Witch Prayer List |
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Witch Prayer List "A" |
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Prayer Tables
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Class Abilities
Witch
Read / Detect Magic - At 3rd level the Witch gains the ability to automatically read and detect magic. These powers act exactly like the wizard spells of the same name. They are effective on priestly, wizard or witch magic. It is not effective on psionics, unless noted in the psionic discipline.
Lesser Occult Power - At 6th level the Witch receives one lesser occult powers (see Witches & Warlocks for more info on each of the powers)Minor Occult Power - At 9th level the Witch receives one minor occult powers (see Witches & Warlocks for more info on each of the powers)Medial Occult Power - At 12th level the Witch receives one medial occult powers (see Witches & Warlocks for more info on each of the powers)
Greater Occult Power - At 15th level the Witch receives one greater occult powers (see Witches & Warlocks for more info on each of the powers):
Superior Occult Power - At 18th level the Witch receives one superior occult powers (see Witches & Warlocks for more info on each of the powers):
Turn/Control Undead - The witch can affect undead as priest of the same level. The witch can use an expanded table which continues where the priest table stops (see Witches & Warlocks). An evil witch can control undead in stead of turning them.
Witch's weapons only - A witch can only be proficient with daggers, staffs, and the special ability "Familiar's Claws", if she has a familiar and if this ability has been granted to her.
Schools of Magic - Conjuration/Summoning, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Lesser Divination
Minor Spheres of Magic - Healing, Protection, Thought, Weather
Major Spheres of Magic - All, Astral, Charm, Creation, Divination, Elemental, All, High Secret Order (Witch), Necromantic, Summoning |
Prayers "A"
- First Level
Alert Vigil
Schools: Enchantment/Charm/
Necromancy
Spheres: Charm
Necromantic
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S
Duration: 7 turns + 1 turn/level
Range: Touch
Saving Throw: None
This spell causes the creature touched to remain awake and alert for the spell's duration (determined by the caster's level). Even an exhausted creature won't doze or fall asleep, and all of its senses perform at peak ability (tired eyes keep focus and so on). A creature under the effects of an alert vigil is not "resting" (healing), but the magic does not make the recipient more weary when it expires. |
Analyze
Balance
Sphere: Numbers, Divination
Range: 80 yards
Components: V, S, M
Duration: 5 rounds+1 round/level
Casting Time: 1 round
Area of Effect: One creature, object, or 10' square
Saving Throw: None
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.
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.
A priest has a 5% chance per level 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).
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).
The material components are four iron coins which the priest tosses
in his hand while concentrating on the spell. The coins are not consumed
in the casting. |
Analyze
Opponent
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 creature/level
Casting Time: 4
Components:S, M
Duration: 1 rd
Description:
This spell facilitates the quick analysis of a single opponent by the
priest. Up to five weaknesses or strengths can be learned. At 1st level,
the priest can divine one salient weakness or strength; at 3rd level,
the caster learns
a second piece of information; at 5th a third; at 7th a fourth; and
at 9th a fifth. The opponent is allowed a saving throw vs. spell; if
this is successful, nothing is learned.
For example, if a 5th level priest casts this spell on a troll, she
might learn that trolls can regenerate (a strength), that they are particularly
susceptible to fire (a weakness), and that this particular troll was
partially blind in his left eye. The last nugget of information might
translate into a +1 bonus to hit, at the DM's discretion, if the priest
attacked so as to exploit the troll's weakness.
The material component of this spell is the priest's holy symbol, which
needs simply to be touched to cast the spell. |
Animate Skeleton
Schools: Necromancy
Spheres: Necromantic
Area of Effect: Corpse touched
Casting Time: 1 hour
Components: V, S, M
Duration: Permanent
Range: 0
Saving Throw: None
With this spell, a necromancer can turn one humanoid corpse into a skeleton. The skeleton may then be controlled as per animate dead. A wizard may have only one skeleton per level in existence through use of this spell. The material component of this spell is a salve that requires 50 gp and 24 uninterrupted hours to create.
