Updated 1st level priest spells
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@@ -3385,7 +3385,7 @@ pri1['Analyze Balance'] = {
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'sphere': 'Numbers, Divination',
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'range': '80 yards',
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'duration': '[[5+[[@{level-priest}]] ]] round(s)',
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'aoe': 'One creature, object, or 10’ square',
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'aoe': 'One creature, object, or 10 foot square',
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'components': 'V, S, M',
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'cast-time': '1 round',
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'saving-throw': 'None',
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@@ -3395,7 +3395,7 @@ pri1['Analyze Balance'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell allows a priest to sense how far a character, creature, object, or area is from a condition of balance -- in other words, the degree to which its alignment is removed from true Neutral. The spell gives no indication of the “direction” in which the alignment is removed from true Neutral except under certain conditions which follow. The spell does, however, indicate along which axis or axes of alignment the variation lies.\n For example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The spell indicates that the creature is removed from Neutral by one grade, and the variation is along the Law/Chaos axis; thus, the creature must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic Evil, the spell would indicate that it is removed from balance by two grades, one along each axis; thus, the creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good.\n A priest has a 5% chance per level ([[5*[[@{level-priest}]] ]]%) of correctly determining the direction of variation along one randomly chosen axis. This means that a 10th-level priest evaluating the balance of a Chaotic Neutral creature would have a 50% chance of learning that the creature is Chaotic (and hence Chaotic Neutral, since it is only one step away from balance).\n Similar to spells such as *detect evil*, this spell will not yield a result on a hidden trap. If cast on a creature with an intelligence level of “animal” or “non-,” it will always read true Neutral (i.e., zero steps removed from balance).'
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'effect': 'This spell allows a priest to sense how far a character, creature, object, or area is from a condition of balance—in other words, the degree to which its alignment is removed from true Neutral. The spell gives no indication of the “direction” in which the alignment is removed from true Neutral except under certain conditions which follow. The spell does, however, indicate along which axis or axes of alignment the variation lies.\n For example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The spell indicates that the creature is removed from Neutral by one grade, and the variation is along the Law/Chaos axis; thus, the creature must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic Evil, the spell would indicate that it is removed from balance by two grades, one along each axis; thus, the creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good.\n A priest has a 5% chance per level of correctly determining the direction of variation along one randomly chosen axis. Currently [[{5*[[@{level-priest}]],100}kl1]]%. This means that a 10th-level priest evaluating the balance of a Chaotic Neutral creature would have a 50% chance of learning that the creature is Chaotic (and hence Chaotic Neutral, since it is only one step away from balance).\n Similar to spells such as *detect evil*, this spell will not yield a result on a hidden trap. If cast on a creature with an intelligence level of “animal” or “non-,” it will always read true Neutral (i.e., zero steps removed from balance).'
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};
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pri1['Anti-Vermin Barrier'] = {
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@@ -3404,7 +3404,7 @@ pri1['Anti-Vermin Barrier'] = {
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'sphere': 'Wards',
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'range': '30 yards',
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'duration': '[[@{level-priest}]] hour(s)',
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'aoe': '[[10*[[@{level-priest}]] ]]-foot cubes',
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'aoe': '[[10*[[@{level-priest}]] ]]-foot cube',
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'components': 'V, S, M',
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'cast-time': '1',
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'saving-throw': 'None',
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@@ -3414,7 +3414,7 @@ pri1['Anti-Vermin Barrier'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a *summon insects* spell.\n Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return.\n The spell affects a cubic area whose sides are 10 feet times the caster’s level (for instance, a 2nd-level priest could affect a 20’×20’×20’ cube.'
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'effect': 'With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a *summon insects* spell.\n Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return.\n The spell affects a cubic area whose sides are 10 feet times the caster’s level (for instance, a 2nd-level priest could affect a 20’ × 20’ × 20’ cube.'
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};
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pri1['Call Upon Faith'] = {
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@@ -3452,7 +3452,7 @@ pri1['Courage'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell imbues the target unit with a temporary burst of *courage*. To cast this spell, the priest must have an uninterrupted line of sight to the target unit.\n A *courage* spell enables a unit to automatically pass its first morale check following the casting of this spell. When circumstances arise that would necessitate a morale check, no die roll is made and the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must make all future morale checks normally.\n If a unit under the influence of a *courage* spell is not forced to make any morale checks, the spell expires at the first sunset.\n When several different events simultaneously trigger morale checks, the BATTLESYSTEM rules apply penalties to a single morale check. If this occurs to a unit under the influence of a *courage* spell, the player commanding the unit selects one such event and its modifier is ignored.\n No more than one *courage* spell can affect a unit at one time. Once the spell has expired, a priest can cast the spell again on the same unit.'
