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roll20-character-sheets/AD&D 2E Revised/javascript/priestSpells.js
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/* ---- Priest spells start ---- */
const pri1 = {}
pri1['Animal Friendship'] = {
'name': 'Animal Friendship',
'level': 'Level 1 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Animal',
'range': '10 yards',
'duration': 'Permanent',
'aoe': '1 animal',
'components': 'V, S, M',
'cast-time': '1 hour',
'saving-throw': 'Negate',
'materials': 'The casters holy symbol and a piece of food liked by the animal.',
'reference': 'PHB p. 252',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., Intelligence 14) that he desires friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animals friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.). \n The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly. \n The caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he possesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the casters experience level. Current maximum [[2*[[@{level-priest}]] ]] Hit Dice of animals. Only unaligned animals can be attracted, befriended, and trained.'
};
pri1['Bless'] = {
'name': 'Bless',
'level': 'Level 1 Priest',
'school': 'Conjuration/Summoning',
'sphere': 'All',
'range': '60 yards',
'duration': '6 rounds',
'aoe': '50-foot cube',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'Bless requires holy water. Curse requires the sprinkling of unholy water.',
'reference': 'PHB p. 252',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'Upon uttering the *bless* spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against *fear* effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spells effect; those entering the area after the casting is completed are not). \n A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. \n Multiple *bless* spells are not cumulative. \n This spell can be reversed by the priest to a *curse* spell that, when cast upon enemy creatures, lowers their morale and attack rolls by 1.'
};
pri1['Combine'] = {
'name': 'Combine',
'level': 'Level 1 Priest',
'school': 'Evocation',
'sphere': 'All',
'range': 'Touch',
'duration': 'Special',
'aoe': 'Circle of priests',
'components': 'V, S',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 252',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the *combine* spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the casters level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells. \n The encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the *combine* spell ends immediately. If the *combine* spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.'
};
pri1['Command'] = {
'name': 'Command',
'level': 'Level 1 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Charm',
'range': '30 yards',
'duration': '1 round',
'aoe': '1 creature',
'components': 'V',
'cast-time': '1',
'saving-throw': 'Special',
'materials': '',
'reference': 'PHB p. 252',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a command of “Suicide!” is ignored. A command to “Die!” causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence *and* 6 Hit Dice/levels get only one saving throw!)'
};
pri1['Create Water'] = {
'name': 'Create Water',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'Elemental (Water)',
'range': '30 yards',
'duration': 'Permanent',
'aoe': 'Up to 27 cubic feet',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'The *create water* spell requires at least a drop of water; the *destroy water* spell, at least a pinch of dust.',
'reference': 'PHB p. 253',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When the priest casts a *create water* spell, up to 4 gallons of water are generated for every experience level of the caster (Currently up to [[4*[[@{level-priest}]] ]] gallons). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc. The reverse of the spell, *destroy water*, obliterates without trace (no vapor, mist, fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard). \n Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8½ pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.'
};
pri1['Cure Light Wounds'] = {
'name': 'Cure Light Wounds',
'level': 'Level 1 Priest',
'school': 'Necromancy',
'sphere': 'Healing',
'range': 'Touch',
'duration': 'Permanent',
'aoe': 'Creature touched',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 253',
'damage': '',
'damage-type': '',
'healing': '[[1d8]]',
'effect': 'When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creatures body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. \n The reverse of the spell, *cause light wounds*, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priests hand strikes the opponent and causes such a wound. \n Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.'
};
pri1['Detect Evil'] = {
'name': 'Detect Evil',
'level': 'Level 1 Priest',
'school': 'Divination',
'sphere': 'All',
'range': '0',
'duration': '1 turn + [[5*[[@{level-priest}]] ]] rounds',
'aoe': '10 feet x 120 yards',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'The use of the priests holy symbol as its material component, with the priest holding it before him.',
'reference': 'PHB p. 253',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil *if intent upon appropriate actions*. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. \n The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level ([[10*[[@{level-priest}]] ]]%) of detecting its general bent (lawful, neutral, or chaotic). The duration of a *detect evil* (or *detect good*) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration. Current duration [[10+(5*[[@{level-priest}]])]] rounds. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate—stop, have quiet, and intently seek to detect the aura— for at least one round to receive a reading.'
