Armor of Faith (Abjuration)
Level: 1
Sphere: Protection
Range: 0
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical
armor is a force of energy that absorbs a portion of the damage intended for the caster. At first level, one's
protection is increased by 5%, and every five levels of the caster improves this by another 5%. A 20th level priest
would have 25% of her damage 'absorbed' if protected by this spell.
Bless (Conjuration/Summoning)
Level: 1
Sphere: All
Range: 60 yards
Duration: 6 rounds
Casting Time: 1
Area of Effect: 50-foot cube
Saving Throw: None
Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make
against fear effects by +1. Furthermore, it raises their attack dice rolls by +1.
Cure Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Upon casting this spell and laying his or her hand upon a creature, the priest heals wound or other injury damage at a
magnitude of 8 points plus 1 additional point for every 2 experience levels attained. Curing is permanent only insofar
as the creature does not sustain further damage.
Command (Enchantment/Charm)
Level: 1
Sphere: Charm
Range: 30 yards
Duration: 2 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
This spell enables the priest to command another creature to "die" (sleep) for two rounds. At the end of that time, the
creature awakens and is unharmed. Creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw
vs. spells to ignore the command.
Detect Evil (Divination)
Level: 1
Range: Visual range of caster
Duration: Instant
Casting Time: 5
Area of Effect: Sight
Saving Throw: None
This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Doom (Alteration)
Level: 1
Range: Visual range of caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all
his rolls, this includes THAC0 and saving throws. There is no saving throw for this spell. Multiple castings of this spell are not
cumulative.
Magic Stone (Enchantment)
Level: 1
Sphere: Combat
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The magic of
the pebble lies in its unerring ability to hit; the damage it causes is physical in nature, ignoring the magic resistance of the
target (if any). After striking its target, the pebble then falls to the ground, an ordinary stone in every respect. The damage
dealt by the pebble scales as follows:
Levels 1 - 8
Damage: 1d4 + 1
Levels 9 - 16
Damage: 2d4 + 1
Levels 17+
Damage: 3d4 + 1
Protection From Evil (Abjuration)
Level: 1
Sphere: Protection
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the
recipient and has two 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 second, any saving throws caused by such attacks are made by the protected
creature with a +2 bonus.
Remove Fear (Abjuration)
Level: 1
Sphere: Charm
Range: 10 yards
Duration: 8 hours
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Special
The priest instills courage in the spell recipients, raising their morale to its highest. The morale of the recipients will
reset to normal when the duration runs out. The recipients are also protected from magical fear.
Sanctuary (Abjuration)
Level: 1
Sphere: Protection
Range: 0
Duration: 1 turn/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
When the priest casts a sanctuary spell, it causes all of his opponents to ignore his existence, as if he is invisible. While
protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack
spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest
to heal wounds, for example, or to bless himself. He cannot cast spells on other creatures without ending the spell.
Shillelagh (Alteration)
Level: 1
Sphere: Combat, Plant
Range: 0
Duration: 2 hrs + 1/2 hr/4 levels (4 max)
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell enables the caster to create a magical cudgel which scales according to the level of the caster as follows:
Levels 1 - 3
Enchantment: +1
To hit bonus: +1
Damage: 2d4 + 1 crushing
Levels 4 - 6
Enchantment: +1
To hit bonus: +2
Damage: 2d4 + 2 crushing
Levels 7 - 9
Enchantment: +2
To hit bonus: +3
Damage: 2d4 + 3 crushing
Levels 10+
Enchantment: +2
To hit bonus: +4
Damage: 2d4 + 4 crushing
This is one spell for which I've provided an alternate version
as an optional mod component.