Home Characters Rules & Reqs Encyclopedia Prydeinia Game Old Site Archives Links Contact

Witch Prayer List

 
Witch Prayer List "D"
 
 
 

Prayer Tables

A B C D E
F G H I J
K L M N O
P Q R S T
U V W X Y
Z        

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 "D" - First Level

Deadskin
(Alteration)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Tim Rightnour <garbled@indirect.com>

The creature touched by this spell will have his skin withered, and will become ghastly ugly for the spell duration. Any creature seeing the effected person will have a strong desire to attack it, and will do so immediately. This spell has no effect on undead. The material component of this spell is a bit of rotten flesh.

Destroy Water
(Alteration)
Reversible
Sphere: Elemental (Water)
Range: 30 yds. Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: Up to 27 cu. ft. Saving Throw: None

When the priest casts a create water spell, up to four gallons of water are generated for every experience level of the caster (for example, a 2nd-level priest creates up to 8 gallons of water, a 3rd-level priest up to 12 gallons, etc.). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc. The reverse of the spell, destroy water, obliterates without trace (no vapor, mist, fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard).

Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 ½ pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.

The create water spell requires at least a drop of water; the destroy water spell, at least a pinch of dust.

Detect Balance
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 object or creature per rd
Casting Time: 1
Components: V, S, M
Duration: 1 rd/level
Range: 60 yds
Saving Throw: None

This spell allows the druid to determine if non-neutral forces and alignments are at work in the area of effect (upon or in the object or creature being examined). An alignment that is partly neutral (such as that of a neutral good priest) radiates a mild aura, while an alignment that has no neutral component (such as that of a chaotic good fighter) gives off a strong aura. The spell does not determine exact alignment, but only tells the druid if the object or creature being examined is something other than neutral; a paladin and a chaotic evil thief, for instance, radiates the same aura at the same strength.
The spell doesn't function on nonliving items that do not have a natural aura (such as a vial of poison), but works on any object such as an aligned magical sword. Creatures that are under the affect of an unknowable alignment spell or similar magic don't radiate any aura when this spell is used upon them. If the magic is used upon something or someone that exudes a true neutral alignment (such as another druid), it produces a smooth, well-balanced aura identifiable as one of neutrality.

Detect Disease
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature or object/level
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds
Saving Throw: None

This spell reveals whether a creature or object carries a disease (including lycanthropy, mummy rot, or a magical disease), and whether the caster can cure the affliction. The caster has a 10% chance per level to correctly identify the disease; failure results in no identification at all.
The material component is the priest's holy symbol.
Notes: Common for specialty priests of healing; otherwise, uncommon.

Detect Enemy
(Divination)
Sphere: Divination
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1-yard per level radius
Saving Throw: None

By casting this spell, the priest may determine whether there are creatures within the area of effect that bear hostile intent toward him. The spell will reveal the direction of the creatures, even if they are invisible, ethereal, astral, or out of phase. Note that this spell does not reveal anything about the alignment or motives of the creatures in concern. The material component of this spell is a miniature spy-glass of any material.

Detect Evil/Detect Good
(Divination)
Reversible
Sphere: All
Range: 0 Components: V, S, M
Duration: 1 turn + 5 rds./level Casting Time: 1 rd.
Area of Effect: 10 ft. x 120 yds. Saving Throw: None

This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.

The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.

The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him.

Detect Harmful Gas
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 60-ft diameter sphere
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn + ½ turn/level
Range: 0
Saving Throw: None

Useful in mining and underground exploration, this spell enables the caster to detect the presence of harmful gas in a sphere 60 feet in diameter around the caster. The primary use of this spell is to detect underground hazardous natural gases such as explosive methane or poisonous sulphur, or toxic gases like carbon monoxide, but this spell can also detect any other harmful gas that occurs naturally or is produced by alchemy or magic.
In addition to revealing the presence of such gases, the caster has a 5% chance per level to identify the specific type of gas found (for example, chlorine gas, methane, or carbon monoxide), to a maximum chance of 75%. Some rare, exotic gases might be beyond the priest's ability to identify exactly, although the identification roll may indicate the possible danger from or effect of the gas.
The material component of this spell is the priest's holy symbol.

