Priest Spells
More than just healing...
by Roy Piekenbrock

Roy is my longtime friend and my first DM (gee has it been 10 years now?). I have his permission to post these spells, which he created for use in the campaign I was playing in. he and I no longer play together, but I still visit with him on a regular basis.

1st level spells
2nd level spells
3rd level spells
4th level spells
5th level spells
7th level spells

1st Level Spells

Mass Bandage
      (necromantic)

Sphere:                Healing
Range:                 0
Components:       V,S,M
Duration:             Special
Casting Time:      3
Area of Effect:      60 ft. cube
Saving Throw:      none

      This spell bandages 1 person for every two levels of the caster in the area of effect. meaning it staunches wounds so no other damage from the wound(s) is taken, such as when death's door is the case or a bleeding result from a critical hit (see Players Option: Combat and Tactics) occurs. The spell in no way helps a person who has already died, nor does it help if there is some magic preventing the wound from closing, such as wounds inflicted by a Sword of Wounding. The bandages only stop bleeding from wounds inflicted prior to the spells casting, if a death's doored victim is bandaged then struck again he will start bleeding once more.
     The material component for this spell is a small strip of bandages.

(This spell came about as a result of a few too many people dying from death's door when the party was very busy fighting off nearly overwhelming numbers. Many still died but not because the priest couldn't get to all of them.)



Mend Armor (reversible)
     (alteration)

Sphere:               Creation
Range:                Touch
Components:       V,S,M
Duration:             Permanent
Casting Time:      5
Area of Effect:      Armor touched
Saving Throw:      none

     This spell repairs any type of armour, magical or non-magical, for 1d6 Damage Points (see Complete Fighter's Handbook). The spell can be used on shields.
      The reverse of the spell, Damage Armor, reduces the armor touched by 1d6 Damage Points.
      The material component of this spell is a bit of material of the same type of armour that is too be cured (so grab a few broken liks off the ground to repair that chainmail).

(Ever have your paladin's +3 platemail fall off him and become so much worthless junk because the party went through a long mission without being able to stop at a smithy to repair armor? If so, then you might see why this spell was created.)



Silent Armor reversible
     (alteration)

Sphere:               Protection
Range:                Touch
Components:       S
Duration:             1 Turn per level
Casting Time:      4
Area of Effect:      One set of armor
Saving Throw:      none

     This spell, when cast upon armor, renders it totally silent for the duration of the spell. For stealth purposes it is as if the person is not wearing armour at all (this affects Move Silently rogue abilities as well as elven/halfling stealth). The spell also oils the armor as part of the process of making it silent, so this spell is often used to prevent armor from rusting after it has been exposed to the elements.
     The reverse, Noisy Armor, makes a suit of armor so noisy that all stealth attempts by the wearer are doomed to failure unless the creature they are hiding from is stone deaf. Metal armor will squek and clank loudly, scraping against things with sounds akin to nails on a chalkboard. Leather armor will make awful creasing and ruffling sounds that are somehow so amplified as to make it impossible not to hear them. No matter how quietly and softly the person tries to tread it will sound like the equivalent of 5 men in hobnailed boots marching on cobblestones. The spell can be dispelled to silence the noise or the armor can simply be removed, or Silent Armor may be cast on the armor, the spells cancelling each other.

A high level thief in fieldplate armor sneaks up behind you. Ouch!


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2nd Level Spells


Almighty Hit
     (evocation)

Sphere:               Combat
Range:                0
Components:       V,S,M
Duration:             1 Round
Casting Time:      3
Area of Effect:      the Caster
Saving Throw:      none

     This spell causes the priest's combat skill to increase for one round. During the next round the priest gains a +4 to hit and automatic maximum damage on their first melee attack. Due to the sudden boosting of skill and power the caster must make a Constitution check. if the check fails the caster only benefits from the +4 to hit, since the priest was unable to handle the full increase in power.
     The material component is the weapon to be used, which must have been blessed on sanctified ground by a priest of at least 7th level. The weapon does not vanish however.



Legacy of Rax
     (alteration)

Sphere:               Protection
Range:                0
Components:       V,S,M
Duration:             1 Round per Level
Casting Time:      5
Area of Effect:      the Caster
Saving Throw:      none

     This spell gives the priest 1d8 extra points of Dexterity for the duration of the spell.
     The material component of this spell is the priest's holy symbol.
     Note: Only priests that worship dieties of skill, luck, dexterity or adventure may recieve this spell. Rax was the deity of Dexterity, and jaspers (an offshoot of halfelves that became a race in their own right).


