Armor of Faith
Duration: 2 Rounds + 2 per Caster Level
This spell is effective only upon those individuals of the same faith as the cleric, who are also wearing metal armor. The spell temporarily imbues them with holy might, turning them into “holy warriors” with hit point and Armor Class benefits based on the caster’s level. The cleric casting the spell can affect one person for every two levels of experience (round up), to a maximum of 5. For example, a 3rd level cleric can affect two, while a 9th level cleric could affect 5. The spell duration is two rounds, plus two rounds per caster level.
This rarely-known spell may only be learned through prayer in a holy sanctuary, such as Lah’s Retreat.
|Caster’s Level||Hit Points Below 0||Armor Class Bonus|
Holy warriors fight without penalty at negative hit points, but if they go below that number, they die immediately with no chance save from death. Holy warriors at negative hit points following the spell expiration return to zero hit points and immediately roll on the death table.
Negative Plane Protection
Duration: 1 turn/caster level
This spell adds protection against negative energy such that produced by the touch of a wraith. The protected subject who would otherwise suffer a negative level may make a save versus death to neutralize one negative level. On success, the energies cancel each other, producing a bright flash and thunderclap. The attacking undead creature suffers 2d6 damage.
The protection is proof against any level of negative energy and is dispelled even if the saving throw fails. Any damage inflicted by the attack is not affected, whether the save fails or not. You may cast any number of protections on a subject.
Strength of the Anointed One
Range: 30 feet
Duration: 2d6 rounds
The cleric joins hands with up to 1 + level/2 faithful companions in a prayer circle. Upon completion, a heavenly glow surrounds them all. For the duration of the spell, the highest natural strength bonus among them is applied to all. The strength bonus applies to damage (melee and slings), carrying capacity, opening doors, and wrestling. It does not apply to attack rolls. Affected creatures must have faith in The Anointed One and be human, demihuman or humanoid of man-size or smaller.
Magic User 1
Duration: 1 round/caster level
The subject gleams with magical energy, adding an extra measure of luck for the duration of the spell. Add +1 to all saving throws.
Detect Secret Doors
Magic User 1
Range: 60 feet
Duration: 1 minute/caster level while concentrating
The caster concentrates, casting his eyes about him, seeing hidden doors, including small compartments constructed for the purpose of concealment. The longer concentration continues, the more information the caster gains.
In the first round, the presence of any hidden doors becomes known to the caster as a faint wave of heat or absence of such if nothing hidden is within range. Hidden portals beyond walls cannot be detected, though light material such as cloth will not.
In the second round, the location of each hidden portal may be felt as a projection of warmth. If the portal can be seen, it will also glow faintly, visible only to the caster.
Each additional round spent concentrating will reveal the triggering mechanism to open one of the detected doors.
Tienarth’s Transferred Shield
Magic User 2
Duration: 5 rounds+1/level
This spell operates exactly like the 1st level Shield spell except that it is applied to any touched creature. It was imagined by the renowned mage, Tienarth.
Magic User 1
Duration: 1 round
This spell reveals the enchantment on a magic item. The caster handles the the item according to its purpose, such as placing a ring upon his finger, triggering any magical properties. The chance to discover one magical property of the item is 15% + 5%/level. On success, one general property becomes known or that there are no more knowable properties. Non-magical items are detected as such automatically.
The general aspects of a magic item that can be discovered include one of the effects produced, how to activate an effect, and limitations on use. A +1 longsword, +2 vs dragons has two effects. A wand of fireball may require speaking a command word. A ring of charm monster may work three times a day.
Some magical items resist analyzing. These include cursed items and great artifacts.
Magic User 1
Range: 25 feet + 5 feet/2 levels
Duration: 10 rounds/level
This spell instantly increases the size of one creature or object in both size and mass. The target grows up to 10% / caster level to a maximum of double size. Weight increases by the cube of size increase. Equipment worn or carried by a target creature is also enlarged. If so growing is constrained by weak material, it bursts, else growth stops. Creatures are never harmed by growing inside a small area.
Magical properties are not increased, neither are hit points, armor class or stat bonuses. Effective strength is increased as well as damage dealt by melee attacks. Multiple base damage by the growth factor then apply all applicable bonuses. For example, a fighter enlarged by 80% who normally does 1d8 damage plus +1 due to STR rolls a 6, making 12 damage (6 times 1.8 is 10.8 rounded to 11 plus one more).