Detect Harmony
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 10-ft/level cube or 1 individual
Casting Time: 1 turn
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None

This spell gives the shukenja general informatoin on the balance of forces - good, evil, lawful, or chaotic - in a given area. It does not reveal the exact alignment or nature of anything in the area of effect, only the general proportions of each element. The DM must consult his information about the target area to determine the answer. Answers are always vague - "there is more evil than good here!" or "the lawful order of the universe is ascendant in this area."
When cast upon a living creature, the spell takes into account not only the creature's given alignment, but the acts they have done, the actions they currently intend to do, and any other factors that may be at variance with their stated alignment. Thus, a lawful evil character noted for his occasional outbursts of compassion towards the helpless would be detected as being "faithful but in which the other forces are at struggle." Also, the spell can be cast on buildings and areas in an attempt to learn whether there are powers at work in these places. A dwelling haunted by spirits would show the harmonies tending towards evil and destructoin, while the cave of a noted holy hermit would give the opposite impression.
The material component for this spell is a specially prepared scroll of sutras costing 5 ch'ien (25 gp) for the paper and inks.

Detect Life
(Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: None

This spell enables the priest to sense the aura of life. Diviners may also sense at will one attribute per level above third, noting such attributes as number, degree (size), concentration (power), and location. Diviners may also focus in on a particular aura and sense at will one "colour" per level above seventh, noting such features as kingdom (animal, plant, etc.), state (live, undead, divine, etc.), form (gaseous, liquid, solid), and extension (prime-material, para-ethereal, negative-energy, etc.).

Detect Magic
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 10 ft. x 30 yds. Saving Throw: None

When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.

The spell requires the use of the priest's holy symbol.

Detect Poison
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn + 1 rd./level Casting Time: 4
Area of Effect: Special Saving Throw: None

This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.

The material component is a strip of specially blessed vellum, which turns black if poison is present.

Detect Pregnancy
(Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

This spell enables the priest to detect pregnancy in any creature. The priest will also know the day of conception, stage of pregnancy, estimated day of birth, and gender of child.

Detect Snares & Pits
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 4 rds./level Casting Time: 4
Area of Effect: 10 x 40 ft. Saving Throw: None

Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional--the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards--quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor those that have been rendered safe or inactive.

The caster must have his holy symbol to complete the spell.

Detect Untruth
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1
Components: V, S, M
Duration: 3 rds
Range: 30 yds
Saving Throw: None

A priest who employs this spell is able to note an untruth spoken by a creature, including even a minor evasion of the truth. The material component is the forked tongue of a snake.
The reverse of the spell, evade truth, allows the priest to lie or evade the truth without being discovered by any means. The material component is a pinch of brass dust.

Detect Venereal Disease (Divination)
Sphere: Divination
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

This spell detects the presence of sexually transmitted diseases in a creature. A successful Intelligence check reveals the nature and symptoms of, but not the cure for, any detected diseases. The material component is the caster's holy symbol.

Detect Weapons
Schools: Greater Divination
Lesser Divination
Spheres: Combat
Divination
Area of Effect: Path, 10 ft x 90 ft
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn
Range: 0
Saving Throw: None

When the detect weapons spell is cast, the priest detects weapons in a path 10 feet wide and up to 90 feet long, in the direction she is facing. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.
The spell detects concealed, invisible, and improvised weapons that have been used to harm or are carried with intent to harm. Broken weapons are detected only if still usable. In some old ruins, this spell is rendered useless by the sheer number of abandoned weapons.
The material component is the priest's holy symbol.

Devotion
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 Person
Casting Time: 1
Components: V, S
Duration: 2 turns/level
Range: 10 yards/level
Saving Throw: Negates

This affects a single individual who will become devoted to the witch and will be unable to do anything except follow wherever the witch goes. If the devotee is obstructed from being with the witch they will try to beat off any opponents, including their own comrades, in a berserk fury, in order to continue being with the witch. The devotion is broken if the witch attacks or harms the devotee or a successful dispel magic is cast.

