Of course, the dweomer is ineffective in retaining the potency of material such as mistletoe, holly berries, and similar stuffs which must be gathered periodically. It is likewise ineffective in preserving the deceased for later resurrection. It is otherwise effectual. The sort of material which can be treated by a preserve spell depends upon the level of the caster:
Hard, relatively dry material: 2nd-4th level
Soft, Relatively wet material: 5th-7th level
Semi-liquid and liquid materials: 8th level & up

A container is necessary only in cases where a relatively high degree of moisture is concerned. The materail components of the spell are a pinch of dust, a bit of resin (or amber) and a drop of brandy.

Protection From Orisons
Schools: Abjuration
Spheres: All
Area of Effect: Creature or object touched
Casting Time: 1 rd
Components: V, S
Duration: 9 hrs + 1 hr/level
Range: Touch
Saving Throw: None

By casting this spell, the priest receives immunity to the effects of orisons cast by other priests, acolytes, or creatures that use the orison spell. The spell protects the caster, or one item or person that he touches (such as a book or a drawer). Any orison cast against the protected person or item dissipates with an audible popping sound. Any unwilling creature touched (via an attack roll) is allowed a saving throw vs. spell to escape the effect.
Notes: Common where orisons are used.

Special Note: Protection from orisons also protects against cantrips, and protection from cantrips functions against orisons as well.

Protection From Serpents
Schools: Abjuration
Spheres: Animal
Area of Effect: Creature touched
Casting Time: 1 turn
Components: V, S, M
Duration: Special (24 hr maximum)
Range: Touch
Saving Throw: None

This spell protects the subject from normal serpents. Nonmagical and unintelligent snakes simply ignore the creature's presence. Giant, magical, or intelligent snakes and snakelike beings, such as nagas, can still attack, but at a -2 penalty. the protected creature has a +1 saving throw bonus against injected poisons for the spell's duration.
The material component is ash from a fire in which a snake has been cremated. Relatively large amounts of the ash are required, because, as the spell is cast, the shaman smears the ash over the creature's body. The spell ends if the ash is washed off, or after 24 hours in any case. If the ash is removed from a part of the subject, the exposed portion is again vulnerable to snake bites.

 

3rd Level

Pass Without Trace, 10' Radius
Schools: Enchantment/Charm
Spheres: Plant, All
Area of Effect: 10-ft radius
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level
Range: 0
Saving Throw: None

Identical in function to pass without trace, pass without trace 10' radius affects everyone within 10 feet of ht4e caster at the instant of casting, conferring the effects of pass without trace on the caster. The recipients can move through any type of terrain - mud, snow, dust, and so on - and leaves neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after the affected creatures pass.
The material component is a sprig of pine burned to ash. Upon casting the spell, the priest scatters the powder over those to be affected.

Plant Growth
(Alteration)
Sphere: Plant
Range: 160 yds. Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: Special Saving Throw: Special

The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger-than-man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. Thus, an 8th-level caster can affect a maximum area of a 160-foot x 160-foot square, a 320-foot x 80-foot rectangle, a 640-foot x 40-foot rectangle, a 1,280-foot x 20-foot rectangle, etc. The spell's effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.

The second use of the spell affects a one-mile square area. The DM secretly makes a saving throw (based on the caster's level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter "death" marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.

Poison Ivy Touch (Alteration)
Sphere: Plant
Range: 0 or 10 feet per level
Components: V, S, M
Duration: Special
Casting Time: 3 or 5
Area of Effect: Special
Saving Throw: Negates

This spell is actually a two-in-one spell. With this spell the priest can simulate the effect of poison ivy in a very short time. The two versions are very different in application.

Version 1. This version is cast at a thicket of plants and gives the plants the abilities of real poison ivy with no change of their appearance. The area that can be affected is a 20-foot square per level. Anyone in this area at the time of casting has to save versus poison or be affected at the fullest effect of the poison ivy. Anyone who succeeds won't notice anything for an on-set time of 2d4 rounds. After that a strong rash will break out, which is very uncomfortable and causes a -1 to-hit and damage, any thief will have all his manual abilities reduced by 15%, and any spell caster will have a 15% chance for loosing their concentration per round after an initiative roll for the rash, for the duration of the rash, which lasts for 2d4 days or until a cure disease is cast on the character. If the characters fail to save, the rash breaks out after one round, and the characters won't be able to fight effectively (parrying is possible) or cast any spells with a longer casting time than a 1 initiative modifier (even for these there is a 15% chance of failing), nor are thieves able to successfully use their abilities for the duration of the rash. This rash lasts as long as the rash above. The plants that are affected by this spell keep their poisonous effect for 1 round per level of the caster. This effect can also affect the caster if he passes through the area of effect.