};
pri1['Detect Magic'] = {
'name': 'Detect Magic',
'level': 'Level 1 Priest',
'school': 'Divination',
'sphere': 'Divination',
'range': '0',
'duration': '1 turn',
'aoe': '10 feet x 30 yards',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'The use of the priests holy symbol.',
'reference': 'PHB p. 253',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When the *detect magic* spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level ([[10*[[@{level-priest}]] ]]%) to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.'
};
pri1['Detect Poison'] = {
'name': 'Detect Poison',
'level': 'Level 1 Priest',
'school': 'Divination',
'sphere': 'Divination',
'range': '0',
'duration': '1 turn + [[@{level-priest}]] rounds',
'aoe': 'Special',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'A strip of specially blessed vellum, which turns black if poison is present.',
'reference': 'PHB p. 254',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison. Currently [[5*[[@{level-priest}]] ]]% of detecting the type of poison.'
};
pri1['Detect Snares & Pits'] = {
'name': 'Detect Snares & Pits',
'level': 'Level 1 Priest',
'school': 'Divination',
'sphere': 'Divination',
'range': '0',
'duration': '[[4*[[@{level-priest}]] ]] rounds',
'aoe': '10 x 40 feet',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'The caster must have his holy symbol to complete the spell.',
'reference': 'PHB p. 254',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional—the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards— quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2ndlevel spell *trip* and the 3rd-level *spell snare*), nor those that are mechanically complex, nor those that have been rendered safe or inactive.'
};
pri1['Endure Cold/Endure Heat'] = {
'name': 'Endure Cold/Endure Heat',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'Protection',
'range': 'Touch',
'duration': '[[1.5*[[@{level-priest}]] ]] hours',
'aoe': 'Creature touched',
'components': 'V, S',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'The create water spell requires at least a drop of water; the destroy water spell, at least a pinch of dust.',
'reference': 'PHB p. 254',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as 30° F. or as high as 130° F. (-34° to 54° C) (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an *endure cold* spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either *resist fire* or *resist cold* is cast upon the recipient.'
};
pri1['Entangle'] = {
'name': 'Entangle',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'Plant',
'range': '80 yards',
'duration': '1 turn',
'aoe': '40-foot cube',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': '½',
'materials': 'The casters holy symbol.',
'reference': 'PHB p. 254',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DMs option, based on the strength of the entangling plants.'
};
pri1['Faerie Fire'] = {
'name': 'Faerie Fire',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'Weather',
'range': '80 yards',
'duration': '[[4*[[@{level-priest}]] ]] rounds',
'aoe': '[[10*[[@{level-priest}]] ]] square feet within 40-foot radius',
'components': 'V, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'A small piece of foxfire',
'reference': 'PHB p. 254',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the *faerie fire* spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.'
};
pri1['Invisibility to Animals'] = {
'name': 'Invisibility to Animals',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'Animal',
'range': 'Touch',
'duration': '1 turn + [[@{level-priest}]] rounds',
'aoe': '[[@{level-priest}]] creatures',
'components': 'S, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'Holly rubbed over the recipient.',
'reference': 'PHB p. 255',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When an *invisibility to animals* spell is cast, the creature touched becomes totally undetectable by normal animals with Intelligences under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if he did not exist. For example, this individual could stand before the hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. For every level the caster has achieved, one creature can be rendered invisible. Any recipient attacking while this spell is in effect ends the spell immediately (for himself only).'
};
pri1['Invisibility to Undead'] = {
'name': 'Invisibility to Undead',
'level': 'Level 1 Priest',
'school': 'Abjuration',
'sphere': 'Necromantic',
'range': 'Touch',
'duration': '6 rounds',
'aoe': '1 creature',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': 'Special',
'materials': 'The priests holy symbol',
'reference': 'PHB p. 255',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as *cure light wounds*, *augury*, or *chant* does not end the ward.'
};
pri1['Light'] = {
'name': 'Light',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'Sun',
'range': '120 yards',
'duration': '1 hour + [[@{level-priest}]] turns',
'aoe': '20-feet-radius globe',
'components': 'V, S',
'cast-time': '4',
'saving-throw': 'Special',
'materials': '',
'reference': 'PHB p. 255',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell causes a luminous glow within 20 feet of the spells center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. 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. A *light* spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light. \n The spell is reversible, causing darkness in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room— pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.'