Hit points of the skeleton are determined randomly. Disposing of skeletons with insufficient hit points is possible, if expensive. When a skeleton created by this spell is damaged, the damage cannot be repaired. |
Assess Value
Schools: Greater Divination/
Lesser Divination
Spheres: Divination
Area of Effect: 1 object
Casting Time: 4
Components: V, S
Duration: Instantaneous
Range: Touch
Saving Throw: None
This spell enables the caster to determine the fair market value of an object based on the materials used in its construction simply by handling it. The spell does not enable the caster to assess the artistic or cultural value of an object, its magical properties, or even determine if the object is magical.
The object to be evaluated must be physically smaller in size than the caster. The spell enables the caster to determine the item's value ot the nearest gold piece in value to within (plus or minus) 2d10% minus the caster's level. Hence, at 20th level and above, there is no possibility of error. |
Astral Celerity
(Alteration)
Sphere: Astral
Range: 0 Components: V, S
Duration: 1 hr./level Casting Time: 4
Area of Effect: The caster Saving Throw: None
This spell enhances the caster’s movement capabilities in extraplanar settings by attuning him to his new surroundings. While very few 1st-level priests find themselves in this situation, higher level characters often make use of this spell. Astral celerity doubles the character’s movement rate on the Astral Plane; normally, characters move at a rate of 30 times their Intelligence score in feet per round, but this spell increases this to 60 feet times their Intelligence score. As an incidental benefit, the caster also attunes himself to the plane much faster and suffers no penalties for missile fire while astral. While astral celerity is most often used in the astral plane, it also offers a small benefit to ethereal characters, too: their movement rates are increased by 50%, so a character with a movement rate of 12 would enjoy a movement rate of 18 while this spell was in effect. Of course, time and distance have little meaning in the overall scheme of the Astral or Ethereal Planes, but relative speed could be very important in avoiding an unpleasant encounter or escaping from pursuit of some kind. |
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2nd Level |
Acquire Witch's Familiar
Schools: Conjuration/Summoning
Area of Effect: 1 familiar
Casting Time: 1 day
Components: V, S, M
Duration: Special
Range: 1 mile/level
Saving Throw: None
This spell is similar to a wizard's find familiar spell save that there is no chance of not acquiring a familiar. Unlike wizards, a witch can have many familiars. The witch can have a number of hit-dice of familiars that is equal or less than her own level. The typical witch will usually limit her self to one or two familiars.
To call a familiar the witch needs to meditate and perform special rituals that cannot be interrupted. Typically these will occur only during special times of the year and if the spell is interrupted then the witch will have to wait till the next occurrence. Examples would be mid summer, a blue moon or an eclipse. The witch will need to burn fine incense (at least 100-600 gp value) and leave small tokens of food or gold to entice the familiar to come. After the preparation the witch actually casts the spell. The spell produces a trance in which the witch's mind and senses become attuned with those of the familiar. The mental and physical link is permanent, and the difficulty of achieving this determines the casting time of 24 hours.
Witches' familiars are quite powerful. The familiar adds its hit points to the witch's, but, if the familiar dies the witch only loses the hit points the familiar originally added not double the number. Familiars as tough as a witch's are difficult to locate; if her familiar dies a witch must wait from 3 to 18 years to find another. Familiars are usually given bizarre names by their mistresses, such as puns (MephistoFleas), nonsense words (Sybybala), anagrams of other famous names (Yaabagab), alterations on the names of their deity (Heceight), and so on. The specific animal types used as familiars by witches are the same as used by wizards. However, a witch's familiar is capable of human speech, has high intelligence and considerable cleverness, and is AC 5 with 2HD. Such familiars may not appear noticeably different from others of their kind however. A witch's familiar adds +1 to its "to hit' and damage rolls. Possession of a familiar gifts the witch with the abilities given by a pearl of power (of a type randomly determined for each individual familiar), because the familiar's own mind can store spells and telepathically assist the witch. A telepathic link bonds both witch and familiar within a 12' radius. Special familiars may be acquired as per the wizard spell, and such always have the maximum number of hit points. |
Aid
(Necromancy, Conjuration)
Sphere: Necromantic
Range: Touch Components: V, S, M
Duration: 1 rd. + 1 rd./level Casting Time: 5
Area of Effect: 1 creature Saving Throw: None
The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.
