Page 1
Rhendlyn's Spells
Level 1 Spells
        Spell                      Effect                                                                                Level    Mana
Essence of Tiamat - by summoning the dark Queens's power, the target gains strength,                                 +5 phys. 2d10 rounds 1       5
1      5
Cures Light Wounds - Heals minor cuts and wounds, Recovers 10hp
1      5
Detects Good/Evil - Detects Evil/Good intent or presence
1      5
Detects Magic - Detects Magic
1      5
Detects Poison - Detects Poison
Lighting Charge - By calling upon the power of a blue dragon, the priest can summon
                          a small fire spell, magic attack +5
1      8
Frost Burst - By calling upon the power of a white dragon, the priest can summon a                      small fire spell, magic attack +5
1      8
Fire Burst - By calling upon the power of a red dragon, the priest can summon a small                    fire spell, magic attack +5 1      8
1     10
Dragon Bless - Calls upon the spirit of a dragon to guard the target, +5 armor  
Light - Allows the priest to create light equal to that of a torch
  1     10
Balus rod - Summons the power of Tiamat to inflict magical damage, +7 magic                       damage
1     10
1     10
Dragon Aura - Summons a dragon aura to protect the target, +5 magic defense
(Un)Holy Aura - Allows the priest to put his aura around objects which can be seen                           by any who are (un) holy
1    10
Courage - Allows the priest to raise a target's courage giving the target - 10 to their
               physical  % roll for 1d6 hours
1   10
Magic Stones - Allows the priest to enchant small stones so that when thrown they                        explode dealing 8 damage
1     12
Poison Fang - By the power of the green dragons the priest can summon a                              poison attack, magic+5, poison 1    12
Protection from Good/Evil - Erects a barrier around the target that has 3 effects..1. All                                           damage done by good/evil is reduced by 5  2.The target can                                         not be posessed or charmed by evil/good.  3.  This prevents                                         bodily contact from evil such as a vampire bite and good                                              as in dispossesion or exorcism.
1   12
Demon Claw - Summons the spiritual claw of Tiamat to slash the priests enemy,                            +8, phys
1     15
Fear -  50%Chance Dragon Fear
1     20
Santuary - The priest errects a barrier around the target.  It makes the % die for defense                 1d30 until the spell is removed or the target takes offense action 1     20
Level 2 spells
2     15
Flame Burst - A more powerful version of Fireburst, magic attack +10
2    15
Lightening Burst - A more powerful version of Lightening charge, magic attack +10
2    15
Ice Burst - A more powerful version of Frost Burst, magic attack +10
2    20
Demon Gaze - a magical blast from the abyss, magic +10, 50% of causing fear
2    20
Known Allignment - Allows priest to know the allignment of others
2   20
Find Traps - Allows priest to detect traps
2    20
Detects charm - Allows priest to detect charm
2    22
Bram Fang - A more powerful version of Poison Fang, Magic attack +10, poison
Restores strength - Removes unnatural weakness 2    25
Blast Rod - Another form of Tiamat's magic, a beam of dark magic is summoned,                     magic attack, +15
2    25
Focus - Devine aid from Tiamat allows the priest a 1d10 hour magic boost, +10               damage
2    25
2    25
Power of Tiamat - Gives the target the strength of Tiamat, 2d10 rounds, phys +20
Dire Aura - More powerful dragon's Aura, +15 against magic
2    30
Hold - Roll% if successful the priest can hold a person in place
2    30
Draw Upon (Un) holy might - Allows the priest to double his or her strength.  It lasts                                                 for 1d6 hours
2    30
Heat Metal - Allows the priest to heat metal.  Rolls 1d8, 1-3=Very warm uncomfortable                    to wear, 4-7 Hot burns the wearer, 8 melts the Armor
2    35
Back to Rhendlyn
(go to page 2)
(go to page 3)