PDA

View Full Version : 2nd Ed priest Spells.



Toofey
2012-02-06, 01:18 PM
So... I've been trying to get better acquainted with 2nd ed priest spells, and I've been looking for things that are generally useful. Note: the descriptions are houseruled so if they look a little different that's why. please make suggestions for other spells from the PHB TOM and S&M if there's something you think is really useful that I'm missing, or something that's useful for a sneaky reason


1st level spells
Players Handbook
Animal Friendship: Make a permanent animal friends (Animal)
Bless/Curse: +1/-1 to attack rolls and rolls against fear (All)
Command: one word command, no save (Charm)
Magical Stone: Three stones which can be cast 1/rnd or all at once 1d4+1 each. (combat)
Sanctuary: in ordeumor to attack target attacker must save vs spell (protection)
Tome of Magic
Call upon faith: +3 to any roll (summoning)
Sacred Guardian: aware of danger to target for 1 day/level (guardian)
Spells and Magic
Strength of Stone: Increases strength by 1d4 while target remains on ground (Elemental Earth)

2nd level
Players Handbook
Aid: Bless that can be cast during a fight plus 1d8 temporary hit points (Necromantic)
Hold Person: Hold Person (charm)
Silence 15' radius: as name (Guardian)
Withdrawl: see notes (Protection)
Tome of Magic
Draw upon holy might: +1/3lvls to any stat (summoning)
Hesistation: +4 to target init following round (Time)
Moment: Various bonuses based on the timing of actions (Numbers)
Nap: full nights rest for target in 1 hour (time)
Spells and Magic
Atral Awareness: See into Astral and Ethereal Plane (Astral)
Iron Vigil: Disregard Huner and Fatigure (Guardian)
Soften Earth and Stone: what it says, not turn into mud, soften. (Elemental Earth)

3rd level
Players Handbook
Call Lightning: 1 turn to cast then 1 “natural” lightning bolt per turn for 1 turn per level, see notes. (Weather)
Dispel Magic: Dispel Magic (Protection)
Glyph of Warding: Various trap effects if a protected area is entered (Guardian)
Meld into Stone: allows caster to meld into stone (elemental earth)
Negative Plane Protection: Creates a standing defense against negative energy attack (Protection, Necromantic)
Prayer: +1 to ally attack rolls -1 to enemy attack rolls (combat)
Stone Shape: Change a stone's shape (elemental earth)
Tome of Magic
Choose Future: take 2 rolls for any roll following round (time)
Miscast Magic: target mage casts next spell at random (chaos)
Rigid Thinking: target must repeat action (law)
Spells and Magic
Etherealness: Border Ethereal Only (Numbers)
Unfailing Premonition: Foresite Lite (Time)

4th level
Players Handbook
Abjure: send something from another plane home, see the rules (sumoning)
Free Action: free's target from restrictions to movement (charm)
Speak with Plants: comunicate with plant monsters, other spell effects (plant)
Spell immunity: grants imunity to 1 spell 4th level or lower (protection)
Tongues: Tongues (divination)
Tome of Magic
Dimensional Folding: Portal to anywhere (Numbers)
Probability Control: +3 +1/5 lvls to any roll (Numbers)
Spells and Magic
Dimensional Anchor: prevents all forms of teleportation (Guardian)

5th Level
Players Handbook
Air Walk: walk on air for quite a while (elemental air)
Commune: ask agent of caster's god 1 yes/no question per level (divination)
Dispel Evil: banish **** from other planes, dispell effects, see the notes (summoning)
Flame Strike: 1d8 every 2 levels (combat)
Plane Shift: travel between planes (astral)
Transmute Rock to Mud: as the name, with a large area of effect (elemental earth and water)
True Seeing: reveals true nature, pierces illusion etc.. (divination)
Tome of Magic
Disguise: disuises a military unit as a unit of the targets own side (war)
Spells and Magic
Unfailing Endurance: Immune to fatigue 1 day per level (necromantic)
Windborne: A column of air thrusts the caster 10' per level into the air, and they can glide 20/ per foot of height (elemental air)
Dimensional Translocation: Undead or Planar creatures are weakened by severing their link to the planes (numbers, summoning)
Othertime: Player goes forward a few rounds forward in time then has that many rounds prep acting that round (Time)

6th Level
Players Handbook
Blade Barrier: wall of magic blades 8d8 dmg to pass (guardian, creation)
Conjure Fire Elemental: conjure cooperative fire monsters (elemental fire)
Speak with Monsters: gain the ability to communicate with whatever (divination)
Stone tell: Learn what stones know (divination, elemental earth)
Word of Recall: Caster teleports to a pre-prepared location (summoning)
Tome of Magic
Reverse Time: undoes effects of the targets last 3 rounds of actions (Time)


7th Level
Players Handbook
Changestaff: prepared staff becomes a treant w/ 12 hd (plant, creation)
Conjure Earth Elemental: summons a cooperative earth monster (elemental earth)
Creeping Doom: 1d6+4x100 monsters that do 1hp of damage a piece in the direction they crawl (animal, summoning)
Earthquake: causes an earthquake (elemental earth)
Gate: see the notes (Summoning)
Ressurection: Bring someone back from the dead or destroy someone utterly with a touch (necromancy)
Tome of Magic
Spacewarp: creates local gravity well within a sphere with a 50' radius (Numbers)
Spells and Magic
Conjure Air or Water Elemental: friendly elemental monsters (Elemental Air, Water)
Tsunami: What it says (Elemental Water)

Also
Healing/Harming Spells (House Ruled)
1st level: Cure/Cause Light Wounds: 1d8 hp (Healing)
2nd level: Cure/Cause Moderate Wounds: 1d10+1 (healing)
3rd level: Repair Injury: (1d10+1)x5% if used for healing only (Healing)
4th level: Cure/Cause Serious Wounds: (2d8+1)x5% (Healing)
5th level: Cure/Cause Critical Wounds: (3d8)x5% (Healing)
6th level: Heal/Harm: raise to full HP or reduce to 1d4 hp (healing)

W3bDragon
2012-02-08, 05:41 AM
I know you listed specific books, but I feel that I need to point out the most important books for priest spells. Faiths and Avatars and Powers and Pantheons. The spells there are usually typical, if flavorful, but there are a few that stand out. For example, the specialty priest of Bane's Reaving Blades.

Toofey
2012-02-08, 09:34 PM
Yes, but as those spells are specific to their faiths I figure if you're making a character of a specific faith, you'll familiarize with the spells for that faith, I've always played Mages, so I'm less familiar with divine magic.