Sphere: Combat, Plant
Range: Touch
Components: V, S, M
Duration: 4 rounds +1 round/level
Casting Time: 2
Area of Effect: 1 normal oaken club
Saving Throw: None
This spell enables the caster to change his own oaken cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man-sized, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.
The material components of this spell are a shamrock leaf and the caster’s holy symbol.
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 2 rounds +1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed , the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). 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, perform an augury. chant. cast a light in the area (not upon an opponent!), and so on.
The components of the spell include the priest’s holy symbol and a small silver mirror.
Sphere: Charm
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 creature/4 levels
Saving Throw: Special
The priest instills courage in the spell recipient, raising the creature’s saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).
The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa. Neither spell has any effect on undead of any sort.
Sphere: All
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 cubic foot / level, 10-foot-square area
Saving Throw: None
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to one 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. It likewise has no effect upon creatures or potions.
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 4
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 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 protecting creature with a +2 bonus.
Second, any attempt to exercise mental control over the protected creature (if, for example, it had been charmed by a vampire) or to invade and take over its mind (as by a ghost magic jar attack) is blocked by this spell. Note that the protection does not prevent the vampires charm itself, nor end it, but it does prevent the vampire from exercising 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 extra planar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, corn, 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; the second and third benefits remain unchanged.
The material components for the reverse are a circle of unholy water or smoldering dung.
Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Creature touched
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 are that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by the spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result is 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.
Sphere: Combat
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage, 2d4 points against undead. The magic in each stone lasts for but one-half hour or until used.
The material components are the priest’s holy symbol and three small pebbles, unworked by tools or magic of any type.
Sphere: Divination (Animal, Plant)
Range: 100 yards + 20 yd./level
Components: V, S, M
Duration: 1 round/ level
Casting Time: 1 round
Area of Effect: 20-foot-wide path 100 yards long + 20 yards long/level
Saving Throw: None
The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell’s duration, the caster can face in only one direction; i.e., only a 20-foot-wide path can be known. The spell lasts one round per level of experience of the caster, while the length of the path is 100yards plus 20 yards per level of experience. (At the DM’s option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.)
The material component is the caster’s holy symbol.
While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common=50%, uncommon=30%, rare=15%, and very rare=5%. Must herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.
Sphere: Sun
Range: 120 yards
Components: V, S
Duration: 1 hour +1 turn/level
Casting Time: 4
Area of Effect: 20-foot-radius globe
Saving Throw: Special
This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative-multiple castings do not provide a brighter light.
The spell is reversible, causing darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa.
Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: 6 rounds
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Special
This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.
The material component is the priest’s holy symbol.