Priest Law Sphere - Spell Data Files - KloOge
The Sphere of Law is based on two principles. The first is that the group is more powerful than the sum of the individuals who make up the group. The second is that the individual must obey established rules whether or not he personally thinks they are good rules. In both cases, the idea of order is exploited, sometimes beneficially, sometimes harmfully.
The beneficial spells of the Sphere of Law draw upon the first principle. Such spells coordinate the power of a group of characters. By using spells of this sphere, individuals who work closely together can become focused into a strong, united force.
The harmful spells of the sphere draw upon the second principle; they take the concept of law one step too far and prevent the individual from operating with a free will. These spells limit a person's choices and obliterate spontaneity and individual thought and action. Whereas beneficial spells draw a group together, harmful spells isolate the individual or even subjugate him to the commands of another person.
Deities of rulership, kingship, community, and culture are likely to act in this sphere.
# Name Level Cast Level Expression # Memorized Cost Rarity Sound Effect Command 1 1 I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves. -- 1 Protection from Chaos 1 1 Like protection from evil, I am protected from chaos for {$L*3} rounds. -- 1 Calm Chaos 2 2 Up to {($L)d6} creatures in a chaotic situation calm down for a bit. -- 1 Enthrall 2 2 I enthral those in a 90' radius with my talking. -- 1 Hold Person - Priest 2 2 Up to 4 target humanoids are held immobile for {$L*2} rounds unless they make a save vs spell. -- 1 Dictate 3 3 Up to 6 creatures follow a single command for {$L} rounds. -- 1 Rigid Thinking 3 3 Target creature continues his current action for {$L} rounds. -- 1 Strength of One 3 3 Up to {($L/2)+1} creatures of lawful alignment can take the strength bonus of one of the creatures in the group. for {2d6} rounds. -- 1 Compulsive Order 4 4 Target who fails a save permanently has OCD. -- 1 Defensive Harmony 4 4 For {1+2d4} rounds, up to {$L/2} creatures gain a bonus to their AC due to working together. The bonus is +1 per creature affected beyond the first, to a max of +5. -- 1 Champion's Strength 5 5 One person is designated as a champion among a group of {$L\2}. For as long as the rest of the group concentrates on that champion, he receives the combined strength bonuses of everyone in the group. -- 1 Impeding Permission 5 5 For {$L} turns, the victim of this spell must ask the caster permission to do anything unless he succeeds in a save vs spell. -- 1 Legal Thoughts 6 6 If the victim fails a save, he permanently is unable to break a specified law. -- 1