Level Six Spells

Animal Summoning III (Conjuration/Summoning)
Level: 6
Sphere: Animal, Summoning
Range: 60 yards
Duration: 2 hours
Casting Time: 7
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls two or three animals that have 12 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.

Bolt of Glory (Invocation/Evocation)
Sphere: Combat, Summoning
Level: 6
Range: 20 yards
Duration: Instant
Casting Time: 5
Area of Effect: Target creature
Saving Throw: None

By casting this spell, the priest channels a bolt of divine energy against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of existence:

Prime Material: 6d6
Elemental: 3d4
Undead: 8d6
Demon: 10d6

Comments: Casting time reduced to 5.

Conjure Animals (Conjuration/Summoning)
Level: 6
Sphere: Summoning
Range: 60 yards
Duration: 2 hours
Casting Time: 7
Area of Effect: Special
Saving Throw: None

This spell allows the caster to summon and control one or two massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell. As the bears are magically created, their attacks are considered +1 enchantment, blunt weapons.

Comments: Spell duration extended to two hours.

Dolorous Decay (Alteration/Necromancy)
Sphere: Combat, Necromantic
Level: 6
Range: 10 yards
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

Dolorous Decay affects a single living creature, causing a rotting and withering of the body that spreads quickly. The target creature will automatically be slowed for one round for every three levels of the caster. Furthermore, if the target fails a saving throw vs. poison at a -2 penalty, it will receive 1 point of damage per second until a total of 50 damage has been inflicted.

Comments: The slow effect has been scaled to last one round for every three levels of the caster (instead of being fixed at two rounds).

Fire Seeds (Conjuration)
Level: 6
Sphere: Elemental
Range: Special
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 6
Area of Effect: Special
Saving Throw: 1/2 damage

Upon casting this spell, one fire seed for every three levels of the caster will appear in his or her inventory. The seeds will remain in existence for the spell's duration. During this time, if they are thrown at and strike an enemy, a fireball will ensue, causing 2-16 points of damage to all within the area of effect. A successful save vs. spells will reduce the damage inflicted by one half.

Comments: The spell duration was extended to match that of the long-term buffs, with the idea that this can be cast as a prep spell after resting so that the seeds will be available if and when combat occurs. The number of seeds now scales according to caster level. Although you will start with fewer seeds at level 11, from level 15 and up this spell will create 1 or 2 more than it did in its unaltered state.

Harm (Necromancy)
Level: 6
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. After the spell has been cast, the priest has 2 rounds to make a successful attack on the target, which if successful reduces the target to 1 hit point. If the priest misses the target creature, the spell is wasted. No saving throw is allowed.

Comments: The casting time has been reduced to 3. The trick of this spell is supposed to be the short duration in which to land a successful attack, not the casting length.

Heal (Necromancy)
Level: 6
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness, and heals all damage suffered due to wounds or injury. It dispels a feeblemind spell and cures any mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

Comments: Casting time reduced to 7.

Physical Mirror (Alteration)
Level: 6
Sphere: Numbers
Range: 30 yards
Duration: 3 turns
Casting Time: 2
Area of Effect: Special
Saving Throw: None

This spell causes a localized folding of space, which forms an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc, such that the sender of the missile finds himself the target of his or her own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror.

Comments: Casting time reduced to 2 to facilitate deployment when combat starts. The duration has been increased to 3 turns.

Sol's Searing Orb (Invocation)
Sphere: Sun
Level: 6
Range: 30 yards
Duration: Instantaneous
Casting Time: 3
Area of Effect: Target
Saving Throw: Special

When the spell is completed, it creates a glowing stone. This gem must immediately be thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must roll normally to hit; he gains a +3 bonus to his attack roll and suffers no penalty for nonweapon proficiency. When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds for 1d6 rounds. The victim is allowed a saving throw vs. spell. If successful, only half damage is sustained and the target is not blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for twelve rounds (if applicable) on a failed save. They receive 9d6 points of damage and are blinded for six rounds if the save is successful.

Comments: Casting time reduced to 3. As with Harm, the trick here should be the attack roll, not the casting length.