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Priest, Spells
Dark Divine
Level 1 - Darkbolt
Spell Cost: 5, Duration: Instantaneous, Components: V, Type: Cantrip, Range: 100 feet, Save: Will/2 for half damage, Area of Effect: One creature.
Allows the caster to hurl a bolt of pure astral darkness at any one creature causing BC10 Corruption damage. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
100: The spell backfires back to the caster, who takes BC10 damage.
1: The light takes on added intensity, doing 2BC10 damage.
Level 1 - Detect Good
Spell Cost: 3/2, Duration: 1(+1), Components: M, Type: Cantrip, Range: 10 feet, Save: N/A, Area of Effect: Caster.
The caster is able to detect if an object, creature, etc. in his immediate area has good intentions at that time. Naturally good characters may be detected regardless of their current intentions. This spell can be sustained except in combat or while spellcasting.
100: The caster's Endurance is lowered by 10 for one day.
1: Initial Duration is doubled. No initial Power points used.
Level 2 - Faith Healing
Spell Cost: 5, Duration: Instantaneous, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
The caster is able to restore BC10 Stamina to a single individual with this spell. If used against an unwilling target, the caster must make a successful Combat Aptitude roll.
100: The caster falls unconscious for BC4 rounds from the effort.
1: The caster heals 2BC10 damage. No Power points used.
Level 2 - Turn Undead
Spell Cost: 1 per 3 levels of undead, Duration: 10 rounds, Components: S/V, Type: Normal, Range: Special, Save: Will/2
Surrounds the priest with an aura of divine power that forces undead to retreat from his presence. Undead which are lower than the priest's level must save vs. Will/2 or retreat to at least 50' away; those who fail their saves will flee from his sight when possible. Undead of equal or greater level, if affected, can come no closer than 10'. Undead which are more than 10 levels lower than the priest's are destroyed outright if they fail their saves, and must flee to at least 50' if they succeed. Undead creatures greater than 1.5x the priest's level are unaffected. The lowest-level creatures in range are always affected first.
Fiends are affected in the same way, except that they are banished back to their home plane rather than being destroyed.
Undead and fiends that are Level 10 or higher cannot be destroyed or banished via Turn, although they can still be made to retreat.
100: Priest is stunned for 10 rounds.
1: Affected undead must save vs. Will/3.
Level 3 - Detect Magic
Spell Cost: 3/2, Duration: 1(+1), Components: M, Type: Cantrip, Range: 10 feet, Save: N/A, Area of Effect: Caster.
The caster is able to detect the presence of magic on an item, person, or place within 10 feet. This spell can be sustained except in combat or while spellcasting.
100: The effort causes the caster to fall unconscious (no Stamina loss) for 2 rounds.
1: Initial duration is doubled. No initial power points used.
Level 3 - Purify Food
Spell Cost: 4, Duration: Instantaneous, Components: S, Type: Normal, Range: N/A, Save: N/A, Area of Effect: Food.
The caster purifies any food which is in fair condition. This spell can remove spoilage, mold, dirt, or infection in enough food for four people.
100: The effort makes the caster nauseous, temporarily lowering Endurance by 15 for one hour.
1: No Power points used.
Level 4 - Detect Undead
Spell Cost: 4/3, Duration: 1(+1), Components: M, Type: Cantrip, Range: Caster, Save: N/A, Area of Effect: 50' radius.
The caster can determine if there are any undead beings within his immediate area. Certain forms of higher level undead may be able to resist being detected by this spell. This spell can be sustained except in combat or while spellcasting.
100: The caster becomes disoriented and suffers a -25 penalty to CA, MA, and Speed for 4 rounds.
1: Area of Effect is doubled. No initial Power points used.
Level 4 - Omen
Spell Cost: 5, Duration: One round, Components: M, Type: Normal, Range: Caster, Save: N/A, Area of Effect: Caster.
The caster is able to predict whether a single action will be beneficial or detrimental to himself or his party. Only a single 'Yes' or 'No' answer can be received. If the result is uncertain, no response will be received. Casting this spell requires 25ss of appropriate religious materials (incense, prayer beads, etc.) which are consumed on a successful cast. These may be purchased from the Marketplace or equivalent as 'Omen materials.'
100: The caster takes BC4 damage from the migraine that results from the failed spell.
1: The caster may ask another question.
Level 5 - Nightmare Mists
Spell Cost: 5/3, Duration: 1(+1), Components: S, Type: Ritual, Range: 100 feet, Save: Will/2, Area of Effect: Special.