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'effect': 'This spell imbues the target unit with a temporary burst of courage. To cast this spell, the priest must have an uninterrupted line of sight to the target unit.\n A *courage* spell enables a unit to automatically pass its first morale check following the casting of this spell. When circumstances arise that would necessitate a morale check, no die roll is made and the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must make all future morale checks normally.\n If a unit under the influence of a *courage* spell is not forced to make any morale checks, the spell expires at the first sunset.\n When several different events simultaneously trigger morale checks, the BATTLESYSTEM rules apply penalties to a single morale check. If this occurs to a unit under the influence of a *courage* spell, the player commanding the unit selects one such event and its modifier is ignored.\n No more than one *courage* spell can affect a unit at one time. Once the spell has expired, a priest can cast the spell again on the same unit.'
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};
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pri1['Emotion Read'] = {
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@@ -3605,7 +3605,7 @@ pri1['Personal Reading'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character. To cast this spell, the priest must know the subject’s real name (the name the subject was given as a child) or the date and place of the character’s birth. The priest analyzes this information and is able to build a rough picture of the character’s life history and personal specifics.\n The “historical” information discovered through this spell is generally vague. For example, the priest might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable. Specific information is up to the DM. The DM might provide some or all of the following information.\n • The subject’s character class or career\n The subject’s approximate level (stated in terms such as “novice,” “highly skilled,” “moderately competent,” etc.)\n • The subject’s standing in the community (“highly respected,” “mistrusted,” “considered an enigma,” etc.)\n • The subject’s success or failure in his profession\n • The subject’s prevailing character traits or mannerisms\n\n If the priest casts the spell based on an alias or incorrect birth information, the reading will be inaccurate. The DM should develop a history and personality at odds with the truth. This might allow the priest to determine whether the name of the subject is correct--a reading giving information that conflicts with what the priest already knows should be a clue that the name is incorrect.\n The subject need not be present during the casting. The priest can cast the spell without ever having met the subject.\n A DM may rule that this spell can be cast on humanoids or monstrous creatures. The information available will be similar (considering that words like “profession” will mean something different when applied to an ogre). This spell will categorically fail on creatures that have no concept of a personal name.'
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'effect': 'This spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character. To cast this spell, the priest must know the subject’s real name (the name the subject was given as a child) or the date and place of the character’s birth. The priest analyzes this information and is able to build a rough picture of the character’s life history and personal specifics.\n The “historical” information discovered through this spell is generally vague. For example, the priest might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable. Specific information is up to the DM. The DM might provide some or all of the following information.}}{{style=center1 sheet-spell-min1}}{{c1-1=•}}{{c2-1=•}}{{c3-1=•}}{{c4-1=•}}{{c5-1=•}}{{c1-2=The subject’s character class or career}}{{c2-2=The subject’s approximate level (stated in terms such as “novice,” “highly skilled,” “moderately competent,” etc.)}}{{c3-2=The subject’s standing in the community (“highly respected,” “mistrusted,” “considered an enigma,” etc.)}}{{c4-2=The subject’s success or failure in his profession}}{{c5-2=The subject’s prevailing character traits or mannerisms}}{{effects2= If the priest casts the spell based on an alias or incorrect birth information, the reading will be inaccurate. The DM should develop a history and personality at odds with the truth. This might allow the priest to determine whether the name of the subject is correct—a reading giving information that conflicts with what the priest already knows should be a clue that the name is incorrect.\n The subject need not be present during the casting. The priest can cast the spell without ever having met the subject.\n A DM may rule that this spell can be cast on humanoids or monstrous creatures. The information available will be similar (considering that words like “profession” will mean something different when applied to an ogre). This spell will categorically fail on creatures that have no concept of a personal name.'
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};
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pri1['Ring of Hands'] = {
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@@ -3700,7 +3700,7 @@ pri1['Weighty Chest'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5’×5’×5’ cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 ([[1d4+1]]) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell.'
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'effect': 'This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5’ × 5’ × 5’ cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 ([[1d4+1]]) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell.'
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};
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pri2['Aura of Comfort'] = {
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