Level Five Spells

Animal Summoning II (Conjuration/Summoning)
Level: 5
Sphere: Animal, Summoning
Range: 60 yards/level
Duration: 2 hours
Casting Time: 6
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls between one to three animals that have 8 hit dice or less. They will remain under the caster's control until slain or until the spell duration expires.

Comments: Spell duration extended to two hours.

Cause Critical Wounds (Necromancy)
Level: 5
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

This spell is the reverse of the Cure Critical Wounds spell. Instead of healing the creature touched, it causes damage. Upon being touched by the priest, the target suffers magical damage of 30 points plus 1 additional point for every 2 experience levels of the caster.

Comments: This spell no longer requires a melee attack by the priest; it now causes magic damage at touch range. The damage scales as does the healing for Cure Critical Wounds (below). No saving throw is allowed.

Chaotic Commands (Enchantment/Charm)
Level: 5
Sphere: Chaos
Range: Visual sight of caster
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that fit into this category. This spell also protects the target from psionic blast. This spell affects only one creature and lasts for the duration or until dispelled.

Comments: The spell duration and casting time were amended to be consistent with the other long duration buffs.

Cure Critical Wounds (Necromancy)
Level: 5
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

Cure Critical Wounds provides very potent healing. Upon casting the spell and laying his or her hand upon a creature, the priest heals wound or other injury damage at a magnitude of 30 points plus 1 additional point for every 2 experience levels attained. Curing is permanent only insofar as the creature does not sustain further damage.

Comments: See Cure Light Wounds.

Iron Skins (Alteration)
Sphere: Elemental
Level: 5
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

When a druid casts this powerful spell, an outer skin of iron moves up from the ground, completely covering him or her. This magical skin will not hinder movement, and will protect the druid from physical attacks from melee weapons and projectiles. For every two levels of the caster, an additional skin is gained. For each skin the druid possesses, the spell will stop one attack, so a 10th level druid would be protected from the first 5 attacks, but the sixth would affect him or her normally.

Comments: Casting time reduced to 1 in order to achieve parity with the arcane spell, and to facilitate use in combat.

Magic Resistance (Alteration)
Level: 5
Sphere: Protection
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

After having been targeted by this spell, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set, so if the target already has more magic resistance than the priest would confer, their resistance would actually be lowered to the set value.

Comments: The spell duration and casting time were amended to be consistent with the other long duration buffs.

Righteous Magic (Alteration)
Level: 5
Sphere: Combat
Range: 0
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

This powerful combat spell enhances the priest's physical prowess, transforming him or her into a juggernaut of destruction. The effect adds 1 temporary hit point for every level of the caster, adds 1 point of strength for every three levels of the caster (to a maximum of 25), and inflicts maximum damage with every hit. Multiple castings of this spell are not cumulative.

Comments: The casting time has been reduced to 3 to allow for more agile casting upon the outset of hostility. The duration has also been extended by a turn.