Gentle, grey mists move out from the caster in any direction he chooses. The mists can travel 30 feet per round and remain for two rounds after the caster drops concentration. The mists cause all those in the area to or fall into a light slumber, complete with nightmares. Loud noises or firm contact will wake the dreamers. Those who successfully save may still act, but with a - 25% to Speed. The caster is not affected by his mists.
100: The caster falls unconscious for 10 rounds.
1: The nightmares are so horrifying, dreamers act with -10% to all actions for 1 hour after sleeping
Level 5 - Illuminance
Spell Cost: 6, Duration: 2 rounds per level, Components: V, Type: Cantrip, Range: Touch, Save: N/A, Area of Effect: Special.
The caster is able to create Darkness from any object or the air. Light created in the air remains immobile. Also, the caster can vary the diminished light from current to pitch black. Note this may blind the caster as well.
100: The caster is blinded for 2 rounds.
1: No Power points used. Duration is doubled.
Level 6 - Dark Blessing
Spell Cost: 10, Duration: 10 rounds, Components: V, Type: Normal, Range: 50 feet, Save: N/A, Area of Effect: One target.
The caster bestows a blessing upon any single target. This blessing will raise the Magic Resistance and Defense of an individual by 10 points for the duration. The spell may also be used upon an object or a place as preparatory magic for later spells.
100: The caster's Speed and Defense are lowered by 10 points for 10 rounds.
1: Magic Resistance and Defense are raised by 20 points.
Level 6 - Inquisition
Spell Cost: 7/3, Duration: 3(+2), Components: V/S, Type: Normal, Range: Caster, Save: Will/2, Area of Effect: One creature.
Used to extort information. The caster may ask one question per round. The creature may lie, but takes BC4 damage from lies, a Will check is needed to not show obvious pain (and thus give away the lie). For purposes of this spell, not answering at all is considered a lie.
100: The caster and target are reversed for purposes of this spell.
1: The target sees the caster as horrifying, and may volunteer additional (truthful) information. No initial Power points used.
Level 7 - Dark Healing
Spell Cost: 10, Duration: Special, Components: V/S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
The Priest calls out to the chosen deity to aid with more powerful healing. Any non-good creature may be healed for 3BC10 damage.
100: The Priest's god is angered and the caster takes 3BC10 damage.
1: The rate of healing is 4BC10. No Power points used.
Level 7 - Protection from Goodness
Spell Cost: 7/3, Duration: 3(+1), Components: V, Type: Normal, Range: Caster, Save: N/A, Area of Effect: 5' radius.
The caster creates a circle of protection around him. Within this area, no Good summoned creatures may enter. Good familiars are also affected. Good creatures may enter the area, however they receive a -5% penalty to any actions against the caster.
100: The caster receives a 10% penalty to any actions against the good creature or creatures.
1: Area of Effect is doubled. No initial Power points used.
Level 8 - Dark Spirits
Spell Cost: 10, Duration: 5 rounds, Components: M/V, Type: Normal, Range: 0, Save: N/A, Area of Effect: Caster.
This spell summons a divine entity for every 5 levels of the caster. The entities reflect the god of the priest and will hover over his head until directed to a target, inflicting 3BC6 Corruption damage per entity in a burst of divine energy. The round this spell is cast and every action afterwards, the caster can direct an entity to any creature within 100'. Each target is entitled to a save against Will/2 for half damage. Five rounds after this spell is cast, all of the undirected entities remaining will dissipate harmlessly. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
100: The caster summons a malign entity which manifests briefly and deals 3BC6 damage to him.
1: The caster summons two entities for every 5 levels of experience.
Level 8 - Sheltering Hand
Spell Cost: 8/3, Duration: 1(+1), Components: S/V, Type: Normal, Range: 0, Save: Will/2 first round, Will/3 for each subsequent sustained round, Area of Effect: Caster.
A Dark force surrounds the Priest, protecting from any physical attacks. Melee attacks are blocked in midstrike by greater power and missile volleys fly astray from their target. The Hand offers no protection against magical attacks. The Priest may attack or perform other actions while protected by the Sheltering Hand.
100: The angry god strikes out at the Priest for BC10 damage.
1: The Hand also protects from magickal attacks. Initial duration is 2.
Level 9 - Unholy Symbol
Spell Cost: 12, Duration: Special, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: Special.
The caster enchants an entryway, object, or portal with his personal symbol of faith. The symbol causes 2BC8 damage to anyone trying to enter or use the area or object. Also, the caster becomes aware once the magic is activated. The symbol will remain for a maximum of one week/level of the caster before fading. Followers of the caster's religion, or those who share his alignment, are not affected by the symbol.