};
pri1['Locate Animals or Plants'] = {
'name': 'Locate Animals or Plants',
'level': 'Level 1 Priest',
'school': 'Divination',
'sphere': 'Divination (Animal, Plant)',
'range': '[[100+(20*[[@{level-priest}]])]] yards',
'duration': '[[@{level-priest}]] rounds',
'aoe': '[[20*[[@{level-priest}]] ]] yards x 20 feet',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'The casters holy symbol.',
'reference': 'PHB p. 255',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spells duration, the caster can face in only one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. (At the DMs option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.) While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.'
};
pri1['Magical Stone'] = {
'name': 'Magical Stone',
'level': 'Level 1 Priest',
'school': 'Enchantment',
'sphere': 'Combat',
'range': 'Touch',
'duration': 'Special',
'aoe': '3 pebbles',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'The priests holy symbol and three small pebbles, unworked by tools or magic of any type.',
'reference': 'PHB p. 256',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used.'
};
pri1['Pass Without Trace'] = {
'name': 'Pass Without Trace',
'level': 'Level 1 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Plant',
'range': 'Touch',
'duration': '[[@{level-priest}]] turns',
'aoe': '[[@{level-priest}]] creatures',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'A sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast.',
'reference': 'PHB p. 256',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When this spell is cast, the recipient can move through any type of terrain—mud, snow, dust, etc.—and leave neither footprints nor scent. The area that is passed over radiates magic for [[1d6]] turns after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result in the trackers picking up the trail at a point where the spell has worn off.'
};
pri1['Protection From Evil'] = {
'name': 'Protection From Evil',
'level': 'Level 1 Priest',
'school': 'Abjuration',
'sphere': 'Protection',
'range': 'Touch',
'duration': '[[3*[[@{level-priest}]] ]] rounds',
'aoe': '1 creature',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'Holy water or burning incense / A circle of unholy water or smoldering dung.',
'reference': 'PHB p. 256',
'damage': '',
'damage-type': '',
'healing': '',
'effect': '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: \n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of 2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. \n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghosts magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampires charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast. \n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. 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. \n This spell can be reversed to become *protection from good*, with the second and third benefits remaining unchanged.'
};
pri1['Purify Food & Drink'] = {
'name': 'Purify Food & Drink',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'All',
'range': '30 yards',
'duration': 'Permanent',
'aoe': '[[@{level-priest}]] cube feet in 10 square feet',
'components': 'V, S',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'A sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast.',
'reference': 'PHB p. 256',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by *purify food and drink*, but the spell has no effect on creatures of any type nor upon magical potions. \n The reverse of the spell is *putrefy food and drink*. This spoils even holy water; however, it likewise has no effect upon creatures or potions.'
};
pri1['Remove Fear'] = {
'name': 'Remove Fear',
'level': 'Level 1 Priest',
'school': 'Abjuration',
'sphere': 'Charm',
'range': '10 yards',
'duration': 'Special',
'aoe': '[[ceil([[@{level-priest}]]/4)]] creatures',
'components': 'V, S',
'cast-time': '1',
'saving-throw': 'Special',
'materials': 'A sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast.',
'reference': 'PHB p. 256',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'The priest casting this spell instills courage in the spell recipient, raising the creatures saving throw rolls against magical *fear* attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.). \n The reverse of the spell, *cause fear*, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, *cause fear* can be automatically countered by *remove fear* and vice versa. \n Neither spell has any effect on undead of any sort.'
};
pri1['Sanctuary'] = {
'name': 'Sanctuary',
'level': 'Level 1 Priest',
'school': 'Abjuration',
'sphere': 'Protection',
'range': 'Touch',
'duration': '[[2+[[@{level-priest}]] ]] rounds',
'aoe': '1 creature',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'The priests holy symbol and a small silver mirror.',
'reference': 'PHB p. 257',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When the priest casts a *sanctuary* spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on.'
};
pri1['Shillelagh'] = {
'name': 'Shillelagh',
'level': 'Level 1 Priest',
'school': 'Alteration',
'sphere': 'Combat, Plant',
'range': 'Touch',
'duration': '[[4+[[@{level-priest}]] ]] rounds',
'aoe': '1 oak club',
'components': 'V, S, M',
'cast-time': '2',
'saving-throw': 'None',
'materials': 'A shamrock leaf and the casters holy symbol.',
'reference': 'PHB p. 257',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.'