 

Dispel Fatigue
(Necromancy)
Sphere: Necromantic
Range: 30 yds. Components: V, S, M
Duration: Instantaneous Casting Time: 4
Area of Effect: 1 creature Saving Throw: None

This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the Player’s Option: Combat & Tactics rules or the magic fatigue rules in Chapter 6. Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself. The material component is a sprinkle of fresh, blessed springwater.

Divine Romantic Interest
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 1 rd
Components: S
Duration: Special
Range: Touch
Saving Throw: Neg.

This spell enables the priest to divine the existence and subject or subjects of the unspoken love, crush, or romantic interest of the first creature touched by the caster. A successful saving throw vs. spell by a creature unwilling to share such information prevents the caster from learning the identity of the romantic interest, but conveys to the caster whether or not the creature harbors any such secret affections at the time the spell is cast.
Curiously, this spell does not reveal whether or not any other creature has a romantic interest toward the caster. Theologians postulate that Lady Goldheart wishes to surprise even her most faithful followers with unexpected love.

Divine Sexual Experience
(Divination)
Sphere: Divination
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One person
Saving Throw: None

Casting of this spell involves taking a clear vessel of water and releasing a drop of ink into it. The percentage of the water not darkened by the diffused ink indicates that person's purity score. Although not absolutely certain, any score under 50% probably indicates loss of virginity, and with the exception of the rarest of heroes and deities, the score will be between 25% (casual interaction with others) and 90% (extreme debauchery). More specific information may be revealed at the DM's discretion.

Divining Rod
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 60 yds
Saving Throw: None

With this spell, the shukenja can attempt to locate common items or forces of nature that may be hidden from view. The material component for the spell is a wand cut from a ginkgo tree. The shukenja must state the particular item being searched for. Thereafter, the wand points in the direction of the item, pulling the caster along, provided the item is within the spell range. If an impenetrable obstacle is reached (the ground, for example) the wand presses against it and stops. The shukenja must hold the wand with both hands for the spell to work. If there is no item matching the description within the spell range, the wand does not react, although the shukenja can move about searching for the item. Common uses include locating water, buried treasure, and stolen goods.

Doom Curse
Schools: Alteration
Spheres: Necromantic
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S
Duration: 1 day/level
Range: Special
Saving Throw: Neg.

The effects of this harmful spell can be brought down on any being touched by the caster, even by means of a hurled axe or other missile weapon. The spell has no effect if the creature saves, and can be ended by a remove curse or this spell's reverse, lift doom.
The exact effect of the spell varies with the curse chosen; some typical dwarven curses are given here. The DM should feel free to devise new effects, in keeping with the ethos of the casting priest and generally of the same level of power as those given. Typical doom curses include:
· Temporary loss of 3 levels, including hit points, THAC0, spell wielding, etc.
· Slow effects, as the 3rd-level wizard spell
· Inability to speak clearly (spellcasting is impossible, messages are garbled and
communication is difficult; possibly causing misunderstandings with, and hostility in,
encountered creatures)
· Inability to hold things properly (a forced Dexterity check each round in which a weapon or
other item is held, manipulated, or wielded)
· Recurring blurred vision or blindness, lasting one round, and occurring in a 1 in 6 chance,
rolled each round. Armor Class and attack penalties apply and certain activities are
endangered (for example, walking along narrow paths without falling or bumping into
surroundings) or rendered impossible (for example, catching things).

Dowse
Schools: Greater Divination
Spheres: Divination
Area of Effect: 1" area around the witch
Casting Time: 3
Components:
Duration: 3 turns + 1/level
Range: 3" + 1 per level
Saving Throw: None

By means of this spell the witch can locate certain items. Typically what is looked for is water, known as Water Dowsing. The water must be in the spell's range. Tte witch will know how much water there is and how deep in the ground. The witch will not know if the water is fit for dinking until she gets to it.
Almost any other type of items may be found in this manner such as edible plants, burnable wood, small gems. However it can not be used to find people, monsters or specific items. The nature of the item to be found must be stated on the spell's onset and can not be changed. If for example the witch wants to find water and edible berries, she must cast Dowse twice.
This spell can also be made available to other clerics, in particular druids. The material component for this spell is a stick shaped like a Y. The witch holds the stick with both fists, with fingers up and the single end pointing forward. While the stick does not vanish when the spell is complete, it is unusable for other dowsing attempts.