100: The caster receives 2BC8 damage from an angry god.
1: No Power points used.
Level 9 - Purify
Spell Cost: 11, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
With a single touch, the Priest is able to remove some poisons from the body. Poisons of lower or equal level may be purified automatically. Poisons that are a higher level than the priest get a 10%/level difference chance of resisting the removal. Example : A 17th level priest attempts to Purify a 25th level poison. The poison gets (25-17)x10% = 80% chance to resist the removal. If the poison is removed from the body of someone who was slain by poison within 24 hours, life is restored to that person if they make a successful Endurance save. Damage caused by removed poisons is automatically cured by this spell.
100: The Priest falls unconscious for one hour.
1: No Power points used. No poison can resist the spell.
Level 10 - True Darkness
Spell Cost: 10/4, Duration: 1(+1), Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: 10' radius.
The Priest creates a stationary area of absolute corruption where no physical attacks can penetrate. Those within must be of a evil nature or the spell automatically fails. True darkness serves as a Sheltering Hand for all within its dimensions.
100: The god inflicts 2BC8 damage on the Priest for his presumption
1: The True darkness also prevents magickal damage for the initial round. No Power points used.
Level 10 - Wrath of God
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2 for half damage, Area of Effect: One creature.
The Priest exhorts his god's anger to inflict wounds on any one creature causing 3BC10 Corruption damage. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
100: The god's wrath turns against the Priest, who takes 2BC10 damage.
1: The god is angry enough to cause 4BC10 damage.
Level 11 - Enchant Unholy Symbol
Spell Cost: 12, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: Save N/A, Area of Effect: Priest's unholy symbol.
The Priest temporarily enchants his unholy symbol with any one non-combat, non-ritual spell. The spell will be stored in the symbol until used. The priest may possess only one unholy symbol thus enchanted; however, he can enchant unholy symbols of other priests of his own faith.
100: The Unholy Symbol loses its power (and thus the Priest's Power points) for one day.
1: No Power points used.
Level 12 - Prayer
Spell Cost: 12, Duration: 10 rounds, Components: V, Type: Normal, Range: 50 feet, Save: N/A, Area of Effect: One creature.
Allows the caster to bestow his god's blessing on any single creature, raising Speed and Defense by 20 for the duration of the spell.
100: The Priest's god inflicts BC10 damage to the priest for his presumption.
1: Speed and Defense are raised by 30. No Power points used.
Level 13 - Cure Disease
Spell Cost: 15, Duration: Instantaneous, Components: S, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the caster to cure any single creature of a disease. Particularly strong diseases may get a save to resist the spell.
100: The Priest is infected.
1: No power points used.
Level 14 - Minor Miracle
Spell Cost: 15, Duration: Instantaneous, Components: S, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One creature.
This spell will cure the target of any single affliction such as paralysis, blindness, deafness, or etc. Multiple afflictions require multiple castings. If the target does not have an affliction, it will be healed 2 points of stamina per caster level.
100: The Priest falls unconscious for one hour.
1: The priest cures the target of all afflictions and restores it to full stamina.
Level 15 - Pitflame
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2 for half damage, Area of Effect: One creature.
Allows the caster to create a blast of black-hot fire which is centered on a single creature, who will take 5BC8 Corruption damage. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
100: The fire forms prematurely, and strikes the caster for 5BC8 damage.
1: The fire intensifies, causing the victim 5BC10 damage.
Level 16 - Demonize
Spell Cost: 18/4, Duration: 3(+1), Components: S/V, Type: Normal, Range: Self, Save: N/A, Area of Effect: Caster.
The Priest gains Demonic Horns (see Level 2 spell) and a set of Demonic red wings (can fly at double Speed rating). If the wings sustain Ignition damage, then the Priest must land the next round or his wings will fail in midair. The Priest suffers no CA or MA penalties while flying, as the wings themselves do all the work.
100: Vestigal wings begin to sprout from the Priest's back, causing 2BC10 damage. The wings are useless.
1: The wings are large and prominent, supporting up to triple Speed rating.
Level 17 - Absolution
Spell Cost: 15, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One creature.
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.
100: The Priest's angry god withholds Power for one day.
1: The Deity shows approval for the Confessor, and grants him 50xps for the lesson learned.
Level 18 - Exorcism
Spell Cost: 20, Duration: Instantaneous, Components: S/V, Type: Ritual, Range: 10 feet, Save: Will/2, Area of Effect: One creature.
