By means of this spell, the priest is able to show any animal of Intelligence 1-4 that they desire friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while you finish the spell. Thereafter, it follows you about. The spell functions only if you actually wish to be the animal's friend. If you have ulterior motives, the animal always senses them. The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm you, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly. You can use this spell to attract up to 2 Hit Dice of animal(s) per level of experience you have. This
is also the maximum total Hit Dice of the animals that can be attracted and trained at one time. Only unaligned animals can be attracted, befriended, and trained.
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When this spell is cast, the priest detects magical radiations in the direction they are facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and you have a 10% chance per experience level to recognize if a certain school or type of magic is present. Scanning a direction in a 60-degree arc requires one round, and you must be motionless to scan. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.
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This spell creates a luminous glow, equal to torchlight, within a fixed radius of a point within range that the priest can see. The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. 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. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual). Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4.
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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 creatures against the protected creature suffer -2 penalties to attack rolls
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