Drowsiness
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 person/level 20' radius
Casting Time: 1 round
Components:
Duration: 3 turns
Range: 3 yards
Saving Throw: Special

This spell has been created to permit to a witch to put people to sleep without having to be worried to cover her actions; the witch can, in this way, act freely for the duration of the spell, and the victim, when awake, will only believe to have gone to sleep.
Essentially, with this spell the witch can put to sleep one person per level, provided he has up to (and not more than) 4 HD. The spell, however, works only on persons which are not occupied in any work (i.e. a guard which is resting or discussing with another one, a worker which has finished working or is resting, etc.). Even if the victim realizes the ST, however, he forgets to have seen the witch (if this happened), and realizes only to have gone asleep for a brief moment. The reversed form of the spell protects, for the same duration, from any kind of sleep, either magical or induced with drugs.
The material components of the spell are some rose petals, in the same quantity as the number of persons which have to be drowsinessed.

   
     
2nd Level

Dance Tantra
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: One person
Casting Time: Variable
Components: V, S
Duration: Special
Range: 10 yards
Saving Throw: None

This spell charms one person of the opposite sex selected by the caster. It is subtle, and its casting cannot be detected before it is completed. The caster dances a seductive dance and disrobes while doing so. For every round he/she dances, a -1 penalty is imposed on the save. A charmed victim vall not attack the caster, or allow anyone else to do so. After the dance has stopped the victim will remain in a trance like state for a number of rounds equal to the witches appearance subability. The victim is treated as if he were under the effects of a charm spell.

Death Candle
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: Special
Range: Special
Saving Throw: None

This spell creates a way for the priest to keep track of the health and life of another. The spell is cast on a single being who must be holding a previously unused candle: As the spell is cast the candle must be lit, and thereafter cannot be extinguished except by magical means, such as a gust of wind or create water spell.
The flame burns without changing the candle for as long as the subject lives. If the subject is ever extremely unwell (such as suffering from a fatal disease or wounded to the point of near death), or ever leaves the Prime Material Plane, the flame gutters and flickers low, but does not fail. Only if the subject dies does the candle go out. Thus, the candle's owner can tell whether the creature lives or has died.
The material component is a previously unlit candle.

Death Talisman
Schools: Greater Divination, Enchantment/Charm,
Lesser Divination, Necromancy
Spheres: Divination
Area of Effect: 1 object
Casting Time: 1 rd
Components: V, S, M
Duration: 1 wk/level
Range: Touch
Saving Throw: None

Using this spell, a caster can enchant a small item, usually a polished kn ife or other shiny metal object, linking it to the caster's health.
As long as the caster stays healthy, the object remains in the same condition as it was in at the time of casting. When the caster dies or is otherwise permanently disabled (for instance, turned to stone), the enchanted object becomes corroded and dull.
The divination effect lasts as long as the caster stays within 1,000 miles of the enchanted item.
The spell focus is the item to be enchanted, which is not destroyed in the casting.

Detect Charm
(Divination)
Reversible
Sphere: Divination
Range: 30 yds. Components: V, S
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 1 creature/rd. Saving Throw: Neg.

When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine.

The reverse of the spell, undetectable charm, completely masks all charms on a single creature for 24 hours.

Detect Enemies
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: Path, 10 ft x 60 ft
Casting Time: 1 rd
Components: V, M
Duration: 1 turn
Range: 0
Saving Throw: None

This spell detects the presence and direction of any creature within a 60-ft radius that has immediately hostile intentions toward the caster. The creature or creatures can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. The priest feels a compulsion to face each individual enemy in range. The priest need not do so, but unerringly recognizes as hostile any such creature the priest sees. Unseen enemies are sufficiently detected to negate surprise attack rounds, and a thief positioned for a backstab has the relevant thief skill score halved (usually hide in shadows or move silently).
The caster also has a 5% chance per level to detect longer term hostility towards himself or herself, even if no direct attack is imminent.
The material components of this spell are the priest's holy symbol and a drop of blood from a former enemy. It is not necessary to display either in an obvious fashion, allowing the priest to cast this spell without alerting opponents that he is doing so.

