Aid (Necromancy, Conjuration)
Level: 2
Sphere: Necromantic
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
The recipient of this spell gains the benefit of a bless spell (+ 1 to attack rolls and saving throws) and a special bonus of 1d8
additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his
full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.
Barkskin (Alteration)
Level: 2
Sphere: Protection, Plant
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6,
plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, saving throw
rolls vs. all attack forms except magic gain a + 1 bonus. This spell can be placed on the caster or on any other creature he touches.
Multiple castings of this spell are not cumulative.
Chant (Conjuration/Summoning)
Level: 2
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None
By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant
spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain
+1 bonuses, while those of the priest's enemies suffer -1 penalties. Multiple chants are not cumulative.
Flame Blade (Evocation)
Level: 2
Sphere: Elemental (Fire)
Range: 0
Duration: 2 hrs + 1/2 hr/4 levels (4 max)
Casting Time: 3
Area of Effect: Special
Saving Throw: None
With this spell, the caster causes a blazing blade of red-hot fire to spring forth from his hand. The flame blade is wielded as if it
were a sword that the caster has specialized in, complete with the associated bonuses. The power of the blade itself scales according
to the level of the caster as follows:
Levels 1 - 5
Enchantment: +1
To hit bonus: +1
Damage: 1d4 + 1 slashing, 1d3 fire
Levels 6 - 11
Enchantment: +2
To hit bonus: +2
Damage: 1d4 + 2 slashing, 2d3 fire
Levels 12 - 17
Enchantment: +3
To hit bonus: +3
Damage: 1d4 + 3 slashing, 3d3 fire
Levels 18+
Enchantment: +4
To hit bonus: +4
Damage: 1d4 + 4 slashing, 4d3 fire
Know Alignment (Divination)
Level: 2
Sphere: Divination
Range: 10 yards
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None
A know alignment spell enables the priest to exactly read the aura of a creature. The caster must remain stationary and concentrate
on the subject. Certain magical devices negate the power of the know alignment spell.
I've provided a replacement spell as an optional mod component
(in recognition of the fact that a magic toothpick for use after meals would be more useful than the Know Alignment spell).
Resist Fire/Cold (Alteration)
Level: 2
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 placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold, with all damage
sustained by fire or cold reduced by 50%. Multiple castings of this spell are not cumulative; furthermore, the recipient's fire and
cold resistance cannot be modified further during the duration of the spell.
Slow Poison (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 0
Area of Effect: Creature touched
Saving Throw: None
When this spell is used upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most
deadly poisons.
Spiritual Hammer (Invocation)
Level: 2
Sphere: Combat
Range: Self
Duration: 2 hrs + 1/2 hr/4 levels (4 max)
Casting Time: 3
Area of Effect: Special
Saving Throw: None
By calling upon his deity, the caster of a spiritual hammer spell brings into existence a magical hammer.
This hammer is wielded as if it were a weapon that the caster has specialized in, complete with the associated
bonuses. The power of the magical hammer scales according to the level of the caster as follows:
Levels 1 - 5
Enchantment: +1
To hit bonus: +1
Damage: 1d4 + 1 crushing, 1d3 electric
Levels 6 - 11
Enchantment: +2
To hit bonus: +2
Damage: 1d4 + 2 crushing, 2d3 electric
Levels 12 - 17
Enchantment: +3
To hit bonus: +3
Damage: 1d4 + 3 crushing, 3d3 electric
Levels 18+
Enchantment: +4
To hit bonus: +4
Damage: 1d4 + 4 crushing, 4d3 electric