For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.
Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.
The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol. |
Air Blast
Schools: Elemental Air
Area of Effect: 60 yards circle
Casting Time: 2
Components: V, S, M
Duration: 2 rounds
Range: Caster
Saving Throw: None This spell creates a blast of air that will blow away lighter (less than 10 lbs.) objects and prevent most attacks.
Any missle weapon fired is at a - 6 to hit and damage, and meele attacks are at a - 3 to hit and damage.
Vision is limited to 30 yards or less depending on condtions.
The material component of this spell is a bit of dust that the witch blows off her hand. |
Animate Water
Schools: Conjuration/Summoning
Spheres: Elemental Water
Area of Effect: 5 foot cube/level
Casting Time: 1 rd.
Components: V, S, M
Duration: 1 round/level
Range: 20 yards/level
Saving Throw: None
This spell allows the spellcaster to animate any amount of water up to the area of effect. The spellcaster cannot shape the water, but can bid it to flow in any direction he desires. So long as the spellcaster continues to concentrate on the spell, he can cause the water to move about at the rate of 6. However, the water is still subject to the natural laws of evaporation, absorption, and gravity. Thus, fire and heat quickly do away with the water form, while earth turns to mud, drawing off most of the watery body.
The spellcaster can cause the animated water to climb gentle grades, but walls, staircases, and other abrupt rises are impassable to it. If used for attack, the water does 1-2 points of damage per 5-foot cube of water animated, crashing in a wave against opponents. While concentrating on the spell, the spellcaster can move at a rate of 3, but no other actions can be taken. If the spellcaster's concentration is broken before the end of the spell duration, the spell is cancelled.
The material component for this spell is a small vial of pure spring water mixed with cinnabar. |
Animate Zombie
Schools: Necromancy
Spheres: Necromantic
Area of Effect: Corpse touched
Casting Time: 1 hour
Components: V, S, M
Duration: Permanent
Range: 0
Saving Throw: None
Sensory:
This spell is identical to Animate Skeleton in most respects. Instead of creating a skeleton, it creates a zombie. The wizard may control a number of zombies made by this spell equal to half his level, round down. The material component is a salve that costs 100 gp and 48 hours of uninterrupted time. |
Assist Labor & Birth
Schools: Necromancy
Spheres: Healing
Area of Effect: One creature
Casting Time: 2
Components: V, S, M
Duration: Instant
Range: Touch
Saving Throw: None
This spell has multiple functions to assist the mother in labor and birth:
1) Epidural - Produces a numbing of the lower back and pelvis to reduce stress on the mother during labor.
2) Push - Assists mother in pushing the child out. Will cut the time of labor by 1d4 hours.
3) Turn Baby - Will position the child correctly during labor for proper birth.
The material components of this spell are boiling hot water and towels. |
Astral Awareness
(Divination)
Sphere: Astral
Range: 0 Components: V, S
Duration: 1 hr./level Casting Time: 5
Area of Effect: The caster Saving Throw: None
This divination attunes the caster’s perceptions to the silver void of the Astral Plane or the misty grayness of the Ethereal Plane. While the spell is in effect, the caster automatically notes the approach of all kinds of astral or ethereal phenomena, including shifting conduits, the psychic wind, ether cyclones, demiplanes and debris, color pools, and curtains of vaporous color. The character has a 90% chance to detect a color pool from its invisible side and a 5% chance per level to determine which plane a curtain or pool leads to simply by studying its color.