Detect Invisibility, 15-foot Radius
(Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: 15-foot radius sphere
Saving Throw: None

Except as noted above, this spell is the same as the 2nd-level wizard spell detect invisibility. Note that the spell allows only the priest to see invisible creatures, and then only those within the specified radius. The material component of this spell is a pinch of any fine powder such as talc.

Detect Life
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: 5 rds
Range: 10 ft/level
Saving Throw: None

By use of this spell, a priest can tell if a creature is alive. The magic detects life in the subject of a feign death spell, or someone in a coma, deathlike trance, or state of suspended animation. If cast upon the body of a creature that is engaged in astral travel, it reveals that the creature is alive. The spell works on plants and plant creatures as well as animals. The spell's range is diminished if more than one-inch thickness of wood or stone lies between the priest and the subject. Each inch of thickness of a wood or stone barrier is treated as 10 feet of open space. A barrier of metal of any thickness causes the spell to fail and be ruined. Any form of mental protection, including those of psionic or magical nature, likewise ruins the spell without anything being detected. The spell detects the first living creature that lies along the priest's line of sight (and within range), or else the first creature that crosses the line-of-sight path before the duration ends.

Detect Phase
(Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Person touched
Saving Throw: None

When this spell is cast, the person touched can see and perceive any creature that is out of or in a different phase than that of the spell recipient. This means that the person touched will see clearly such creatures with special defenses such as displacement, blinking, duo-dimension, astral- or etherealness and those who can shift out of phase, such as phase spiders. Furthermore, if the person touched has means to attack such creatures, he will have none of the ill effects that normally occur when trying to attack (i.e., the person touched would know the exact location of a displacer beast, or where the phase spider is, etc.). The information cannot be communicated to anyone else by words. The recipient's sight is limited to 120 yards.

The material component of this spell, in addition to the priest's holy symbol, is a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell.

Device Empathy
Schools: Greater Divination
Spheres: Divination
Area of Effect: One item
Casting Time: 1 round
Components: V, S
Duration: 1 round/level
Range: Touch
Saving Throw: None

When this spell is cast, the witch may handle one (non magical) device and understand its uses and powers. Note that the witch must be able to touch the device to receive the psychic impressions from it, and she must be able to study it for a minimum of one round after the spell is cast. Also, there is a 3% chance per level of the spell caster that she will be able to discover who used the device last. This power must be used within a number of days equal to the witches level after the witch first discovers the device.

Dim Vision
Schools: Necromancy
Spheres: Combat, Necromantic
Area of Effect: 1 creature
Casting Time: 2
Components: V, S
Duration: 3 rds./level
Range: 90'
Saving Throw: Negates

The selected creature is cursed with dim vision on a failed saving throw. The cursed creature's visual range shrinks to only 20' in radius even in bright light, even if the creature can normally seen in the dark. Further, the creature has a -1 penalty to all attack rolls against foes within range of its vision.

Dispel
(Abjuration)
Sphere: Protection
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None

By use of this spell, the priest can attempt to negate the effects of any other single spell providing that at least some part of that spell's area of effect is within thirty feet of the priest. The base chance for success is 50% modified upward or downward by 5% per level the priest is above or below the caster of the spell being negated. This spell can also be used to negate the magical effects of potions (either before or after ingestion), with the level of potion maker being generally treated as 12th. The material component of this spell is a piece of gum.

Drain Blood
Schools: Alteration, Necromancy
Spheres: Necromantic
Area of Effect: 1 person / creature
Casting Time: 2
Components: V, S, M
Duration: Instant
Range: Touch
Saving Throw: None

Drain blood causes the target to be drained of some of his/her blood. The target will he at -4 to all actions because of lightheadedness for the next 1d6 rounds. The witch must touch the victim with her hand.
Material component is a drop of the witch's blood causing 2 hit points of damage.

Draw Upon Holy Might
(Invocation)
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.).

Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Legends & Lore book cannot be gained by use of this spell.

For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.

When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%.

The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith.

