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 save vs. spell, 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. You can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses, with each taking one week of training, during the first three months after casting. 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.
Description
Description
Description
Description
Description
Description
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.
Description
Description
Description
Description
Description
Description
Description
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.
Description
Description
Description
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, and any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess or to exercise mental control over the protected creature is blocked by this spell. The protection does not prevent the effect itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against, or tries to force the barrier against, the blocked creature.
Description
Description
Description
Description