};
let pri2 = {};
pri2['Aid'] = {
'name': 'Aid',
'level': 'Level 2 Priest',
'school': 'Necromancy, Conjuration',
'sphere': 'Necromantic',
'range': 'Touch',
'duration': '[[1+[[@{level-priest}]] ]] rounds',
'aoe': '1 creature',
'components': 'V, S, M',
'cast-time': '5',
'saving-throw': 'None',
'materials': 'A tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priests holy symbol.',
'reference': 'PHB p. 257',
'damage': '',
'damage-type': '',
'healing': '',
'effect': '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]] additional hit points for the duration of the spell. The *aid* spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic. \n For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (82 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a *cure light wounds* spell that heals 4 points of damage, restoring him to his original 8 hit points. \n Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.'
};
pri2['Augury'] = {
'name': 'Augury',
'level': 'Level 2 Priest',
'school': 'Divination',
'sphere': 'Divination',
'range': '0',
'duration': 'Special',
'aoe': 'Special',
'components': 'V, S, M',
'cast-time': '2 rounds',
'saving-throw': 'None',
'materials': 'A set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting).',
'reference': 'PHB p. 257',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'The priest casting an *augury* spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an *augury* spell can be used to find if weal or woe will be the immediate result. 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 the priest casting the spell ([[70+[[@{level-priest}]]]]); for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury. For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.'
};
pri2['Barkskin'] = {
'name': 'Barkskin',
'level': 'Level 2 Priest',
'school': 'Alteration',
'sphere': 'Protection, Plant',
'range': 'Touch',
'duration': '[[4+[[@{level-priest}]] ]] rounds',
'aoe': '1 creature',
'components': 'V, S, M',
'cast-time': '5',
'saving-throw': 'None',
'materials': 'A handful of bark from an oak and the priests holy symbol.',
'reference': 'PHB p. 258',
'damage': '',
'damage-type': '',
'healing': '',
'effect': '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 ([[6-floor([[@{level-priest}]]/4)]] AC): Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. 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. This spell can be placed on the caster or on any other creature he touches.'
};
pri2['Chant'] = {
'name': 'Chant',
'level': 'Level 2 Priest',
'school': 'Conjuring/Summoning',
'sphere': 'Combat',
'range': '0',
'duration': 'Time of chanting',
'aoe': '30-foot radius',
'components': 'V, S',
'cast-time': '2 rounds',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 258',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'By means of the *chant* 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 priests 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; however, if the 3rd-level *prayer* spell is spoken while a priest of the same religious persuasion (not merely alignment) is chanting, the effect is increased to +2 and 2.'
};
pri2['Charm Person or Mammal'] = {
'name': 'Charm Person or Mammal',
'level': 'Level 2 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Animal',
'range': '80 yards',
'duration': 'Special',
'aoe': '1 person or mammal',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'Negate',
'materials': '',
'reference': 'PHB p. 258',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell affects any single person or mammal it is cast upon. The creature then regards the caster as a trusted friend and ally to be heeded and protected. The term *person* includes any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter is included, while an ogre is not. \n The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the caster if assured that the only chance to save the casters life is for the creature to hold back an onrushing red dragon for “just a minute or two” and if the charmed creatures view of the situation suggests that this course of action still allows a reasonable chance of survival. \n The subjects attitudes and priorities are changed with respect to the caster, but basic personality and alignment are not. A request that a victim make itself defenseless, give up a valued item, or even use a charge from a valued item (especially against former associates or allies) might allow an immediate saving throw to see if the charm is thrown off. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if such refusal is in character and does not directly harm the caster. The victims regard for the caster does not necessarily extend to the casters friends or allies. The victim does not react well to the charmers allies making suggestions such as, “Ask him this question. . .,” nor does the charmed creature put up with verbal or physical abuse from the charmers associates, if this is out of character. \n Note also that the spell does not empower the caster with linguistic capabilities beyond those he normally has. The duration of the spell is a function of the charmed creatures Intelligence, and it is tied to the saving throw. A successful saving throw breaks the spell. This saving throw is checked on a periodic basis according to the creatures Intelligence, even if the caster has not overly strained the relationship. \n**Intelligence**  **Period Between** \n**Score**      **Checks** \n3 or less     3 months \n46       2 months \n79       1 month \n1012       3 weeks \n1314       2 weeks \n1516       1 week \n17        3 days \n18        2 days \n19        or more 1 day \n If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a *dispel magic* spell is successfully cast upon the charmed creature, the charm is broken automatically. \n If the subject of the *charm person or mammal* spell successfully rolls its saving throw vs. the spell, the effect is negated. \n This spell, if used in conjunction with the *animal friendship* spell, can keep the animal near the casters home base, if the caster must leave for an extended period.'