Dream Sight
Schools: Alteration
Spheres: Astral
Area of Effect: Caster
Casting Time: 1 rd
Components: S, M
Duration: 1 rd/level
Range: Special
Saving Throw: None

When using this spell, the priest falls into a deep sleep and dreams of nearby places and events. The caster's spirit is projected to the location within range desired. Places and events seen in the dreams happen at the time of the dreaming, these are not past or future events. In the dream, the caster can both see and hear and can will his or her spirit to move about normally.
The dream spirit can pass through solid objects with no difficulty, but cannot enter any area guarded by a protection spell (whether good, neutral, or evil), nor can sounds coming from such an area be heard. The shukenja's spirit can either move at a rate of 36 or observe the scene during one round. Thus, a 3rd-level priest could send her dream spirit up to 720 feet in the first two rounds and then spend the third (and last) round observing the scene.
At the end of the spell, the dream spirit of the priest automatically returns to the body. The priest can also voluntarily return before the end of the spell. If the priest's body is disturbed before the dream spirit returns, the priest must make a saving throw vs. death. if the save is successful, the dream spirit returns safely to the body with no ill effect. If the saving throw is unsuccessful, the body falls into a deep catatonic state and the dream spirit is unable to return of its own accord. Another shukenja can use dream sleep to guide the lost dream spirit back to its body, if able to locate it.
Furthermore, while in dream sleep, the spirit of the priest is considered a lesser spirit for the purposes of all spells. Thus, it can be forced to answer questions by a commune with lesser spirit spell, cannot see things hidden by an invisibility to spirits spell, and can be destroyed by a smite spell. If the dream spirit is destroyed, the shukenja's body falls into a catatonic state that can be lifted only by a raise dead, resurrection, limited wish, or wish spell.
The material component for this spell is a stick of incense worth at least one ch'ien (5 gp).

Dust Devil
(Conjuration/Summoning)
Sphere: Elemental (Air)
Range: 30 yds. Components: V, S
Duration: 2 rds./level Casting Time: 2 rds.
Area of Effect: 5 x 4 ft. cone Saving Throw: None

This spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage--which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air--even another dust devil--can disperse a dust devil with a single hit.

     
3rd Level

Dance of Pain
Schools: Alteration, Necromancy
Spheres: Necromantic
Area of Effect: 1 creature (size L or smaller)
Casting Time: 6
Components: V, S
Duration: 4 rds
Range: Touch
Saving Throw: Special

This spell affects only a recently injured creature (defined as having lost some hit points within the preceding 24 hours). It is wasted if cast on a healthy, unharmed being, or a creature larger than size L (the spell cannot form around larger beasts). When the caster successfully touches the subject, a spiral of illusory blades whirls around the creature, marking the boundaries of a field of sharp-edged, invisible lines of force that cut and buffet it. If free to move, a creature subjected to this spell is jerked about in an uncontrollable dance that causes a -2 penalty to its attack rolls, worsens its Armor Class by 4 points, and makes intricate tasks (such as opening locks or casting spells) impossible. The unseen cutting edges slice and slash for 2d4+4 points of damage per round. Restrained or immobile creatures simply suffer damage.
A creature affected by this spell is allowed a saving throw vs. spell each round. Success means the creature takes only 2 points of damage on that round and can manage at least one semi-intricate task (such as hurling a missile weapon, getting an item from pouch or belt and readying it for use, and so on), but still cannot cast spells.

Deafening Thunderclap
(Evocation)
Sphere: Weather
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20-foot radius sphere
Saving Throw: Negates

After the casting of this spell a strong thunderclap occurs in the area of effect. It automatically deafens all creatures in the target area for two rounds. Moreover, all creatures subject to the thunderclap have to roll a successful saving throw versus spell in order to remain standing. Creatures that fail their saving throw are knocked over by the force of the movement of air and may be stunned for up to one round if the surface they hit is hard (stone or metal, for example).

