priest spell casting
To cast a spell, the character must first
have the spell memorized. If it is not memorized, the
spell cannot be cast. Each night after eight hours of
sleep, the spell caster can memorize the spells for the
day. The number of spells is determined by the caster's
level, class and ability scores.
Unlike the wizard, the priest needs no
spell book and does not roll to see if he learns spells.
Priest spells are obtained in an entirely different manner.
To obtain his spells, a priest must be faithful to the
cause of his deity. If the priest feels confident in this
(and most do), he can pray for his spells. Through prayer,
the priest humbly and politely requests those spells he
wishes to memorize. Under normal circumstances, these
spells are then granted. Like the wizard, the priest's
level determines how many spells he retains. He must select
these spells in advance, demonstrating his wisdom and
far-sightedness by choosing those spells he thinks will
be most useful in the trials that lurk ahead.
The spells of a priest, while sometimes
having powers similar to those of the wizard, are quite
different in their overall tone. The priest's role, more
often than not, is as defender and guide for others. Thus,
the majority of his spells work to aid others or provide
some service to the community in which he lives. Few of
his spells are truly offensive, but many can be used cleverly
to protect or defend.
The priest spells are classified into
spheres. Clerics can cast all spells except those from
Animal, Plant or Weather spheres and have only minor access
to the Elemental sphere, restricting them to spells of
3rd or lower level. Druids can only cast spells from the
All, Animal, Elemental, Healing, Plant, and Weather spheres
as well as minor access to the Divination sphere.
Casting a spell requires verbal
(V), and/or somatic (S) components where somatic refers
to hand and body gestures. The caster must be able to
speak (not under the effects of a silence spell or gagged)
for verbal spells and have both arms free for spells with
somatic components. Once the casting has begun, the character
must stand still. For spell durations, 1 turn is equal
to 10 rounds where one round is 6 seconds in the game.
Casting times are normally stated in segments, with one
segment equal to one tenth of a round.