};
pri2['Detect Charm'] = {
'name': 'Detect Charm',
'level': 'Level 2 Priest',
'school': 'Divination',
'sphere': 'Divination',
'range': '30 yards',
'duration': '1 turn',
'aoe': '1 creature/round',
'components': 'V, S',
'cast-time': '1 round',
'saving-throw': 'Negate',
'materials': '',
'reference': 'PHB p. 259',
'damage': '',
'damage-type': '',
'healing': '',
'effect': '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 and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level ([[5*[[@{level-priest}]] ]]%) to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine. \n The reverse of the spell, *undetectable charm*, completely masks all charms on a single creature for 24 hours.'
};
pri2['Dust Devil'] = {
'name': 'Dust Devil',
'level': 'Level 2 Priest',
'school': 'Conjuration/Summoning',
'sphere': 'Elemental (Air)',
'range': '30 yards',
'duration': '[[2*[[@{level-priest}]] ]] rounds',
'aoe': '5 x 4 foot cone',
'components': 'V, S',
'cast-time': '2 rounds',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 259',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell enables a priest to conjure up a weak air elemental— a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage—which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-footdiameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air—even another dust devil—can disperse a dust devil with a single hit.'
};
pri2['Enthrall'] = {
'name': 'Enthrall',
'level': 'Level 2 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Charm',
'range': '0',
'duration': 'Special',
'aoe': '90-foot radius',
'components': 'V, S',
'cast-time': '1 round',
'saving-throw': 'Negate',
'materials': '',
'reference': 'PHB p. 259',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'A priest using this spell can enthrall an audience that can fully understand his language. Those in the area of effect must successfully save vs. spell or give the caster their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to the casters have a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected. \n To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also successfully save vs. spell or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking. \n If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of 10. \n Note: When handling a large number of saving throws for similar creatures, the DM can assume an average to save time; for example, a crowd of 20 men with a base saving throw of 16 (25% success chance) will have 15 men enthralled and five not.'
};
pri2['Find Traps'] = {
'name': 'Find Traps',
'level': 'Level 2 Priest',
'school': 'Divination',
'sphere': 'Divination',
'range': '0',
'duration': '3 turns',
'aoe': '10 feet x 30 yards',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 260',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When a priest casts a *find traps* spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. \n A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices. \n The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the casters divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell *glyph of warding*), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.'
};
pri2['Fire Trap'] = {
'name': 'Fire Trap',
'level': 'Level 2 Priest',
'school': 'Abjuration, Evocation',
'sphere': 'Elemental (Fire)',
'range': 'Touch',
'duration': 'Permanent until discharged',
'aoe': 'Object touched',
'components': 'V, S, M',
'cast-time': '1 turn',
'saving-throw': '½',
'materials': 'Holly berries.',
'reference': 'PHB p. 260',
'damage': '1d4+[[@{level-priest}]]',
'damage-type': 'Fire',
'healing': '',
'effect': 'Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a *fire trap* spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A *knock* spell cannot affect a fire trap in any way—as soon as the offending party opens the item, the trap discharges. As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful *dispel magic* spell will not detonate the spell. When the trap is discharged, there will be an explosion of 5-foot radius from the spells center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, and half that total amount for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion. [[@{level-priest}]]The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a key word). \n To place this spell, the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual.'
};
pri2['Flame Blade'] = {
'name': 'Flame Blade',
'level': 'Level 2 Priest',
'school': 'Evocation',
'sphere': 'Elemental (Fire)',
'range': '0',
'duration': '[[4+floor([[@{level-priest}]]/2)]]',
'aoe': '3-foot long blade',
'components': 'V, S, M',
'cast-time': '4',
'saving-throw': 'None',
'materials': 'A leaf of sumac and the casters holy symbol',
'reference': 'PHB p. 260',
'damage': '1d4+4 (+/-2)',
'damage-type': 'Fire',
'healing': '',
'effect': 'With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This bladelike ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i.e., 710 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.'
