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.
(reversible)
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.
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