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3rd Level Spells

Bodybag
     (abjuration)

Sphere:               Protection
Range:                Touch
Components:       V,S
Duration:             1 Turn per Level
Casting Time:      6
Area of Effect:      one creature
Saving Throw:      none

     This spell envelops an unconscious or otherwise immobile creature in a grey field of force. The spell will restore the enveloped creature to 1 hp if they were in death's door (they are still too weak to move however) as well as protect the recipient from attacks. The body bag has an AC of -5 due to it's magical nature, and can sustain 10 hit points per caster level before fading and ceasing to protect the recipient. If the recipient somehow regains the ability to move and function, the body bag will still hold them immobile, so much so that they will not even be able to cast spells with just verbal components. The spell can only be cast on unconscious or willing recipients.

This spell came about as a result of our forays against the Reavers, a group of fanatical fighters and mages. They had a nasty tendency of beheading our death's doored comrades while we were busy fighting off their attacks.



Create Armor
     (evocation)

Sphere:               Creation
Range:                Touch
Components:       V,S
Duration:             Special
Casting Time:      6
Area of Effect:      creature touched
Saving Throw:      none

     This spell creates a suit of armor to fit the recipient, including a shield if the caster so deems. This armor is not permanent, nor is it as sturdy as the real thing. It does however look, feel and provide the same amount of protection as a real suit of armor. The armor will remain in existance for a number of rounds equal to its base armor class (including the shield, if one is created) times the casters level. Example a 7th level caster creates a suit of platemail armor and a shield (Base AC 3-1=2), this would last for 14 rounds, while a simple suit of leather without a shield would last 56 rounds. Obviously a suit of full plate armor and a shield would just appear and instantly vanish, wasting the spell.
     In addition the armor can only sustain a number of hits equal to the caster's level before vanishing. In other words each time the armour is penetrated counts as a single hit, just as if the Damage Point system from the Complete Fighter's Handbook were being used.      This spell can create armour for any size Small or Medium creature, whether it is humanoid or not, as long as the creature could wear armor.



Guide My Hand
     (alteration)

Sphere:               Combat
Range:                0
Components:       V,S
Duration:             One Round
Casting Time:      3
Area of Effect:      the Caster
Saving Throw:      none

     This spell causes the priest to gain such precision in his first attack roll in the round following this spell that he has an unadjusted THAC0 of 1, as if he were a 20th level warrior. before the benefit can be gained however the priest must make a saving throw versus paralyzation to see if he can cope with this extra power, if failed he is unable to take any actions in the round following ths casting, losing te bonus of the spell.



Improved Mend Armor (reversible)
     (alteration)

Sphere:               Creation
Range:                Touch
Components:       V,S,M
Duration:             Permanent
Casting Time:      6
Area of Effect:      Armor touched
Saving Throw:      none

     This improved version of the 1st level Mend Armor repairs 2d6+1 Damage Points.
      The reverse of the spell, Improved Damage Armor, reduces the armor touched by 2d6+1 Damage Points.
      The material component of this spell is a bit of material of the same type of armour that is too be cured.


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4th Level Spells

Bulthos' Barrier
     (evocation)

Sphere:               Protection
Range:                0
Components:       V,S
Duration:             2 Rounds per Level or until Discharged
Casting Time:      7
Area of Effect:      the Caster
Saving Throw:      Special

     This spell creates a barrier of electrical charge surrounding the priest. The electricity stays surrounding the priest until either the duration runs out or the energy is discharged. The spell can be discharged in two ways, either by the priest making a successful attack roll to hit someone with either a handheld weapon or in unarmed combat, or the other way it can be discharged is by a foe trying to attack the priest in melee combat.
     If the priest successfully strikes someone in melee combat the spell discharges into the victim, causing 1d4 damage per caster level, to a maximum of 15d4. The victim is allowed a saving throw vs. spells to take 1/2 damage.
     If a foe attacks the priest, then the attacker must make a saving throw vs. spells to be able to get past the barrier to attack, otherwise it forces him away. If, after penetrating the barrier, he successfully strikes the priest the spell is discharged, directing the electrical energy into him. This inflicts 1d4 points of damage per level of the priest, to a maximum of 15d4. The attacker must make another saving throw vs. spells, success meaning he takes 1/2 damage.



