Draw
Upon Holy Might (Invocation/Evocation)
Level: Cleric 2, Druid 2, Paladin 2, Ranger 2
Sphere: Summoning
Range: Self
Casting Time: 1 round
Duration: 1 round per level
Area of Effect: The caster
Saving Throw: None
Another creation of the church of Tempus - the first recorded use of this spell was by priests in the service of the city of Mulmaster, in a fierce battle against the forces of Zhentil Keep. The impressive effects this had was not enough to carry the day, but did greatly improve the prestige of the High Hall of Swords amongst its peers.
Upon invoking a Draw Upon Holy Might, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.). Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6.
For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.
When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful saving throw reduces this time by 50%.
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