The Temple of Elemental Evil
Power Points: 1 per missile
Trappings: One, or several, small balls of mystical energy
You fire a palm sized ball of mystical energy at you target, inflicting 2d4+1 damage. This attack cannot miss – as long as you successfully cast it, it will always hit your opponent. However it cannot make called shots, and if your attack roll fails to reach the TN, the spell will only inflict half damage. You may fire up to 3 missiles at 1 Power Point each.
Power Points: 2
Range: Cone Template
Trappings: A cone of searing flames
You project a cone of searing flames from your fingertips, inflicting 2d10 damage, ignoring armor, and potentially causing flammable targets to catch fire. This counts as a Heavy Weapon. Those within the template may attempt to dodge with an opposed Agility roll.
Power Points: 3
Trappings: Holy energy coruscating around the caster’s hands and arcing into the target
When cast within the ‘Golden Hour’ this spell heals one woumd, or two on a raise. The target’s wound penalties are applied as a penalty to the roll. When used against undead, this spell is treated as a touch attack that inflicts 2d6 damage and ignores armor.
Power Points: 2 per bolt
Trappings: A bolt of lightning and crack of thunder
You fire a bolt of lightning at the target. This inflicts 2d4 damage with AP 2. If the target is carrying 10+ pounds of conductive metal, or is in contact with an electrical conductor, the damage is 3d4. You may fire up to 3 bolts at 2 Power Points each, or a single larger bolt for 3 Power Points that does an extra d4 damage.
Might of Heironious
Power Points: 1
Duration: 3 (1/round)
Trappings: Holy energy coruscating around the target weapon
This power is cast on a weapon of some sort (or twenty pieces of ammunition). While in effect the weapon’s damage is increased by +2 (or +4 with a raise on the casting roll) when attacking evil supernatural creatures and faithful.