};
pri2['Goodberry'] = {
'name': 'Goodberry',
'level': 'Level 2 Priest',
'school': 'Alteration, Evocation',
'sphere': 'Plant',
'range': 'Touch',
'duration': '[[1+[[@{level-priest}]] ]] days',
'aoe': '[[2d4]] fresh berries',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
'materials': 'The casters holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).',
'reference': 'PHB p. 260',
'damage': '1',
'damage-type': 'Poison',
'healing': '1',
'effect': 'Casting a *goodberry* spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A *detect magic* spell discovers this also. Berries with the magic either enable a hungry creature of approximately man size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period. \n The reverse of the spell, *badberry*, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested.'
};
pri2['Heat Metal'] = {
'name': 'Heat Metal',
'level': 'Level 2 Priest',
'school': 'Alteration',
'sphere': 'Elemental (Fire)',
'range': '40 yards',
'duration': '7 rounds',
'aoe': 'Special',
'components': 'V, S, M',
'cast-time': '5',
'saving-throw': 'Special',
'materials': 'A holy symbol.',
'reference': 'PHB p. 261',
'damage': 'See below',
'damage-type': '',
'healing': '',
'effect': 'By means of the *heat metal* spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire to avoid being heated. \n On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spells duration). During the second and sixth (next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal becomes searing hot, causing damage to exposed flesh, as shown below: \n**Metal**      **Damage** \n**Temperature**  **per Round** \nvery warm    none \nhot         1d4 points \nsearing*     2d4 points \n* On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell or suffer one of the following disabilities: hand or foot—becomes unusable for 2d4 days; body—becomes disabled for 1d4 days; head—fall unconscious for 1d4 turns. This effect can be completely removed by the 6th-level priest spell heal spell or by normal rest. \n Note also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a *protection from fire* spell totally negates the effects of a *heat metal* spell, as does immersion in water or snow, or exposure to a *cold* or *ice storm* spell. This version of the spell does not function under water. For every two experience levels of the caster, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds of weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or 5th-level caster two, etc. \n The reverse of the spell, *chill metal*, counters a *heat metal* spell or else causes metal to act as follows: \n**Metal**      **Damage** \n**Temperature**  **per Round** \ncold        none \nicy         12 points \nfreezing*     1d4 points \n* On the final round of freezing, the afflicted creature must roll a successful saving throw vs. spell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or hands, if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the characters grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp. \n The *chill metal* spell is countered by a *resist cold* spell, or by any great heat—proximity to a blazing fire (not a mere torch), a magical *flaming sword*, a *wall of fire* spell, etc. Under water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.'
};
pri2['Hold Person'] = {
'name': 'Hold Person',
'level': 'Level 2 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Charm',
'range': '120 yards',
'duration': '[[2*[[@{level-priest}]] ]] rounds',
'aoe': '[[1d4]] persons in a 20-foot cube',
'components': 'V, S, M',
'cast-time': '5',
'saving-throw': 'Negate',
'materials': 'A small, straight piece of iron as the material component of this spell.',
'reference': 'PHB p. 261',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell). \n The *hold person* spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. \n The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a 1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a 2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. \n Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects condition due to wounds, disease, or poison. The priest casting the *hold person* spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.'
};
pri2['Know Alignment'] = {
'name': 'Know Alignment',
'level': 'Level 2 Priest',
'school': 'Divination',
'sphere': 'Divination',
'range': '10 yards',
'duration': '1 turn',
'aoe': '1 creature or object',
'components': 'V, S',
'cast-time': '1 round',
'saving-throw': 'Negate',
'materials': '',
'reference': 'PHB p. 261',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'A *know alignment* spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the *know alignment* spell. \n The reverse, *undetectable alignment*, conceals the alignment of an object or creature for 24 hours.'
};
pri2['Messenger'] = {
'name': 'Messenger',
'level': 'Level 2 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Animal',
'range': '[[20*[[@{level-priest}]] ]] yards',
'duration': '[[@{level-priest}]] days',
'aoe': '1 creature',
'components': 'V, S',
'cast-time': '1 round',
'saving-throw': 'Negate',
'materials': '',
'reference': 'PHB p. 262',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger. The spell does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw vs. spell. If the saving throw is failed, the animal advances toward the priest and awaits his bidding. The priest can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The spellcaster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spells duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability.'
