Right of Might (Priest Spell)

This spell combines the effects of three spells: enlarge, strength, and command. It enables the spellcaster to become more powerful and commanding.
When cast, right of might increaeses the Strength of the spellcaster by 1d6 points (or tenths of points after 18 Strength is attained if the spellcaster is a martinet or is also a warrior). This spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength.
This spell also causes the spellcaster and any equipment carried to grow by up to 10% per four levels of the caster (round down), in creasing this amount in height, weight, and width. Hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size. For example, a priest at 120% of normal size hits with a mace and rolls a 6 for damage. Th e adjusted damage roll is 8 (that is, 6x l. 2= 7.2, rounded up).
Bonuses due to Strength (except as noted above), class, and magic are not altered.
Finally, this spell enables the priest to command another creature with a single word, with identical effects to the 1st-level priest spell command. One such command can be issued for every three levels of the priest (rounding up) to a maximum of six. Only one command may be issued per round and commands may be issued at any time while the right of might spell is in effect. It is not necessary to employ all the available command effects, but on the utterance of the last available command, the right of might spell automatically ends, even if the spell duration is not yet finished.
The material component of this spell is the priest's holy symbol.
Notes: Granted by the Mulhorandi demigod Gilgeam of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Powers & Pantheons
Category:Spells