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Witch Prayer List

 
Witch Prayer List "B"
 
 
 

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 "B" - First Level

Beauty Aura (Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, S
Duration: 1d4 rounds
Casting Time: 1
Area of Effect: 10-foot radius
Saving Throw: Negates

Beauty aura creates a glow of beauty that attracts 1d4 males in a 10-foot radius. The glow will make the targets see only the aura unless struck during battle. The male creatures must have an Intelligence of 5 or more for the spell to work on them.

 

Beguile I
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: One person (4HD/levels or less)
Casting Time: 1
Components: V, S
Duration: 1 turn + 1 turn/level
Range: 5 feet + 1 foot/level
Saving Throw: See description

This spell causes the affected person to cast aside all weapons, armor, and clothing, in an attempt to seduce the witch, leaving the victim virtually defenseless against attacks from the witch or any other character or creature. Immediately after the spell wears off or is dispelled, the victim can retrieve one of his dropped weapons on a roll of 11 or more on 1d20. If the roll is 16 or more, the victim may also retrieve a shield or helmet. Rolls may he repeated each round until successful, as long as the victim stays within grasping range of the weapon or other object to be recovered. The save for this spell is computed by adding the Beguile spell level (1 through 7) to the charisma score of the witch and subtracting the wisdom score of the intended victim. The resulting number is used as a modifier (plus or minus) to a roll of 1d20. The adjusted die roll must be equal to or greater than a certain number, depending on the class of the intended victim, for the save to be successful. Fighters need a 13 to save, rogues need a 12, mages need a 9, and clerics need a 8.

Beneficence
Schools: Invocation/Evocation
Spheres: All
Area of Effect: 10 ft/level radius
Casting Time: 5
Components: V
Duration: 2 turns/level
Range: Touch
Saving Throw: None

The beneficence spell surrounds the priest in an aura of mystical harmony and wisdom. All who see him recognize him as a holy man of virtue and kindness and many are predisposed to treat him in a friendly and respectful manner. The spell gives the priest a bonus of +2 to encounter reaction rolls with most NPCs and creatures. Only those who are sworn enemies of the priest, his race, his class, or what he represents are immune to the effects of the spell. Nor does the spell work on creatures that have no understanding of the priest's position or role. Thus, the spell is unable to affect the reactions of a den of tigers or a group of bandits waiting to waylay the unwary. It can, however, affect the reactions of a group of peasants or a village of ninjas, provided the latter are not hired to harm the priest
Beneficence does not deprive those affected of their free will and does not cause them to instantly follow the suggestions of the priest. Their reactions are improved for every day dealings, not for very unusual events.

Bestow
Spheres: Healing
Area of Effect: 1 creature
Casting Time: 1
Components: V, S
Duration: Instantaneous
Range: Touch
Saving Throw: None

When this spell is cast, the priest (paladin) heals himself or another living creature of a number of points of damge equal to twice the priest's (paladin's) spellcaster level.

Bleeding Touch
(Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Negates

This spell causes a bleeding wound to appear on the victim. Priests must roll to hit, and if they miss, they lose the spell. The victim must save versus death magic or suffer 1d6 points of damage for every two levels of the caster. The material component of this spell is a needle.

Bless/Curse
(Conjuration/Summoning)
Reversible
Sphere: All
Range: 60 yds. Components: V, S, M
Duration: 6 rds. Casting Time: 1 rd.
Area of Effect: 50 ft. cube Saving Throw: None

Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50 foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.
Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.
This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by 1. The curse requires the sprinkling of unholy water.

Blister
Schools: Necromancy
Spheres: Necromantic
Area of Effect: One Creature
Casting Time: 2
Components: V, S, M
Duration: Instantaneous
Range: 100'
Saving Throw: None

Blister causes the skin of the unfortunate target of this spell to sprout blisters all over her skin. This is very painful, and will cause the target to get a -1 to her next initiative. It will also cause 1d6 points of damage for every 2 levels of the caster.
Material component is a drop of the witch's blood causing 1 hit point of damage.

Blood Armor
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 person
Casting Time: 2
Components: V, S, M
Duration: 1 turn
Range: Touch
Saving Throw: Negates

Blood armor causes a red shimmering to form around the target. For the next turn, the target's armor class will be lowered by 5.
Material component is a drop of the Witch's blood causing 2 hit points of damage.
Blood Reading
Schools: Greater Divination
Spheres: Necromantic
Area of Effect: Caster
Casting Time: 2
Components: V, S, M
Duration: One Question
Range: Caster
Saving Throw: None

Blood Reading is a VERY limited augury. When blood reading is cast, the witch pours some of their blood onto a plate, tray, etc. From the patterns, the witch is able to divine a possible future to her question. The answer is always sketchy, and not always right. The answer to any question is always up to DM's discretion. (For a good example of this spell, watch Robin Hood prince of Thieves. The old witch does the equivalent of a Blood Reading).