In addition to his awareness of physical phenomena, the caster gains a +2 bonus to surprise checks against astral or ethereal monsters. He also has a 5% chance per level to detect the threat of creatures whose gaze extends into the Ethereal (basilisks, for instance) before he enters the range of the monster’s gaze weapon. |
Augury
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: Special Casting Time: 2 rds.
Area of Effect: Special Saving Throw: None
The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: "weal," "woe," or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell; for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury.
For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: "Great risk brings great reward." If the troll is too strong for the party, the augury might be: "Woe and destruction await!" Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.
The material component for an augury spell is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting). |
Aura Reading
Schools: Greater Divination
Area of Effect: 1 yard diameter / level
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: 0
Saving Throw: None This spell is similar to the psychic power of Aura Sight.The witch can read the auras of a number of people within the area of her spell. The witch can either "see" the person's alignment, level of expereince, or whether a person is lying, but not all three at the same time. The witch, unlike the psychic, must learn what the various auras mean. Because of this there is always a chance of failure. The witch must make an lntellegence check each time she uses the spell to make sure she understands what she sees. If she has the Occult Knowledge proficiency then she can add +1 bonus to her chances per slot taken. The witch only needs to stare at her subject inorder to use this spell.
Unlike Aura Sight the level of the subject does not effect the spell's use. This spell requires a piece of quartz chrystal which is consumed in the casting. |
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3rd Level |
Ability Alteration
Schools: Alteration
Spheres: Creation
Area of Effect: The caster
Casting Time: 6
Components: V
Duration: 1 turn + 5 rds/level
Range: 0
Saving Throw: None
By means of this spell, the priest can enhance one or more of his physical abilities by temporarily suppressing another physical ability. The priest can expend ability points from one physical ability to gain ability points in another. The ratio is 2 points expended to 1 gained. No ability score can be reduced below 8 by this spell, nor can racial maximums or minimums be exceeded. Exceptional strength is possible, but costs 2 points spent per 10% gain. Example: A priest with Strength 17 and Dexterity 16 could expend up to 8 points of Dexterity to increment Strength to 18/30 (17 to 18 to 18/10 to 18/20 to 18/30). When the spell expires, the original ability score is restored.
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Air/Water Breathing l
(Alteration)
Reversible
Sphere: Elemental (Water, Air)
Range: Touch Components: V, S
Duration: 1 hr./level Casting Time: 6
Area of Effect: 1 creature Saving Throw: None
The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character.
The reverse, air breathing, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element. |
Air Column
(Alteration)
Sphere: Elemental (Air)
Range: 60 feet
Components: V
Duration: 1d4 rounds
Casting Time: 1
Area of Effect: 60 feet high, 30-foot radius cylinder
Saving Throw: Negates
With the utterance of a word, the priest can create a column of air that can perform two functions. Firstly, it can be used as a cushion if the priest is falling. If the priest casts this spell while falling, a column of air supports him (and anyone in a 30-foot radius). This column slows his decent as if he had fallen 60 feet less. If the distance fallen is 60 feet or less the creatures caught in the area of effect are set down on the ground (on their feet, paws, etc.) at the end of the duration.
The second use lifts people who are on the ground and buffets them with in the column. Creatures caught within the column are unable to cast spells or use missile weapons but they can use melee weapons at -4 and creatures outside the column are at -2 to-hit those trapped inside, due to the random motion of those inside. Also people outside the area of effect are not able to fire missile weapons through or into the column. If they use melee weapons on creatures within the column they must make a Strength check at +2 to hold onto their weapon. |
Air Lance
(Alteration)
Sphere: Elemental (Air)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Line or cone (see below)
Saving Throw: Special
This spell creates a force of air directed by two of the priest's arms. The line version of this spell creates a 90-foot "lance of air" which strikes the target if the priest succeeds to hit AC 10 minus Dexterity adjustments for target. The force of the blow causes 3d6 points of damage and causes the target to make a Dexterity check with modifiers as below. This version opens doors as a 20 Strength.
