Priest Spells
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FIRST LEVEL
Analyze Balance
Anti-Vermin Barrier
Bless
Call Upon Faith
Combine
Command
Create/Destroy Water
Cure/Cause Light Wounds
Detect Evil/Good
Detect Magic
Detect Poison
Detect Snares & Pits
Emotion Read
Endure Heat/Cold
Invisibility to Undead
Know Direction
Light/Darkness
Locate Animals or Plants
Log of Everburning
Magical Stone
Morale
Protection from Evil/Good
Purify/Putrify Food & Drink
Remove/Cause Fear
Sacred Guardian
Sanctuary
Shillelagh
Speak With Astral Traveler
Thought Capture
Weighty Chest
SECOND LEVEL
Aid
Augury
Aura of Comfort
Barkskin
Calm Chaos
Chant
Create Holy Symbol
Detect Charm
Dust Devil
Draw Upon Holy Might
Emotion Perception
Enthrall
Find Traps
Fire Trap
Flame Blade
Frisky Chest
Heat Metal/Chill Metal
Hold Person
Idea
Know Alignment
Lighten Load
Mind Read
Music of the Spheres
Produce Flame
Rally
Resist Cold
Resist Fire
Silence, 15-foot Radius
Slow Poison
Speak Wth Animals
Spiritual Hammer
Withdraw
Wyvern Watch
Zone of Truth |
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Proficiencies
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Weapon: staff, sling, footmans mace
Non-Weapon: Common (free), Religion (free), Spellcraft (required), Read/Write Common, Riding (Horse), Elvish, Gnomish, Cooking, Ancient History, Weather Sense, Cartography. |
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Class abilities
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Spells:
Priest: 5/4
Wizard: 2 (takes priest spell slots)
Can use magic-items usable by clerics and wizards, including scrolls. Magistrati may use magical scrolls in addition to clerical scrolls. They need a read magic spell to do so if the spell is not of the school of magic they have selected to choose their wizard spells from
MAJOR SPHERES: All, astral, charm, combat, creation, divination, guardian, healing, law, necromantic, protection, summoning, sun, thought, wards
MINOR SPHERES: Elemental, travelers, war
Wizard School: Alteration
Magistrati can cast priest spells faster than other priests. Their casting time on all priest spells of one round or less is reduced by 3 (for example, a casting time of 7 would be reduced to 4). Spells taking more than one round to cast still require the usual amount of time. Priest spells cast by a magistrati always have a casting time of at least 1.
Starting at 2nd level, may cast wizard spells in addition to priest spells. Magistrati cast these as mages of half their actual level (drop fractions). For example, a 3rd-level magistrati casts wizard spells as a 1st-level mage and cannot gain spells that are not available to a 1st-level mage.
Magistrati pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace clerical spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Because of this, magistrati may never cast 8th- or 9th-level wizard spells. Further, a magistrata may only take wizard spells from a single school (abjuration, alteration, necromancy, etc.). This school is determined when the first wizard spell is requested from Azuth. From that point on, all wizard spells prayed for by that magistrata must be from that school and cannot be from any other, with the exception of read magic, which is always available.
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Wizard Spells
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Affect Normal Fires
Burning Hands
Cantrip
Color Spray
Comprehend/Confuse Languages
Dancing Lights
Enlarge/Reduce
Erase
Feather Fall
Fire Burst
Fist of Stone
Gaze Reflection
Hold Portal
Jump
Lasting Breath
Light
Mending
Message
Metamorphose Liquids
Murdock's Feathery Flyer
Read Magic
Shocking Grasp
Spider Climb
Wizard Mark |
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Staff
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Staff of Healing (as identified by Reggie)
This device can cure disease, cure blindness, cure wounds (3d6+3 hit points), or cure insanity. Each function drains one charge. The device can be used once per day on any person (dwarf,elf,gnome,half-elf,halfling included), and no function may be employed more than twice per day(i.e., the staff can function only eight times during a 24-hour period). It can be recharged. Currently has 9 of 12 charges or so it would appear. |
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