Death's Door
Schools: Necromancy
Spheres: Necromantic
Area of Effect: One human or demihuman
Casting Time: 6
Components: V, S, M
Duration: 1 hour/ level
Range: Touch
Saving Throw: None

When a cleric employs this spell, he or she touches a subject who is injured, unconscious and "at death's door" (-1 to -9 hit points). The spell immediatly brings the wounded individual back up to 0 hit points, bringing the subject back from death's door. Although the victim remains unconscious, bleeding and deteroration are stopped for the duration of the spell. The subject (nnow at 0 hit points) can be brought immediatly to consciosness by clerical spells or items that restore lost hit points.
The DM should modify this spell if he or she disallows the optional rule for "hovering on death's door" (page 75 of the DMG). If the DM considers characters to be immediatly dead once they reach 0 hit points, then this spell may bring mortally wounded (0 to -9 hit points) characters back to life, providing it is cast within 1-10 rounds after the victim's demise. The subject must make a system shock roll to survive the transition, and if successful, he or she permanently loses a point of Constitution.
This modifiedversion restores the victim to 1 hit point, which may now be immediatly increaded by furthur magical healing, as outlined above. Once too much time has elapsed after an individual's death, the victim can only be brought back to life with a raise dead spell or some other, more powerful form of necromancy.
The material components of this spell are the cleric's holy/unholy symbol, a bit of white linen, and any form of unguent.

Detect Ambush
Schools: Abjuration
Spheres: Divination
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 50 yds + 10 yds/level
Saving Throw: None

This spell detects sentient creatures of hostile intent within range that mean to do harm to the caster by lying in ambush. It does not detect traps that might surprise the caster or hostile creatures that might do harm to the caster if encountered; only those expecting the caster and lying in wait to harm him or her are detected.
The reverse of this spell, undetectable ambush, makes one sentient being waiting in ambush proof against this spell or any other divination spell (from the school or the sphere) that would have the same effect. For example, undetectable ambush would prevent an ambush from being detected by a detect evil or detect magic spell.
The material component for this spell is a possession taken from an enemy (not necessarily the one who is lying in ambush).

Detect Curse
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 object or being/rd
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: 10 yds
Saving Throw: None

This spell enables the caster to magically examine an item or creature to see if it has been subject to a curse spell. To the spellcaster, such cursed items or beings appear to be radiating a black aura. At 12th level, the caster is able to determine if a curse spell so detected is bestow curse, major curse, dying curse, bane, or some other similar spell. This spell does not detect magical items that have malign effects, such as a necklace of strangulation.


Detect Illusion
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 6
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None

This spell enables the caster to see any illusion for what it is, and banishes phantasms from the caster's mind. Further, while the spell lasts, the priest can allow one creature per round a new saving throw vs. spell against any illusion or phantasm created by a spell of 6th level or less. To do this, the caster must touch the creature (which might require a successful attack roll) taking no other significant action in the round.

Divine Purpose
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: S, M
Duration: Instantaneous
Range: 0
Saving Throw: None

This spell helps the caster to discern the purpose of an item, even if it is broken or only a part of it can be examined. The caster must establish direct flesh-to-item contact with both the mystery item (which can be of any size, but must be solid, not a gaseous cloud, illusion, or visual effect) and his holy symbol, then utter a specific prayer. Neither the item nor holy symbol is altered by the spell. Through divine guidance, the caster can glimpse a vision of what the mystery item once was a part of, or how it is used or functions. Whether or not the spell succeeds, it drains 1 hit point from the caster (which can be regained readily through rest or magical healing).
The chance of learning something about an item has a base of 1% per level of the caster, plus 1% per point of the caster's Wisdom, plus 5% if the item was made by beings of the same race as the caster, plus 10% if the item is or was wholly nonmagical in its functioning (not necessarily in its making), plus 10% if the item performs a function or has an end effect similar to one personaly familiar to the caster. (For example: If the caster has shoed horses, an unfamiliar smithy tool concerned with horseshoes would gain this modifier.)
The DM must determine how clear or extensive is the vision gained. This spell is very good at showing the nearby location (if such exists) where an item was used or allied items lie, but it is very poor at showing the identities of past users of an item. A priest can only work divine purpose on a given item once; subsequent castings fail.
The material component of this spell is the priest's holy symbol.

