The recipient of this spell gains the benefit of a Bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 temporary hit points for the duration of the spell. This spell enables the recipient to actually have more hit points than their full normal total. These temporary hit points are lost first when the recipient takes damage
The priest casting this spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. If the spell is successful, the DM yields some indication of the probable outcome: weal, woe, or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of experience you have. Your DM determines any adjustments for the particular conditions of each augury. Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.
When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus.
By means of this spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption, such as an attack that succeeds and causes damage, grappling with the chanter, or a Silence spell, breaks the spell. Multiple chants are not cumulative
By means of this spell, the priest causes a person or mammal to regard them as a trusted friend and ally, to be heeded and protected. The creature views your words and actions in the most favorable way, and will listen to you, but will not follow commands like an automaton or do something that would result in certain death. If you attempt to harm the target, or a Dispel Magic spell is cast upon them, the charm is broken automatically. Otherwise, the Intelligence of the target determines how often it is allowed to make a save vs. spell to break the charm. 3 or less is once every 3 months, 4-6 is 2 months, 7-9 is 1 month, 10-12 is 3 weeks, 13-14 is 2 weeks, 15-16 is 1 week, 17 is 3 days, 18 is 2 days, and 19 or more is 1 day.
When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell. If the save is successful, you learn nothing about that particular creature from the casting. If you learn that a creature is being influenced, you have a 5% chance per level of experience you have to determine the exact type of influence. You can check 1 creature per round while the spell is active. If a creature is under more than one charm effect, only the information that the charms exist is gained. The reverse of this spell, Undetectable Charm, completely masks all charms on a creature for 24 hours.
This spell enables the priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 ft., one attack for 1d4 points of damage--which can be hit by normal weapons. It moves as directed by you, but dissipates if it is ever separated from you by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air can disperse a dust devil with a single hit.
A priest using this spell can enthrall an audience that can understand their language. Those in the area of effect, or who enter it during the spell's duration, must successfully save vs. spell or give you their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to yours have a +4 bonus to the roll. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected. To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while you speak, and for 1d3 rounds thereafter while they discuss the matter. Those not enthralled have a chance to begin jeering and hollering in unison, granting the enthralled another saving throw. If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10.
When the priest casts this spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to them. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. You learn the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable you to sense what intended actions might trigger it. The spell cannot predict actions of creatures (such as in the case of an ambush), nor are natural hazards considered traps. The spell does not detect traps that have been disarmed or are otherwise inactive.
This spell allows the priest to trap any closeable item. The trapped item cannot have a second closure or warding spell placed upon it. As soon as the item is opened by anyone not designated as safe when the spell was cast, the spell discharges in a 5-foot radius explosion. All creatures within this area must save vs. spell to take half of 1d4 + 1/lvl damage. Underwater, this spell deals half damage and creates a large cloud of steam. The trapped item is not harmed by this explosion.
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