Blood Strike
Schools: Necromancy
Invocation/Evocation
Spheres: Necromantic
Area of Effect: One weapon
Casting Time: 2
Components: V, S, M
Duration: 2 hits with weapon
Range: Touch
Saving Throw: None

With blood strike a witch can endow a weapon with a magical aura. This aura lasts until the weapon has hit another creature twice. The first time it hits it will add 1d6 damage, and the weapon will be +2 to hit. The second time it hits it will add 1d4 damage, and it will be +1 to hit. neither of these bonuses to hit will allow the weapon to strike a creature that requires a magical weapon to hit. Material component is a drop of the witch's blood causing 2 hit points of damage.

Bloodskin
(Conjuration)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell will conjure up blood to appear on the priest's body. This creates an aura of fear, causing all creatures with 2 HD or less will to flee in terror. The material component is a drop of the caster's own blood.

 

2nd Level

Bat Sense
Schools: Alteration
Spheres: Animal, Divination
Area of Effect: Individual touched
Casting Time: 4
Components: V, S, M
Duration: 3 turns + 1 turn/level
Range: Touch
Saving Throw: None

When this spell is cast, it gives the individual touched the echolocation powers of a bat. The being is able to "see" in all directions up to 60 feet, sensing the physical shape and position of all solid and liquid objects. The exact distance to any object can be determined in a round. To use bat sense, the being must close its eyes, but this causes no penalties in either movement or combat. No concentration is required to maintain the sense.
While using bat sense, the individual cannot be surprised and can "see" any invisible, displaced, or camouflaged item within 60 feet. Psionic invisibility, however, cannot be detected at all; nor can the individual detect illusions, projected images, clouds, gases, or insubstantial spirits such as ghosts. If such objects are capable of harming the individual, the being won't know what is attacking until opening its eyes, temporarily nullifying the spell's effects. Thus, insubstantial or gaseous creatures could attack with a +4 bonus to hit.
This spell works by picking up sound waves; a silence 15' radius spell will nullify the effect. Loud noises do not harm or hamper the recipient.
The material component of this spell is a bit of fur from a bat's ear, which must be eaten by the being that wants to use the sense.

Beguile II
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: One person (6HD or less)
Casting Time: 1
Components: V, S
Duration: 1 turn + 1 turn/level
Range: 5 feet + 1 foot/level
Saving Throw: Special

This spell is the same as the 1st level spell Beguile I, save that one person of 6 HD/levels or less is effected.

Black Talon
Schools: Alteration
Necromancy
Spheres: Necromantic
Area of Effect: 1 of the caster's arms
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: Special

This spell temporarily transforms the caster's arm into a retractable, rubbery appendage that can be extended up to 10 feet and used to strike at foes with a +1 bonus to normal attack rolls. The arm ends in a taloned claw that rakes foes for 1d4 points of physical damage, plus 1d4 points of unearthly magical cold damage (2d4 points total). Undead creatures are unaffected by the chilling damage. Other creatures struck are allowed a saving throw vs. spell to take only half the chilling damage.
While his or her arm is transformed, the priest is unable to work spells requiring somatic components.

 

Bleeding Wounds
(Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates

This spell causes any existing wounds (as in painful wounds) to start to bleed badly. Priests must roll to hit, and if they miss, the spell is lost. If the victim fails a saving throw versus death magic, he will suffer 1 hit point of damage per round, not including any damage he may take in combat. The DM may choose to have the blood get in his eyes, make it difficult to keep a hold on a weapon, or possibly make the ground slippery, if he so chooses. The material component for this spell is a shard of glass.

 

Bliss
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 creature
Casting Time: 5
Components: S
Duration: 4 rds
Range: 5 yds/level
Saving Throw: Neg.

This spell causes a single being who fails a saving throw vs. spell to be lost in a trance of intense pleasure and happiness. The sensation is felt so acutely that the creature fails to notice the rest of the world, approaching danger, or pain. A blissful being wanders aimlessly about, smiling in a dazed fashion and dropping any items it is holding or wielding.
The saving throw vs. spell is normal if the target creatures has the same level or Hit Dice as the caster. There is a -1 penalty per Hit Die or level the caster has more than the target creature, and a +1 bonus per Hit Die or level the caster has less than the target creature.
Those affected by this spell cannot perform any deliberate task, attack, or defend themselves - even if wounded during their blissful state. A creature affected by a bliss spell is immune to other bliss spells for one day plus one hour per point of Constitution it has.
Blissful beings are not affected by hypnosis or any attempts (magical or psionic) to control or influence their minds (for example, charm person spells).