Doomhound
Schools: Illusion/Phantasm, Necromancy
Spheres: Necromantic
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: Special
Range: 10 yds
Saving Throw: Special

This spell creates a shadowy mastiff visible only to the caster and the intended target of the spell. Once created, a doomhound inexorably stalks the creature, never approaching closer than 10 feet or falling more than 100 yards behind. It creates an unshakable premonition of death, though creatures immune to magical fear are unaffected by this spell.
The initial appearance of a doomhound causes fear in the creature, as the reverse of the 1st level priest spell remove fear. A successful saving throw vs. spell negates the fear effect, but does not dispel the doomhound. Regardless of whether or not the creature attempts to flee the doomhound when it first appears, for as long as the doomhound stalks the creature, the creature rolls all subsequent saving throws with a -2 penalty and also all morale checks and saving throws against fear effects unless a 20 is rolled.
Only one doomhound can stalk a creature at any time. The effects of this spell can be ended by a remove curse, limited wish, or wish or by the death of the target creature, but physical or magical attacks are otherwise ineffective against a doomhound.
The material component of this spell is the priest's holy symbol.

Dream Vision
Schools: Invocation/Evocation
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

By means of this spell, the priest is able to send messages to others in the form of dreams. At the beginning of the casting, the priest names whom the message is for. The priest must know the identity of the recipient or identify him by some title that leaves no question as to the recipient. For example, the priest could send a dream to the Lord of Londis, even if he has never met the man, since there is only one governor of that province. However, he could not send a dream to the blacksmith of a village in that area, since there might be several blacksmithss in that village.
Upon completing the physical casting of the spell, which requires but a turn, the priest falls into a deep, trancelike sleep. At this point his spirit leaves his body and travels instantaneously to the recipient. Thereupon, the priest is able to enter the dreams of the recipient and deliver his message unless the recipient is magically protected from spirits. If the recipient is awake when the spell is cast, the priest can choose to remain in his trancelike sleep until the recipient goes to sleep or he can choose to cancel the spell. The priest does not learn anything about the current activities or whereabouts of the recipient, only whether he is asleep or awake.
Once the priest enters the dream of the recipient, he can deliver a message of any length desired, which the recipient remembers perfectly upon awakening. The communication is one way - the recipient cannot offer informatoin or ask questions of the priest. Neither can the priest gain any information by observing the dreams of the recipient. Once the message is delivered, the priest's spirit returns instantly to his body. If the body is disturbed in any way while using this spell, the priest's spirit becomes lost. The body remains in its comatose state until some means is found to rejoin the priest's spirit with his body, such as a restore spirit spell.
The duration of this spell is the amount of time required for the priest to enter into the dreams of the other and then deliver the message. Thus, the duration could be as short as one round or as long as several hours.
The reverse of this spell, nightmare, allows thepriest to send a hideous and unsettling vision to the subject. The identity of the subject must be known, as stated above, and the subject must be asleep. This nightmare prevents restful sleep and causes the victim to lose 1d10 hit points. Since the individual has not rested, he is fatigued as if he had not had the night's sleep and is unable to regain spells. The subject is allowed a saving throw vs. spell to avoid the effects of the nightmare.
The material components for this spell are a bowl of incense and a robe of red (or white for the reverse) silk cloth.

Dust Shield
Schools: Invocation/Evocation
Spheres: Elemental, Earth
Area of Effect: 1 square yd/level
Casting Time: 6
Components: V, M
Duration: 1 rd/level
Range: 0
Saving Throw: None

This spell causes a scintillating, invisible wall of force by causing the dust particles in the air to form an unbreakable barrier. During the casting, the priest must mentally picture the shape, size, and orientation of the barrier, but it must be two-dimensional. Once cast, the barrier is immovable and unaffected by magic except for a dispel magic spell or the mental command of the spellcaster, who can dismiss it at will. Priests of Geb commonly use this spell to shore up collapsing mine shafts, thus allowing miners time to escape.
If the barrier is smaller than 1 square yard, the priest can specify during casting that the dust shield attach itself to his or her left or right forearm. The priest can then use the barrier as a full "body" shield, providing a +3 (total) bonus to Armor Class. Such a shield cannot be dropped (as it is not actually held), but its presence does not allow the priest to do anything with the shield arm that someone holding a real shield could not do. The spell cannot be used this way in conjunction with a regular shield or a shield spell.
The material components of this spell are a handful of dust thrown into the air and the priest's holy symbol.

   


 

 
Copyright (c) 2010 Isle of Prydein