};
pri2['Obscurement'] = {
'name': 'Obscurement',
'level': 'Level 2 Priest',
'school': 'Alteration',
'sphere': 'Weather',
'range': '0',
'duration': '[[4*[[@{level-priest}]] ]] rounds',
'aoe': '[[10*[[@{level-priest}]] ]]-foot square',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 262',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell causes a misty vapor to arise around the caster. It persists in this locale for four rounds per caster level and reduces the visibility ranges of all types of vision (including infravision) to [[2d4]] feet. The ground area affected by the spell is a square progression based on the casters level: a 10-foot × 10-foot area at 1st level, a 20-foot × 20-foot area at 2nd level, a 30-foot × 30-foot area at 3rd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell *gust of wind*) can cut the duration of an *obscurement* spell by 75%. This spell does not function under water.'
};
pri2['Produce Flame'] = {
'name': 'Produce Flame',
'level': 'Level 2 Priest',
'school': 'Alteration',
'sphere': 'Elemental (Fire)',
'range': '0',
'duration': '[[@{level-priest}]] rounds',
'aoe': 'Special',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 262',
'damage': '1d4+1',
'damage-type': 'Fire',
'healing': '',
'effect': 'A bright flame, equal in brightness to a torch, springs forth from the casters palm when he casts a *produce flame* spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the casters hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round. \n The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.'
};
pri2['Resist Fire/Resist Cold'] = {
'name': 'Resist Fire/Resist Cold',
'level': 'Level 2 Priest',
'school': 'Alteration',
'sphere': 'Protection',
'range': 'Touch',
'duration': '[[@{level-priest}]] rounds',
'aoe': '1 creature',
'components': 'V, S, M',
'cast-time': '5',
'saving-throw': 'None',
'materials': 'A drop of mercury as the material component of this spell.',
'reference': 'PHB p. 262',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When this spell is placed upon a creature by a priest, the creatures body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragons breath, frostbrand swords, ice storms, *wands of frost*, or white dragons breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed, the creature sustains one-half damage, and if the saving throw is successful, the creature sustains only one-quarter damage. Resistance to fire lasts for one round for each experience level of the priest placing the spell.'
};
pri2['Silence, 15\' Radius'] = {
'name': 'Silence, 15\' Radius',
'level': 'Level 2 Priest',
'school': 'Alteration',
'sphere': 'Guardian',
'range': '120 yards',
'duration': '[[2*[[@{level-priest}]] ]] rounds',
'aoe': '15-foot-radius',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 263',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, *horn of blasting*, etc.'
};
pri2['Slow Poison'] = {
'name': 'Slow Poison',
'level': 'Level 2 Priest',
'school': 'Necromancy',
'sphere': 'Healing',
'range': 'Touch',
'duration': '[[@{level-priest}]] hours',
'aoe': '1 creature',
'components': 'V, S, M',
'cast-time': '1',
'saving-throw': 'None',
'materials': 'A bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested) and the priests holy symbol',
'reference': 'PHB p. 263',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured.'
};
pri2['Snake Charm'] = {
'name': 'Snake Charm',
'level': 'Level 2 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Animal',
'range': '30 yards',
'duration': 'Special',
'aoe': '30-foot cube',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 263',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When this spell is cast, a hypnotic pattern is set up that causes one or more snakes to cease all activity except a semierect, swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 1d4+2 turns; if the snakes are not torpid, but are not aroused and angry, the charm lasts 1d3 turns; if the snakes are angry or attacking, the spell lasts 1d4+4 rounds. The priest casting the spell can charm snakes whose total hit points are less than or equal to those of the priest. On the average, a 1st-level priest could charm snakes with a total of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points, etc. The hit points can be those of a single snake or those of several of the reptiles, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit point caster charming a dozen 2-hit point snakes would charm 11 of them. This spell is also effective against any ophidian or ophidianoid monster, such as naga, couatl, etc., subject to magic resistance, hit points, and so forth. \n Variations of this spell may exist, allowing other creatures significant to a particular mythos to be affected. Your DM will inform you if such spells exist.'
};
pri2['Spiritual Hammer'] = {
'name': 'Spiritual Hammer',
'level': 'Level 2 Priest',
'school': 'Invocation',
'sphere': 'Combat',
'range': '[[10*[[@{level-priest}]] ]] yards',
'duration': '[[3*[[@{level-priest}]] ]] rounds',
'aoe': 'Special',
'components': 'V, S, M',
'cast-time': '5',
'saving-throw': 'None',
'materials': 'A normal war hammer.',
'reference': 'PHB p. 263',
'damage': 'S/M: 1d4+1+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]] / Large: 1d4+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]',
'damage-type': '',
'healing': '',
'effect': 'By calling upon his deity, the caster of a *spiritual hammer* spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammers chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (+[[{{[[ceil([[@{level-priest}]]/6)]],3}kl1}]]) (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the targets AC for shield and Dexterity. \n As soon as the caster ceases concentration, the *spiritual hammer* spell ends. A *dispel magic* spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell. \n The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.'