 

Blood Fever
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 person
Casting Time: 2
Components: V, S, M
Duration: End of combat
Range: Touch
Saving Throw: None

Blood fever allows the target to go into a sort of berserking rage. Until the end of combat, the target will be +2 to hit and damage. The recipient will also be at +3 strength for the purposes of opening doors, bending bars, carrying things, ect. This will NOT effect hit and damage rolls however! Until the end of combat, the target will not retreat. this spell causes 1 point of damage to the target.
Material component is a drop of the witch's blood causing 2 hit points of damage.

 

The material components of this spell are boiling hot water and towels.

Blood Guise
Schools: Alteration
Necromancy
Spheres: Necromantic
Area of Effect: 1 person
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None

Blood guise painfully distorts the features of the target, so that they look to be a different person. For every 10% change (or fraction thereof) this spell causes 1 point of damage to the target. The changes last for 1 turn/level
Material component is a drop of the witch's blood causing 2 hit points of damage.

Blood Lust
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: Creature touched
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: Touch
Saving Throw: None

This spell gives the recipient a morale of 20, immunity to all forms of fear, freedom from the adverse effects of pain and nausea (the causes of these sensations will still affect the being governed by blood lust, but shuddering or other results of the pain and nausea will not), a heightened sense of smell, and the ability to track as a ranger (which functions without level-related modifiers). The effects of this spell are instant and banish any preexisting conditions in the recipient that the magic normally affects. The DM must adjudiate the effects of keener olfactory abilities. Typically, the spell allows identification of even faint smells at an increased range, but only if they are odors the being has previously encountered.

Blood Sphere
Schools: Alteration, Necromancy
Spheres: Necromantic
Area of Effect: 2" diameter sphere
Casting Time: 2
Components: V, S, M
Duration: Special
Range: 1" / level
Saving Throw: half damage

This spell creates a small ball of crackly red light which expands outwards when it contacts a solid object, hits Its target, reaches its maximum range or it reaches the point where the caster wishes it to expand. When it does expand, a large amount of electrical energy is given off, small lightning bolts arc from object to object inside the sphere and red light is given off in a 6" diameter sphere. All creatures within the area of effect must make a save vs spells or take 1-3 points of damage per 2 levels of the caster (a successful save means damage is halved). If a particular creature was targeted for the spell then they take 1-4 damage per 2 levels of the caster and their saving throw is made at a - 2.
If the area in which the shock-sphere expands is not circular then the sphere will expand an conform to the volume it can occupy. The shock-sphere covers a volume of 4200 cubic feet. If a creature fails its saving throw vs spell then all of her items must make a saving throw Vs tightening or be destroyed.
Material component is a drop of the witch's blood causing 2 hit points of damage.

 

Body Warmth
Schools: Necromancy
Spheres: Necromantic
Sun
Area of Effect: 1 creature
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: touch
Saving Throw: Special

A cold blooded or non-living creature (undead) receiving this spell is becoming warm, his heartbeat can be felt and all forms of detect life give positive answers.
If the creature is not intelligent, it is entitled to a saving throw versus spell. Otherwise, the spell can be cast on a willing recipient and is stopped at his wish. In any case, the spell will not last over a day. The spell has no effect on warm blooded creatures, nor does it inflict any damage whatsoever to the receiving creature. It might, at the DM's decision, disable the creature from doing things related to his cold blooded organism.
The material components are the priest's holy symbol and a light source. The light (preferably sunlight) is to be reflected upon the affected creature, while the priest lays his other hand upon its heart.
The reverse, body chill, has the reverse effect upon warm blooded creatures (no heartbeat can be found, detect life gives negative answer etc.).

Bone Bite
Schools: Alteration, Invocation/Evocation, Necromancy
Spheres: Combat, Necromantic
Area of Effect: 1 bone or fragment
Casting Time: 5
Components: V, S, M
Duration: Special
Range: 5 yds/level
Saving Throw: None

This spell causes any bone or bone fragment to become a razor-sharp pair of jaws that bites any living being it strikes except the caster. The jaws either bite someone they are in contact with or someone they are thrown at and strike. The caster throws the bone jaws at his or her normal THAC0. The jaws bite once for 1d6+4 points of damage and remain attached, bony fangs clinging, as they transform into a second, arching pair of jaws on the next round that automatically strikes for an additional 1d4+2 points of damage. Undead are unaffected by this spell; bone bite jaws do not bite them.
Any amount of time can elapse between the casting of the spell and its biting attack; a caster who fails to hit can pick up and throw the bone or fragment later, or leave it in a niche or corridor as a trap. The effect even functions underwater and so can be hidden in a pool or bucket of water. A priest can have no more undischarged bone bite spells than four times his or her leel. Additional bone bite spells can be memorized, but fail to work when cast if they exceed the limit. Bone bite teeth can puncture armor, carapaces, or bony plates, dragon hide, and all known nonmagical barriers and substances.
The material component of this spell is a bone or bone fragment.