Version 2. This version is cast on the caster. With this spell he gains a very high powered but short lived poison ivy touch. They have to apply this power with a to-hit roll in combat. If they hit, their opponents gain a saving throw versus poison. If they succeed, they feel a light rash develop which is irritating but not damaging (the effects are same as above for a succeeded saving throw) for the duration of one round per level of the caster. If the opponent fails the saving throw, they immediately collapse with an urgent desire to scratch that horrible itch. They cannot fight effectively nor can they cast spells or use thief abilities until the rash is gone (either naturally or by cure disease). During this devastating poison ivy effect, the character loses one hit point per round due to scratched open skin and bleeding open rashes. The rash lasts for 5 rounds per level. Once the caster has affected one opponent with this spell, the spell is gone whether the saving throw succeeded or not. The caster himself is immune to the effect of his own spell in this version, even if he fumbles and hits himself.

The material components are a highly concentrated extract of poison ivy and the holy symbol of the priest.

Polymorph Plant
Schools: Alteration
Spheres: Plant
Area of Effect: Plant touched
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None

This spell enables a priest to transform any single plant, including a fungus or mold, into any other plant of the caster's choice. The change is permanent. The changed plant has the physical appearance of its new form, but not all of the associated properties. If edible, the new form tastes as bland as cotton. If normally used as a spell component, the new form has only a 50% chance of functioning as a component. If normally used for medicinal purposes (such as for a healing salve or poison antidote), the new form has only a 50% chance of having any beneficial properties.
Only living plants can be polymorphed; the spell won't work on a fallen leaf, a nut, or picked fruit. The size of the plant is not relevant; a blade of grass can be polymorphed into a towering oak tree and vice versa. The new form doesn't have to be indigenous to the environment; an evergreen tree on a frigid mountain can be polymorphed into a cactus (though it may not thrive for long).
Neither the original vegetation nor its polymorphed form can be an intelligent plant or a plant-like creature. Nor are unnatural plant forms allowed; a mushroom can be transformed into a normal-sized cornstalk, but not a 50-foot tall cornstalk or a stalk that produces applies instead of corn.
The material component is any seed.

Probe Enemies
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S
Duration: 1 rd
Range: 10 yds/level
Saving Throw: None

When probe enemies is cast, all hostile entities within the spell's range, and in the priest's line of sight, are probed by the spell's magic. While the duration lasts, the caster must maintain concentration: if the caster is distracted (i.e., suffers damage, casts another spell, initiates melee, and so on), the spell fails, and no information is learned. Once the duration has run its course, however, the caster will know which opponent is most powerful, or which foe poses the greatest threat to the priest, if no single enemy can be regarded as more powerful than any other. Note, however, that the spell does not tell the caster why or what makes a given creature more powerful than another, only that it is more powerful in some way.
While this spell offers no saving throws to those it inspects, magic resistance still applies, as do magical effects that impede the effectiveness of Divination magic (e.g., amulet of proof against detection and location). In such instances, the probe enemies spell will choose the most powerful opponent who is not so obscured.

Protection From Cold
Schools: Invocation/Evocation
Spheres: Elemental, Air; Elemental, Water
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

The effects of a protection from cold spell differ according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete immunity to: freezing temperatures (immersion in icy water, icy blasts of wind, and so on); exposure to magical frosts such as freezing dragon breath; spells such as frost fingers, chill metal (reverse of heat metal), Snilloc's snowball, Snilloc's snowball swarm, ice storm, wall of ice, cone of cold, Otiluke's freezing sphere, winter wolf breath, ice toad and brown mold cold radiations, and so on. The invulnerability lasts until the spell has absorbed 12 points of ice or cold damage per level of the caster, at which time the spell is negated. If the spell is cast upon another creature, it gives invulnerability to normal freezing temperatures, gives a +4 bonus to saving throws vs. cold attacks, and reduces damage sustained from magical cold attacks by 50%.
The material components of this spell are the priest's holy symbol and a small sliver of ice.

Protection from Earth
Schools: Abjuration
Spheres: Elemental, Earth
Protection
Elemental, Air
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

The effect of a protection from earth spell differs according to whether the caster or another creature is the recipient of the spell. In either case, the spell lasts no longer than one turn per caster level. Also, this spell does not confer the ability to freely move through stone or earth.
If the spell is cast is cast upon the caster, it grants complete invulnerability to damage and wounds inflicted by stone and earth (thrown stones, falling rocks, earth elemenatl attacks, crushing, crushing stone walls, avalsnches, being buried alive, and so on). The invulnerability lasts until the spell has absorbed 12 points of earth damage per level of the caster or one turn per caster level (whichever comes first), at which time the spell is negated.
If the spell is cast upon another creature, it reduces damage sustained by earth attacks by 50% and confers a saving throw bonus of +4 to the die roll versus such attacks.

Protection From Fire
(Abjuration)
Sphere: Protection, Elemental (Fire)
Range: Touch Components: V, S, M
Duration: Special Casting Time: 6
Area of Effect: 1 creature Saving Throw: None

The effect of a protection from fire spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

If the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as burning hands, fireball, fire seeds, fire storm, flame strike, and meteor swarm; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, at which time the spell is negated.

If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.

The caster's holy symbol is the material component.

Protection from Petrification (Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One creature touched per level
Saving Throw: None

This spell gives a +4 bonus on all saving throws versus any petrification attack for each creature touched. The material component is a jellyfish tentacle.