Animal Summoning I (Conjuration/Summoning)
Level: 4
Sphere: Animal, Summoning
Range: 20 yards
Duration: 2 hours
Casting Time: 6
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster calls between two and three randomly determined animals that have 4 hit dice or
less. They will remain under the caster's control until slain or until the spell duration expires.
Call Woodland Beings (Conjuration/Summoning)
Level: 4
Sphere: Animal, Summoning
Range: Visual range of caster
Duration: 2 hours
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will
use them in the best interests of the party (these include Mental Domination, Confusion, and Healing spells). She
will remain under the caster's control until slain or until the spell duration expires.
Cause Serious Wounds (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell is the reverse of the Cure Serious Wounds spell. Instead of healing the creature touched, it causes damage.
Upon being touched by the priest, the target suffers magical damage of 20 points plus 1 additional point for every
2 experience levels of the caster.
Cloak of Fear (Conjuration)
Sphere: Charm
Range: Touch
Duration: Instant
Casting Time: 1
Area of Effect: Self
Saving Throw: Negates
Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 3-foot radius. All other characters and
creatures within this aura must roll successful saving throws vs. spells at a -4 penalty or run away in panic for
4 rounds. Affected individuals may even drop items. Party members are immune to the effects, although the aura of
fear may still disturb them.
Cure Serious Wounds (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 7
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 20 points plus 1 additional point for every 2 experience levels attained. Curing is permanent only insofar
as the creature does not sustain further damage.
Death Ward (Necromancy)
Level: 4
Range: Visual range of caster
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
This spell protects the target from all forms of death magic, including (but not limited to) Disintegrate, Power Word
Kill, Death Spell and Finger of Death.
Defensive Harmony (Enchantment/Charm)
Level: 4
Sphere: Law
Range: Caster
Duration: 2 turns
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
Defensive Harmony bestows an enchanted coordination of attack and defense, allowing a group to act as a single unit for
a single battle or encounter. The effect is always centered on the caster, but affects all those within a 10 foot radius.
Affected recipients can move outside of this range after the spell is cast and still enjoy the benefits of the harmony.
While the spell is in effect, each affected creature gains a +2 bonus to his or her armor class. Multiple castings of
this spell are not cumulative.
Farsight (Divination)
Level: 4
Range: Special
Duration: 1 turn/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Farsight enables the caster to view an unexplored area of the map. After casting the spell, simply click on a section
of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and
fortifications.
Free Action (Abjuration)
Level: 4
Sphere: Charm
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
While under the effects of this spell, the recipient becomes immune to anything that limits his movement. This includes
the effects of web, hold person, grease and entangle. Any of these effects will be removed from the recipient as well.
Holy Power (Evocation)
Level: 4
Range: None
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
Through this spell, the caster imbues himself with the strength and skill of a fighter of the same level. The priest's strength
is set to 18/00, even if it is normally higher, his THAC0 becomes that of a fighter of the same level, and he gains 1 temporary
hit point for every level he has attained. These effects will last for the duration of the spell or until successfully dispelled.
Multiple castings of this spell are not cumulative.
Negative Plane Protection (Abjuration)
Sphere: Protection, Necromantic
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
This spell affords the targeted creature partial protection from undead monsters with Negative Energy plane connections (such
as vampires), as well as certain weapons and spells that drain energy levels, by opening a channel to the Positive Energy plane.
A protected creature struck by a negative energy attack is therefore protected against any form of level draining for the duration
of the spell.
Neutralize Poison (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 0
Area of Effect: Creature touched
Saving Throw: None
This spell removes all toxins, both natural and magical, from the body, and restores 10 lost hit points. This spell will
also cure any diseases that the target may be suffering from, as well as blindness and deafness.
Poison (Necromancy)
Level: 4
Range: 15 feet
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
Through this spell, the caster can poison victims who fail their save vs. poison. The strength of the poison scales
according to the caster's level as follows:
Levels 7-9: 2d8 + 2/round
Levels 10-12: 3d8 + 3/round
Levels 13-14: 4d8 + 4/round
Levels 15-16: 6d8 + 5/round
Levels 17+: 8d8 + 6/round
Those who make their saving throws take half of the initial damage and none of the secondary damage.
Protection From Evil 10' Radius (Abjuration)
Level: 4
Sphere: Protection
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 7
Area of Effect: 10' radius
Saving Throw: None
When this spell is cast, all creatures within a 10 foot radius are affected individually by Protection From Evil.
The spell creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the
recipient and has two major effects: first, all attacks made by evil 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.
Protection From Lightning (Abjuration)
Level: 4
Sphere: Protection, Weather
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
When Protection From Lightning is cast, it confers 80% resistance to electrical attacks. Multiple castings of this
spell are not cumulative; furthermore, the recipient's electrical resistance cannot be modified further during the
duration of the spell.