This spell allows the Priest to banish an extraplanar creature originating from the Higher planes (such as Devas). If the deva is in Possession of another body or shapeshifted, this spell will force the fiend out into the open in its innate form if it fails a save vs. Will/2. If used upon a deva while in its own form, the beast must save vs. Will/2 or be consigned back to its plane of origin, there to remain for 366 days. Summonings and other attempts to allow its freedom during this period will automatically fail. The banished deva will be consumed with righteous fury for the Priest forevermore, however. Ghosts failing the save vs. Will/2 are destroyed outright. This spell has no effect upon deities or their primary minions.Note: This spell takes 60 minutes - Priest level to complete.
100: The Priest becomes possessed by the fiend/ghost.
1: The extraplanar creature is banished forever, and can no longer travel the planes.
Level 19 - Summon Fiend
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Special, Save: Special, Area of Effect: Special.
Description: In a ritual that requires three hours' unbroken concentration to perform, the priest can summon one or more fiends from the Abyssal plane. The ritual consumes materials equal to 15 ss per level of fiend summoned (i.e., summoning two Level 5 fiends would cost 150 ss in materials, and summoning a single Level 20 fiend would consume 300 ss in materials). These materials are expended even if the spell fails. Additionally, the caster must have a summoning circle, which requires 500 ss in materials to construct and is not transportable. The circle can be re-used.
The caster must specify types of fiends to be summoned, but this is an inexact art and there is always a risk that more, fewer, or different fiends will answer the call than requested. There is a base 50% chance of getting exactly the number and type of fiend(s) called, with a 25% chance of skewing high and a 25% chance of skewing low. The specifics of what will happen upon skewing high or low will vary depending on exactly what the caster is trying to summon. Those versed in cosmology are able to tailor their summons more precisely.
The caster can summon up to 1.5 times his own level in extraplanars (i.e., a Level 20 priest can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a priest already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails. Fiends count as their own levels. Elementals and creatures of Ombrathond count as 1.5 times their actual levels. Celestials count as twice their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.
Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The priest and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the priest is higher over the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.
If the priest wins the contest, he can give the fiend instructions, which it is bound to obey, or ask it questions, which it is bound to answer truthfully (but not always completely). The fiend will remain in Bierilon for up to one day per caster level; however, for each day after the first that it remains, it gets another contested Will check with the same modifiers to break free of the caster's control. If the caster chooses to interrogate the fiend rather than giving it orders, he may ask one question for every four levels he possesses (fractions rounded down). For each question after that limit, the fiend gets another contested Will check to escape control. In either case, the caster will not automatically know that his fiend has broken loose and may be unpleasantly surprised.
A fiend that has escaped control, but is still inside its summoning circle, may save vs. Will/2 to break free of its confines. If it fails, the priest can send it back to its home plane without further consequence. If the fiend is already out of the circle (such as if it is performing extended tasks and slips control while doing that), it is automatically freed. A free-willed fiend remains in Bierilon until "slain," which banishes it back to its home plane. If multiple fiends are in a summoning circle, and one of them breaks free, all of them can escape.
Example: Darc the Evul, a Level 20 priest (he converted since the necro example) with 50 Will, summons three barghests, each of which counts as a Level 10 fiend, for 30 total levels of fiends in one spell. Upon arrival, he rolls a d100 to control them and gets a 55. His total is 105 (50 Will + 55 on the d100). Because there are three barghests, each of them gets a +100 bonus to its Will check ([30 -20] x 10 = 100). Barghest A rolls a 60. Barghest B rolls a 44. Barghest C rolls an 80. Darc fails to control any of his summoned fiends. If any one of them succeeds in its Will/2 check to escape, he will probably get eaten for lunch. If not, he can banish them and try again.
100: The caster accidentally draws the attention of a much more powerful fiend than desired.
1: The caster gains a +25 bonus to his control check.
Level 20 - Call to the Darkness
Spell Cost: 20, Duration: Special, Components: S, Type: Ritual, Range: Infinite, Save: N/A, Area of Effect: One demon.
The Priest falls into a serene meditative trance which lasts for an hour. After that time, the Priest receives a 'vision', a visitation by one of the lesser Demons of his deity to counsel, advise, or otherwise assist the Priest. If the Priest is in immediate peril, or is otherwise threatened by a supernatural good force, the Demon may elect to physically travel to the Priest to deal with the menace (25% chance).
100: A false vision is received, and the Priest is 'locked' helpless in the trance for 3 days.
1: A Greater Demonic servant of the Priest's deity will answer the call.
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