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Witch Prayer List

 
Witch Prayer List "C"
 
 
 

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

Elemental Burst
(Invocation/Evocation)
Sphere: Elemental (All)
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 2-foot per level radius sphere
Saving Throw: 1/2

This spell was once a spell from the Oriental Adventures book, but it was adapted for the priest. It causes one of the four elements (not five like in the oriental version) to send off slivers of its element either causing damage or another effect depending on the element: earth sends off sharp slivers causing 1d8 hit points of damage; fire sends of sparks that cause 1d4 damage and cause non-magical items in the area to save versus normal fire, if their owner or carrier does not save; air and water send forth concussive waves of force that cause the affected characters to save versus paralysation or be hindered for one round per three levels of the caster (hindered equals losing initiative for physical actions during those rounds). It does not significantly affect the object from which it gains the slivers of element it shoots off.

 

Elemental Travel
Schools: Alteration, Elemental Air, Elemental Earth, Elemental Fire
Elemental Water
Spheres: Elemental, All
Area of Effect: Caster
Casting Time: 2 rounds
Components: V, S, M
Duration: 1 turn/level
Range: 0
Saving Throw: Nil

Before this spell is cast the priest must choose which element he wants to bond with. The spell causes the priest to become bonded with the element so he suffer no damage from it and can Teleport without error to any place where the element exists. The priest can also decide to travel to the corresponding elemental plane in which case the spell will last for 1 round per level and after wards he will be subjected to the plane's environment. If the priest return to the prime material before the spell is over then the spell ends, whether the duration expired or not.

The material components are a large diamond worth at least 5000 gp and a Ring of the heirophant. The diamond is consumed in the casting.

Empathy
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide path, 30 ft long
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn
Range: 0
Saving Throw: None

This spell allows the caster to sense the basic needs, drives, and/or emotions of any unshielded mind (hunger, thirst, fear, fatigue, pain, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, and so on). The spell gives no result for creatures protected against such detection, psionic creatures, or emotionless creatures (such as slimes, oozes, jellies, golems, skeletons, zombies, etc.).
The reverse of this spell, mask emotion, conceals the emotions of the protected creature for one turn.
The material component is the priest's holy symbol.

Prayers "E" - First Level

Ebony Hand
Schools: Invocation/Evocation
Necromancy
Spheres: Necromantic
Area of Effect: Personal
Casting Time: 4
Components: V, S, M
Duration: 3 rounds + 1/level
Range: 0
Saving Throw: None

This minor meditation focuses a baneful, necromantic aura in the caster’s chosen hand, enveloping the fingers in a dark, flickering radiance. The aura of the ebony hand enhances the delivery of harmful, touch-related spells (such as cause light wounds or cause disease) by providing a +1 bonus on the priest’s attack roll for every three levels of experience past the first (+2 to hit at 4th level, +3 at 7th level, to a maximum of +4 to hit at 10th level).

Once the ebony hand is cast, the magic of the touch-delivered spell is no longer conducted though physical contact with the caster’s fingertips, but through the flickering aura of the ebony hand.
The companion touch-delivered spell(s) may be cast either before or after the creation of the ebony hand, which does not expire with a single, successful touch and may be used to deliver multiple attacks if the spell duration permits. Note that the ebony hand does not enhance attacks with weapons or other ranged spells.

The material component varies from religion to religion, but it is usually a piece of apparel or jewelry which is worn on the caster’s hand to help focus the meditation (often a black glove or a simple silver or onyx ring). Regardless of the actual focus employed, the material component is not consumed by the spell and may be employed in multiple castings. As the spell description implies, the ebony hand may only be granted by malevolent deities to their evil priests.

