New priest spells

 

Mass Command (Level 5)

Sphere: Charm
Range: 25 ft + 5 ft per 2 levels
Duration: 1 round per level
Saving throw: neg
Area of effect: 1 creature per level, no two of which are more than 30 feet apart
Components: V, M
Casting time: 1 round

As Command, except that up to one creature per level may be affected. At the start of each commanded creature's action after the first, it gets another save versus spell to attempt to break free from the spell. Creatures with intelligence of 13(High) or more, or those with 6 or more HD's are entitles to a saving throw at the time the spell is spoken. The material component is the casters holy symbol.

Mass cure of allies(level 5)

Sphere: Healing
Range: 25 feet + 5 ft per 2 levels
Duration: Permanent
Saving throw: none
Area of effect: one or more creatures with a maximum of 1 person per level, no two who are more than 30 feet apart.
Components: V, M
Casting time: 5

Cures 1d8 +1 per caster level on the allies of the spell caster. The material component is the casters holy symbol.

Holy SMITE (Level 4)

Sphere: Combat
Range: 100 ft + 10 ft per level
Duration: instantanious
Saving throw: vs spell of half
Area of effect: 20 feet radius
Components: V,S
Casting time: 1 round

A priest with this skill is empowered to direct a wave of destruction at beings who have wronged the priest or offended the priest’s deity.
Only evil and neutral creatures are harmed by the spell, good creatures are unharmed. The caster must have a good alignment to cast this spell.
The spell deals 1d8 points of damage per 2 caster levels (maximum 5d8) to evil creatures and blinds them for 1 round. A successful Saving Throw versus Spell reduces damage by half and negates the blinding effect.
The spell deals only half damage to neutral creatures and they are not blinded. They can reduce the damage by half (one quarter damage is dealt) with a successful Saving Throw versus Spell. The creature suffer the usual effects of blindness. (No Dex bonus, -4 Attack roll, -4 on AC and Saving throws, no strength modifier on damage).

Holy rain Reversible (Level 7) (To be revieuwed by the DM and players)

Sphere: Weather
Range: 10 yards + 10 yards/level
Duration: Special
Savings throw: none
Area of effect: 10 yards radius/level
Components: V, S, M
Casting time: 1 turn

This spell creates a powerful connection between the clerics Deity and the rain clouds in the area. The cleric's physical form is used by the Deity to achieve this effect. After the casting of this spell, the cleric’s body is taken over by the deity, visible by among others glowing eyes and other effects common to the deity. For the rest of the duration of the spell, which is 2 rounds for every 3 levels of the caster, the Deity will stay in this host body, chanting prayers in his/her own name.

This connection causes any in the area of effect with the same basic alignment of the cleric (Good, Neutral, or Evil) to gain the benefits of a Bless spell, even if already engaged in combat for 2 rounds per caster level. The second effect from this spell is that it causes the rain turn into holy water (or unholy water in the case of an evil Deity). This holy rain damages creatures effected by holy water, such as undead or demons, the damage caused depends upon the amount of rain falls upon it. The damage caused is as followed.
Drizzle or fog: 1
Light rain: 1d4
Normal rain: 2d4
Heavy rain: 3d4
Rain storm: 4d4
Damage is also adjusted by the size of creatures affected, although damage is never less then one. This adjustment is determined as followed:
Minute, Tiny and Small creatures subtract 3 points of damage from every die.
Medium creatures have no adjustment.
Creatures of size Large and bigger take 1d4 points of extra damage per size category above Medium. For example a Giant Skeleton would take 2d4+1d4 points of damage in normal rain, while a Gargantuan Goristro would take 2d4+3d4 points of damage in the same rain.
The weather in the area can be summoned by the priest or another priest of the same or Neutral alignment. Weather summoned by a cleric of the opposite alignment cannot be used in the spell.

Should the cleric sustain any damage during this time he must roll a saving throw versus Death, with a +1 penalty for every point of damage sustained. Because of the strong connection between him and his Deity, this gains a +6 bonus. Should the cleric fail this savings throw, the Deity will leave the host body, after emanating a dazzling beam of bright white light from the casters eyes at the offender who must save as if affected by a finger of death (as the wizard spell). Success means the spell is not interrupted.

After the Deity leaves the host's body, the cleric collapses from the intense experience. The cleric must have total rest for 1 hour for each round the Deity inhibited his body. A Heal spell reduces this one time to 1/2 hours per round, but there is no way this amount can be lowered further, not even by a Wish spell.
The material component for this spell is the rain in the area of effect, and a vial of holy water to be sprinkled over the caster’s holy symbol.

Thought Like Clouds (Level 5) (To be revieuwed by the DM and players)

Sphere: Charm
Range: 30 yards
Component: V, S
Duration: 1 round/level
Casting time: 5
Area of effect: 1 creature
Saving throw: Negates

The thought like clouds spell is a very useful spell to neutralize spell casters. A spell caster hit by the spell and failing his saving throw can’t concentrate for the duration of the spell, making spell casting impossible. A spell caster already concentrating can also be targeted. All other action like running or attacking can still be performed.

Spell Loss (Level 3)(To be revieuwed by the DM and players)

Sphere: Charm
Range: 30 yards
Component: V, S
Duration: 1 round/level
Casting time: 3
Area of effect: 1 creature
Saving throw: Negates

By means of this spell the priest is able to cause the loss of certain spells by another spell caster. A spell caster hit by the spell and failing his saving throw will lose one spell per level of the priest. If a priest cast a second successful spell on the same spell caster the caster will lose additional spells but only 1 per 2 level of the caster. The next time the caster only loses 1 per 4 levels of the caster etc. There is also a 5% chance the spell will affect the priest itself resulting in losing spells himself.

Updated: 16-01-2004 16:25 By MV