This spell gives the priest the ability to blow on a pair of dice before making the roll in a gambling competition and increase the odds of having a winner.
This spell adjusts the next roll of a die either by +1 or –1, whichever will give the best result.
This spell allows a priest that is engaged in some dangerous or risky activity automatically to make the next saving throw...
This spell gives the priest the ability to cause an opponent to reroll their next successful saving throw for 24 hours after the initial casting.
This spell allows the caster to give a friend or ally the chance to re-roll their next unsuccessful saving throw.
This powerful spell reduces all of the recipient’s die rolls, for 24 hours from the time of casting by –1.
This spell imbues a living, sentient being with the battle rage and blood lust of a berserker.
By casting the blood groove spell, a Hextorian priest may enchant an edged weapon (sword, dagger, axe, etc.) so that its surface becomes jagged and lined with blood grooves.
The priests of Hextor use his evil arm, which robs the priests’ enemies of all hope and desire to continue moving against the forces of Hextor.
By use of this spell the caster causes the immediate growth of two new pairs of arms, allowing him or her the opportunity to launch a great many attacks on an opponent.
The deadliest spell available to the Hounds of Hell is the wave of carnage, which has the power to destroy large numbers of 0-level, 1st-level, or 1 hit die creatures.
This spell envelops the priest in an ashen aura that turns his skin gray and gives his face the horrible appearance of a skull with dull hair and red-rimmed eyes
With this spell, the priest conjures a whip with multiple fiery thongs that only he can wield.
The recipient of this spell receives virtual immunity to any spells or magical effects from one caster or creature designated at the time of casting.
By casting this spell, the priest channels a bolt of divine energy against one creature.
This spell is a bane to the forces of evil on the open battlefield, and its’ casting has caused said forces to break morale and run for cover more than on one occasion.
By casting delay image, the priest surrounds himself or a recipient creature in a magical aura which bends time slightly in his favor.
This spell creates a billowing cloud of yellowish-green vapors that resembles the effect of a wizard's cloudkill spell
This mighty spell summons a tsunami, or gigantic wave, from any major body of water.
This spell inflicts a virulent, infectious disease on any single creature (if a saving throw versus spell is failed).
By means of a simple gesture and a word or two, this spell enables the priest to touch the intended victim with devastating effect.
This spell creates a glowing column of blinding light that burns those caught within its area.
This spell opens a temporary portal to the Positive Energy Plane and creates a sphere of golden light that bathes creatures with a healing glow.
This spell summons a lump of blackness five feet in diameter with four 10-foot arms radiating from it, 90 degrees apart.
Any creature failing to save versus spell will be held as if wrapped in iron chains.
This spell creates a mass of weak, sticky threads that remain in existence for one turn.
The spell brings into being a rune of pursuit centered between the recipient's eyes which lasts for 2 rounds per level and fades at the expiration of the spell.
The spell empowers a single spear that has been previously blessed by a priest of Trithereon.
By casting this spell the priest forces all bonds in the area of effect to expand slightly so that those trapped can free themselves.
Once invoked this spell allows the priest to clearly see the tracks of the creature desired.
Casting this spell allows the priest to be aware of the destination of any teleport or dimension door spell used in the previous round.
This spell is only used on those considered to be wrongdoers when measured against the precepts of the faith.
This spell allows the caster to cause one intelligent creature to become so enraged that they halt all other activities and attack the nearest creature with their hands or weapon, not spells.
This spell allows the priest to make themselves so angry that they attack all creatures in melee with an additional +2 "to hit" and damage for the duration of the spell.
This spell creates a shimmering aura of flames around the spellcaster, similar to the 4th level mage spell fire shield.
Emulating the natural ability of the displacer beast, this spell causes the caster to appear to be about two feet away from his true location.
This spell causes all creatures within the area of effect that fail their save vs. spell (adjusted for Wisdom) to become furious and argumentative.
This spell allows the priest to ignite yellow flames around their hands and then direct it at any target within range.
This spell creates a wall of heat that moves away from the priest at a rate of 10 feet per round.
This spell enables the caster to summon warriors from the Para-Elemental Plane of Magma.
This spell turns natural rock or stone into an equal volume of magma.
This spell causes an area of the ground to open up and vent volcanic lava for 2 rounds.