Electrical Charge
Schools: Elemental Air
Spheres: Elemental, Air
Area of Effect: 1 person
Casting Time: 7
Components: V, S
Duration: 5 rounds per level
Range: Touch
Saving Throw: Negates

This spell charges the recipient person with an electrical charge capable of inflicting 1D8 + 1 per level damage when this person is touched, hit, or hits. The spell ends after discharge or expiration of the duration. The recipient is less vulnerable to electrical attack (+2 on savings).
The duration of the spell is halved in damp surroundings and 0 under water.

Elemental Bonding
Schools: Alteration
Spheres: Elemental, All
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None

With this spell the priest attempts to repair physical damage done to another being or creature. In an elemental sense, part of the damage incurred by combat wounds or disease is, in fact, an imbalance created in the body's elemental proportions. Through this spell, the priest restores some of this balance.
The amount of damage healed is 1d4+1 points, but there are restrictions. If the damage is from disease or combat, the priest cannot completely heal the recipient with this spell. He only heals the recipient to within 3 points of perfect health. For instance, if a warrior with 15 maximum hit points has 11 left, an elemental bonding spell heals only 1 point of damage. If the wounded individual took all damage solely from an elemental, however, the priest heals all damage with this spell.
The material component for this spell is an amount of elemental material sufficient to cover the recipient's wounds. The priest must abide by his sphere of elemental worship when performing this spell.


Excellent Night Vision
Schools: Greater Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: 1 hour + 10 minutes per level
Range: Touch
Saving Throw: Negates

The beneficiary of this spell gains the ability to see in complete darkness as if it were bright daylight. Dependent on the weather circumstances, his visual range is up to 100 yard. Vision is not obscured by light sources or spells that influence sight, except for darkness and continual darkness, which halve visual range and 'light' intensity.
Creatures used to complete darkness suffer all penalties for being in daylight (except damage).
Material components for this spell is a small burning candle which is consumed in the spell casting.

 

 

     
2nd Level

Elemental Whirlpool
(Conjuration/Summoning)
Sphere: Elemental (Water), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell conjures up a small whirlpool, 5 feet high, and 3 feet wide at the top. This miniature water elemental has AC 5, 2 HD, MV 190 feet per round, hits twice for 1d4 and can be struck by normal weapons. In water combat this can confuse up to 100 small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant fish. On land, anyone trapped inside the whirlpool must make a saving throw versus spell or suffer 1d2 points of drowning damage. Spending more than 15 consecutive rounds in a whirlpool without the aid of some magical water breathing spell or device, will force a saving throw versus death magic. If the subject fails, he will fall unconscious. If he is not aided within 3 rounds he will die. Should he remain in the pool, but save, he will continue to take damage each additional round, and continue to make saving throws. Spells have a 40% chance of success within the whirlpool. The whirlpool can easily put out non-magical fires of any type. Any native of the elemental plane of water can easily dissolve the whirlpool with a touch, including another whirlpool.

Endure Air
(Abjuration)
Sphere: Elemental (Air), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.

Endure Dust
(Abjuration)
Sphere: Elemental (Air, Earth), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).

Endure Ice
(Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp icicles, etc.


Endure Water
(Abjuration)
Sphere: Elemental (Water), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 1st-level endure cold or heat. It causes the protected creature to take no damage from natural phenomena that are connected to water. If a magical force simulating these phenomena (see below for examples) hits the protected creature, this spell may subtract 10 HP of damage after the saving throws are rolled. After reducing the damage once in this way, the spell ends. Otherwise, the spell ends when the duration runs out. In contrast to endure cold or heat, this spell does not end if another elemental force hits the protected creature; the spell ends only if its duration runs out or if the creature is hit by the appropriate magical force (even if it causes less than 10 HP of damage). The material component is the holy symbol of the priest.

Endure water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.

Enhance Weapon with Fire
(Enchantment)
Sphere: Elemental (Fire)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Weapon touched
Saving Throw: None

This spell enhances the striking power of a weapon. The weapon now functions a bit like a flame blade. For the duration of the spell, the weapon glows with a fiery aura and causes 1d4 points + 1 point per 2 levels of the caster damage (in addition to its normal damage), due to the searing heat it radiates. Unfortunately, it also causes 1 point of damage per round to its user (as long as he holds it), for the same reason. Undead and creatures especially vulnerable to fire take 2 additional points of damage.