The cone version has a width of 5 feet at the base and 60 feet at the end of the cone, and a length of 60 feet. All in the area of the cone take 1d6 points of damage (save versus petrification to avoid) and are knocked over unless they make a Dexterity check with a +1 modifier, also applying the modifiers below.
Target Modifier:
is smaller than man sized -1
is larger than man sized +2
has Strength under12 -1
has Strength of 18 +1
has Strength of 19 +2
has Strength of 20 +3
has Strength over 20 +4
has 4 or more legs +3
is under 100 pounds -2
is over 1000 pounds +2
Other modifiers may be applied at the DM's discretion, such as a target on a ledge, off balance, embraced, etc. This spell was originally created by a thri-kreen who would use his bottom two arms to scoop up air and use his top two arms to aim the lance. Similar somatic gestures should be used for two-armed creatures. The material component of this spell is a small fan which is consumed in the casting. |
Air Lens
Schools: Alteration
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 3
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: 90 yds
Saving Throw: None
By means of this spell, the priest creates a magical lens high in the air, with which he can direct intensified rays of the sun against his enemies. The caster must be in the sunlight for the duration of the spell. Once cast, the priest can attack with the lens twice per round, against one or two creatures within range of the spell. Attack rolls are made for each attack, and the priest suffers no nonproficiency penalty. Targets under cover receive benefits for both cover and concealment. Each hit inflicts 2d6 points of damage. Creatures resistant to heat or fire take only half damage.
The spell can be used to ignite flammable materials. When doing so against non-mobile targets, no attack roll is necessary - any normally combustible materials (cloth, wood, paper, and so on) ignite. Personal equipment can be targeted, but the priest must make a successful attack roll with a -4 penalty. If hit, the article of equipment ignites; burning clothing inflicts 1d6 points of damage for 1d6 rounds or until discarded. Burning shields become useless. The flames so created are not magical and can be extinguished normally. Magical darkness can negate the effects of this spell, magical shade reduces damage by half.
The material component for this spell is a small, round piece of glass. |
Amplify Damge
Schools: Necromancy
Spheres: Combat
Necromantic
Area of Effect: 1 creature
Casting Time: 3
Components: V, S
Duration: 1 rd/level
Range: 10'/level
Saving Throw: Negates
A target creature that fails its saving throws vs. spell is cursed. Dim energies sheathe the creature, causing it to suffer an additional +1d6 damage from melee attacks that hits it. |
Analyze Contraption
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 contraption
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None
This spell enables the caster to determine the intended purpose of unfamiliar mechanical devices. The priest touches the object in question and receives a mental picture depicting what the object is supposed to do. Note that what a contraption is supposed to do is not necessarily the same as what the contraption will do; contraptions are notorious for reacting in unexpected ways. While this spell tells the caster how a device works, it does not tell the caster how to operate the device.
In addition to the complex machinery typically associated with gnomes, this spell can be used to analyze contraptions like mechanical traps and locks, clockwork monsters and devices, even unique artifacts like the apparatus of Kwalish.
The material component is the caster's holy symbol. |
Animate Dead
(Necromancy)
Sphere: Necromantic
Range: 10 yds. Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: Special Saving Throw: None
This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.
The priest can animate one skeleton or one zombie for each experience level he has attained. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved.
The spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a pinch of bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently. |
Armor of Darkness
Schools: Alteration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: Touch
Saving Throw: None
This spell creates an impressive, flickering shroud of magical darkness around the creature touched. The aura can, if the caster desires, conceal the creature's features. In any case, it improves the creature's Armor Class by 1 point for every four experience levels of the caster (round down). It also reduces all nonmagical damage suffered by the wearer by 1d4 points per round. (This reduction changes to 2d4 points if the caster is of 12th level or greater.) For example, a warrior protected by a 5th-level caster who is shot with a magic arrow for 5 points of damage and clawed for 7 points of damage in the same round takes a total of 8 to 11 points of damage for the round.
