(Invocation) Level : 4 Safe haven is a more powerful version of the first level priest spell, sanctuary.
Any opponent attempting to strike or otherwise directly attack the protected creature must
roll a saving throw vs. spell with a -2 penalty. If the saving throw is succesful, the
opponent can attack the warded creature, but at a -2 penalty to hit and damage. If the
saving throw is failed the opponent ignores the warded creature for the duration of the
spell. Those not attempting to attack the subject remain unaffected. Note that this spell
does not prevent area of attacks (fireball, ice storm etc.). While protected by this
spell, the subject cannot take direct offensive action without breaking the spell, but may
use non-attack spells or perform other acts of a non-offensive nature. This allows the
priest to heal wounds, for example. |
(Necromancy) Reversible Level : 7 When this spell is cast by a priest, some or all of the creatures in the area of effect are healed. The spell can heal up to a maximum of 1d8+1 hit points of damage per caster level. Only creatures within the area of effect designated by the caster can be healed. Up to 4d8+4 hit points of damage can be healed on a single creature within the range of the spell. The reverse of the spell, Mass Damage, can damage creatures within range in the same manner as creatures are healed in the normal version. The targets of the spell receive a saving throw at +2 in this case to avoid the spell's effect. The spell cannot affect noncorporeal, nonliving or extraplanar creatures in any case. Illusion/Phantasm) Level : 3 When this spell is cast, the caster creates an aura of dread around
him. This aura works somewhat like a Fear spell. The first opponent who looks the
caster in the eyes must make a save versus spell at -2 (-6 if the caster has a special
material component, see below) or be filled with fear. This dread causes the target to
think he is doomed and that the caster is the instrument of his doom, but does not cause
him to flee. Thinking that his end his upon him, and that fleeing is pointless, the target
of the spell prepares to sell his hide as dearly as possible. So while the target is not
allowed to flee, he does fight to defend himself. He will do this as efficient as
possible, but is -2 to hit and on saves versus the caster spells. |
(Alteration) Level : 7 When this spell is cast by a priest, a local Tornado of fairly high
strength is created. The Tornado lasts but five rounds. The Tornado affects all terrain,
vegetation, structures and creatures in it�s area of effect. The area of effect of the
Tornado spell is circular, with a diameter of five feet for every experience level of the
priest casting it. Thus a 20th-level priest casts a Tornado spell with a 100-foot-diameter
area of effect. The Tornado extends one mile up into the air. For obvious reasons, this
spell can only be cast outdoors. |