Breeze Message
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 1
Components: V
Duration: Instant
Range: 200 yards/level
Saving Throw: Nil

With this spell the priest can send a short message, of upto 1 word per level, to any person within 200' per level of the priest. The priest whispers the message he would like to send and state the person it will be sent to. If the specified person is within range he will feel a breeze and the message will be related to him, and only he will hear it. If the person is not within range then the message will be spoken in a normal volume in the place that is in his direction and on the maximum range the priest can send it to.

Burning Wind
Schools: Alteration
Necromancy
Spheres: Necromantic
Elemental, Air
Area of Effect: 30'x30' cone
Casting Time: 2
Components: V, S, M
Duration: Instant
Range: 30'
Saving Throw: Half damage

Burning wind causes a cone of hot air to extend from the witch's hand. This will cause 1d4 points of damage for every level of the witch (beginning at second level) to all creatures within the cone. So a witch of 6th level will cause 6d4 points of damage.
Victims can save vs. spells for half that damage.
Material component is a drop of the witch's blood causing 2 hit points of damage.

   
3rd Level

Beauty Illusion
(Enchantment/Charm, Illusion)
Sphere: Charm
Range: 50 foot
Components: V, S, M
Duration: 1d6 hours
Casting Time: 4
Area of Effect: 20-foot radius
Saving Throw: None

This spell will give the illusion of 1d3 + 1 per level beautiful people. Each illusion can talk and will feel real until the targets leave the area of effect. The spell components are some articles of clothing, a drop of blood, and a thorn rose.

Beguile III
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: One person (8HD or less)
Casting Time: 1
Components: V, S
Duration: 1 turn + 1 turn/level
Range: 5 feet + 1 foot/level
Saving Throw: Special

This spell is the same as the 1st level spell Beguile I save that one person of 8 HD/levels or less is affected.

Bestow/Remove Curse
(Abjuration) Player’s Handbook
Reversible
Sphere: Protection
Range: Touch Components: V, S
Duration: Permanent Casting Time: 6
Area of Effect: Special Saving Throw: Special

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.

The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)--roll each round.

It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

 

Blood Golem
Schools: Necromancy
Spheres: Guardian, Necromantic, Summoning
Area of Effect: Makes 1 golem
Casting Time: 3
Components: V, S
Duration: 10 rnd.
Range: 10'
Saving Throw: None

The caster targets a corpse within range that has been vanquished no longer than one hour past. The corpse arises as a blood golem for 10 rounds, during which time it attacks like a ghoul (see Diablo Monsters, Zombie). Each hit by the blood golem on a living foe requires a saving throw vs. spell. Failure means a gout of the foes blood (1d4 points of damage) joins the blood golem. The blood golem gains an equal number of hot points. The blood golem colapses into a corpse again when the duration lapses, regardless of how many hit points it has.

Bone Orb
Schools: Necromancy
Spheres: Combat, Summoning, Necromantic
Area of Effect: The caster
Casting Time: 3
Components: V, S
Duration: 1 turn/level
Range: 0
Saving Throw: None

Bones coalesce into an interlocking bone sphere, which opens around the caster. The bone satellite absorbs the first 5 points of damage taken by the caster, before collapsing into dust. Every 2 levels beyond 1st achieved by the caster allow the creation of an additional bone orb, which all work togather to protect the caster. A caster can be protected by a maximum of 5 bone orb.

Bone Shape
(Alteration, Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 11 rounds
Area of Effect: Object touched in a 3-foot + 1-foot per level long cube
Saving Throw: None

With the aid of this spell, the caster may take bone and mould it into whatever shape is desired. The spell takes 1 round to cast and an additional 10 rounds to shape the desired object. Bones can be melded together to produce one final object, but no more than one object may be produced per casting. The object can not exceed the area of effect of the spell (though two objects created by the spell may be joined together with another casting. The new object will be seamless and quite strong. The material component for this spell is fresh bone dust (no more than 1 hour old) spread over the bone, the bone may then be sculpted like clay. Strengthened bone may not be joined to normal bone, though it may be joined to another piece of strengthened bone (in this case the bone dust may be no more then ten minutes old when it is spread on the bone and must be made into a paste with the blood of the creature the dust comes from, the blood must also be fresh).

 

 

 

 

 

 

 

 


 

 
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