Destroy Armor
     (alteration)

Sphere:               Combat
Range:                5 Yards per Level
Components:       V,S
Duration:             Until Repaired
Casting Time:      7
Area of Effect:      One suit of armor
Saving Throw:      Negates

     This spell, when cast on a suit of armor, will destroy it, causing it to fall to pieces if the armour does not succeed in a saving throw. The save for metal armors is 13 with magical bonuses and special abilities each granting a +1 to the save. The base saving throw for non-metal armors is 15, with the same adjustments for magic as metal armor. Any armor that fails its saving throw immediately falls apart as if rent in myriad places and is reduced to 0 Damage Points (see Complete Fighter's Handbook). The armor can be repaired, but after suffering such damage it loses all magical properties.

Oooh.. Look a big tough warrior in field plate armor, we'll never hit him.. hehe.



Reverse Luck
     (alteration)

Sphere:               Chaos, Combat
Range:                0
Components:       V,S,M
Duration:             1 Round per Level
Casting Time:      7
Area of Effect:      the Caster
Saving Throw:      Negates

     This spell reverses the chance a priest needs to hit a certain creature. Once the spell has been cast the creature gets a saving throw vs. spells. If the save is successful the spell fails and there is no effect on the priests combat skill. If the save is failed the priest's luck is now reversed n regards to hitting that creature and that creature only. This reversal means if the priest needed a needed a 20 to hit before, he would now need a 2. If the priest needed a 4 to hit he would now need an 18. Suffice to say this spell should not be cast unless the priests chances are less than 50% of hitting. The following table illustrates the way the spell works:

Needed to hit beforeNeeded to hit after
202
193
184
175
166
157
148
139
1210
1111
     So the better the AC of the creature, the better the priests chance to hit if the creature fails it's saving throw. This spell is especially used by priests of fortune or luck, or of unluck. the material component for this spell is a coin that has at one time landed on its edge.


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5th Level Spells

Restore Armor
     (alteration)

Sphere:               Protection
Range:                Touch
Components:       V,S
Duration:             Permanent
Casting Time:      8
Area of Effect:      Armor touched
Saving Throw:      None

     This spell, when cast on a suit of armor, restores the armor to full Damage Points (see Complete fighter's handbook). The reverse of this spell Ruin Armor lowers any armor's current Damage Points to 1d4 if the priest successfully touches it.


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7th Level Spells

Godzone
     (abjuration, alteration, evocation)

Sphere:               Combat
Range:                0
Components:       V,S,M
Duration:             1 Round per 8 Levels
Casting Time:      1 round
Area of Effect:      60 foot cube
Saving Throw:      None

     This spell is a powerful variant of prayer. The priest is is the channel for the energies of this spell and deems who recieves the benefits and who does not. The eligible people gain benefits according to their class. Warriors automatically inflict maximum damage on a successful hit, wizards and priests have their spells work to maximum effect, and rogues have all their skills treated as if they were at 95%. In addition, all those included in the spell only fail a saving throw on a roll of 1 regardless of the penalty, and all attacks upon them inflict minimum damage. This spell does not work in battles against avatars and proxies, the gods will not allow this spell to be used against them or their greatest servants.
     The material component of this spell is something of great value to the priest which must be willingly sacrificed without reservation or the spell fails, such as a coveted magical weapon or item of at least 1000xp or 5000gp value. DM adjudicates what is of great value, it is not likely that a mere 5000 gp gem is of great value to a priest with tens of thousands of gold pieces in treasure.



Holy Fury
     (alteration)

Sphere:               Combat
Range:                0
Components:       V,S,M
Duration:             1 Round per Level
Casting Time:      5
Area of Effect:      the Caster
Saving Throw:      None

     This spell greatly increases the priest's combat abilities. The priest gains an extra attack every round, +4 bonus to attack rolls, -2 bonus to initiative, maximum damage on the normal damage plus an extra die of damage on every successful attack, and the weapon he is using is treated as a +3 enchantment for purposes of what it can hit. Example a 15th level priest with a footman's mace (Spd: 7, dmg: 1d6+1/1d6), and a thac0 of 12, would now have 2 attacks per round, a spd of 5, damage of 1d6+8(1d6+1 + 7) / 1d6+6, and a equivilent thac0 of 8, as well as being able to hit creatures that need +3 enchantment. This spell should only be cast in dire situations, and should be cast no more than once per day.
     The material component of this spell is the caster's holy symbol.



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