};
pri2['Trip'] = {
'name': 'Trip',
'level': 'Level 2 Priest',
'school': 'Enchantment/Charm',
'sphere': 'Plant',
'range': 'Touch',
'duration': '[[@{level-priest}]] turns',
'aoe': '1 object up to 10 feet long',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'Negate',
'materials': '',
'reference': 'PHB p. 264',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This magic must be cast upon a normal object—a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail their saving throws vs. spell. Note that only as many creatures can be tripped as are actually stepping across the enchanted object. Thus, a 3-foot-long piece of rope could trip only one man-sized creature. Creatures moving at a very rapid pace (running) when tripped suffer 1 point of damage and are stunned for 1d4+1 rounds if the surface they fall upon is very hard (if it is turf or other soft material, they are merely stunned for the rest of that round). Very large creatures, such as elephants, are not affected at all by a *trip* spell. The object continues to trip all creatures passing over it, including the spellcaster, for as long as the spell duration lasts. A creature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing the object. The enchanted object is 80% undetectable unless a means that detects magical traps is employed or the operation of the spell is observed. This spell does not function under water.'
};
pri2['Warp Wood'] = {
'name': 'Warp Wood',
'level': 'Level 2 Priest',
'school': 'Alteration',
'sphere': 'Plant',
'range': '[[10*[[@{level-priest}]] ]] yards',
'duration': 'Permanent',
'aoe': 'Special',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'Special',
'materials': '',
'reference': 'PHB p. 264',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'When this spell is cast, the priest causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a *warp wood* spell is 10 yards for each level of experience of the caster. It affects approximately a 15-inch shaft of wood of up to 1-inch diameter per level of the caster. Thus, at 1st level, a caster might be able to warp a hand axe handle or four crossbow bolts; at 5th level, he could warp the shaft of a typical spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped missile weapons are useless; warped melee weapons suffer a 4 penalty to their attack rolls. \n Enchanted wood is affected only if the spellcaster is of higher level than the caster of the prior enchantment. The spellcaster has a 20% cumulative chance of success per level of difference (20% if one level higher, 40% if two levels higher, etc.). Thus, a door magically held or wizard locked by a 5th-level wizard is 40% likely to be affected by a *warp wood* spell cast by a 7th-level priest. Wooden magical items are considered enchanted at 12th level (or better). Extremely powerful items, such as artifacts, are unaffected by this spell. \n The reversed spell, *straighten wood*, straightens bent or crooked wood, or reverses the effects of a *warp wood* spell, subject to the same restrictions.'
};
pri2['Withdraw'] = {
'name': 'Withdraw',
'level': 'Level 2 Priest',
'school': 'Ateration',
'sphere': 'Protection',
'range': '0',
'duration': 'Special',
'aoe': 'The caster',
'components': 'V, S',
'cast-time': '5',
'saving-throw': 'None',
'materials': '',
'reference': 'PHB p. 264',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'By means of a *withdraw* spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation ([[2+[[@{level-priest}]] ]] rounds). Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the *withdraw* spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a *cure light wounds* spell bestowed upon a companion) negates the *withdraw* spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell.'
};
pri2['Wyvern Watch'] = {
'name': 'Wyvern Watch',
'level': 'Level 2 Priest',
'school': 'Evocation',
'sphere': 'Guardian',
'range': '30 yards',
'duration': 'Up to 8 hours',
'aoe': '10-foot radius',
'components': 'V, S, M',
'cast-time': '5',
'saving-throw': 'Negate',
'materials': 'The priests holy symbol.',
'reference': 'PHB p. 264',
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'This spell is known as *wyvern watch* because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the “wyvern.” Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster ([[@{level-priest}]] rounds), until freed by the spellcaster, by a *dispel magic* spell, or by a *remove paralysis* spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.'
};
const priestSpells = {};
priestSpells['pri1'] = pri1;
priestSpells['pri2'] = pri2;
/* ---- Priest spells end ---- */