The wearer of armor of darkness can see through the armor as if it did not exist and is also afforded 60-foot-range infravision by the spell. The protected creature is immune to hypnotic magic and other effects that depend on vision. Further, the protected creature receives a +2 bonus on saving throws vs. enchantment/charm school spells, charm sphere spells, and psionics of similar effect.
Undead creatures wearing armor of darkness are immune to turning and dispelling attempts caused by things that they must see - the blow of a mace of disruption, for instance, still destroys one that fails its saving throw against the disruptive effect. |
Arrow of Love
(Enchantment/Charm)
Sphere: Charm
Range: 100 yards
Components: V, S
Duration: 1d3 hours
Casting Time: 2
Area of Effect: One male
Saving Throw: None
This enables the caster to place a charm on a singke arrow. Once hit by the arrow, the target will fall madly in love with the caster and will protect her to the death. He will follow her around and might become jealous of other characters. The person doesn't get a saving throw, but the spell will only last up to 1d3 hours.
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Astral Sense
Schools: Abjuration
Area of Effect: One person
Casting Time: 1 round
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None
By means of this spell the witch can see astral, ethereal or invisble creatures. She is limited only by her own sight. Even though the witch can see the creatures or items in the astral or ethereal plane, she may not be able to affect them. Plus the creatures may not be able to see the witch. Any gaze attacks that can extend into the astral or ether will also affect the witch.
The material component for this spell is a bit of special blue powder that the witch uses to draw an eye on her forehead.
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Astral Window
(Divination)
Sphere: Astral
Range: 5 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 10'x10' area
Saving Throw: None
When this spell is cast, a "window" appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The astral window ranges in size from one square foot up to a 10'x10' square, at the caster's choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends.
By stating a subject's name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell's duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location.
The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however.
Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster's arm or searching tongue).
By casting the astral window spell, a character who subsequently casts the 7th-level astral spell may choose to arrive in the Astral plane at the place shown in the window. |
Aura Manipulation
Schools: Alteration
Area of Effect: One person
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
The witch can alter the aura of herself or another. The witch can disguise a person's alignment, level or whether or not the person is telling the truth or a lie. This spell will fool any magical detection, such as the witch's own Aura Reading. This spell will also fool any psionist whoose level is less than the witch. A psionist whoose level is equal or greater than the witch will need the make psionic power check to determine the true nature of the aura. Failure means the psionists sees only what the witch wants him to see, a Power score roll will not reveal the spell, but the witch who cast it.
This spell also requires a piece of quartz chrystal.
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Aurora Borealis
(Charm, Invocation)
Sphere: Charm, Weather
Range: 20 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One 30x30-foot area per level
Saving Throw: Negates
Casting this spell will only work under the open sky at night. It invokes extremely colourful and beautiful northern lights that slowly swirl through the entire sky. The aurora is visible to all creatures in the area of effect, even to those that are looking outside through a window. All affected creatures have to roll a saving throw versus spell in order to avoid the charming effects of the spell. The following modifiers apply:
-4 on a moonless night
-4 if there is a real aurora
-2 for a quarter of the moon
-2 at midnight
+2 for three quarters
+2 at dusk or dawn
+4 for a full moon
The normal Wisdom modifiers against charming spells also apply. Those creatures that fail their saving throws are fascinated by the spectacle in the sky and will continue looking at it for the full duration of the spell - possibly resulting in strained necks. A physical attack on a charmed creature cancels the charm immediately for that creature. If a lot of noise is made (by alarm-bells or shouting, for example) a new saving throw is granted at +4 for all the creatures affected by the spell. Those creatures that successfully save versus spell are free to look at the northern lights if they want to, but are in no way charmed. The priest casting aurora borealis is always immune to his own northern lights. He needs his holy symbol to cast the spell. |
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