If the creature is protected from fire, the damage inflicted is reduced by 4 (for a minimum of 0). The weapon can ignite combustible materials. It is not, however, considered to be a magical weapon. The spell does not function under water. Already enchanted weapons cannot be enhanced this way. The material components of the spell are a bit of coal and the caster's holy symbol.

Enhanced Taste
Schools: Alteration
Spheres: Divination
Area of Effect: Person touched
Casting Time: 3
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None :

Enhanced taste greatly enhances the tasting capability of the recipient. The recipient of this spell will be able, by tasting a kind of food, to know what are its constituents. It is also possible to tell the quality of a wine, of drinking water, ... . The spells also allows the recipient to detect poisons very efficiently. With only a single drop of poison, the recipient of the spell will be able to tell if it is poison. Unless specified otherwise, the quantity of poison necessary to be detected is not enough to cause damage to the imbiber. The material component of the spell is the witch's holy symbol.

Enthrall
(Enchantment/Charm)
Sphere: Charm
Range: 0 Components: V, S
Duration: Special Casting Time: 1 rd.
Area of Effect: 90-ft. radius Saving Throw: Neg.

A priest using this spell can enthrall an audience that can fully understand his language. Those in the area of effect must successfully save vs. spell or give the caster their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to the caster's have a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected.

To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also successfully save vs. spell or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking.


If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10.

Note: When handling a large number of saving throws for similar creatures, the DM can assume an average to save time; for example, a crowd of 20 men with a base saving throw of 16 (25% success chance) will have 15 men enthralled and five not.

Ethereal Barrier
(Abjuration)
Sphere: Astral, Wards
Range: 120 yds. Components: V, S, M
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: Two 10-ft.Saving Throw: None
squares/level

The ethereal barrier is a defense against the passage of extradimensional creatures, including characters or monsters that are phased, ethereal, or travelling via dimension door or shadow walk. The priest creates an imperceptible barrier of 10 square feet per level that may be arranged in any fashion the priest desires. For example, a 3rd-level character can ward six 10-foot by 10-foot surfaces, which would be sufficient to guard a 10-foot by 10-foot by 10-foot room (four walls, a ceiling, and a floor need to be protected.) Note that some monsters may be capable of abandoning their ethereal approach in order to simply enter the barred area on their own feet—the ethereal barrier only bars their passage as long as they are traveling in the Border Ethereal. Also, while this spell can’t be worn down by any form of attack, it does not bar teleportation, gates, or the passage of astral creatures.

Ethereal barrier may be cast as cooperative magic by several priests working together. As long as all involved characters can cast the spell, the areas of effect of each priest are added together. Total the levels of all priests involved and multiply by two to find the number of 10-foot by 10-foot squares that may be warded. For example, four 6th-level casters (24 total levels) can ward 48 10-foot by 10-foot squares. The duration is determined by the highest level priest involved, plus 1 turn for each additional priest. In the previous example, this would be 6 turns plus 3 turns for three additional priests for a total of 9 turns.

This spell is also suitable for focus magic (see the spell focus in the Tome of Magic). The material component is a special compound of rare earths and lead worth at least 10 gp per application. One application is required for each 10-foot by 10-foot square to be warded.

 

   
3rd Level

Earth Sense
Schools: Greater Divination
Lesser Divination
Spheres: Elemental, Earth
Area of Effect: 30 ft/level
Casting Time: 1 rd
Components: V, S, M
Duration: 3 turns/level
Range: 0
Saving Throw: None

This spell empowers a priest to key his sense into the surrounding earth or stone structure to monitor the conditions of the area. This spell can be used to monitor all the earth and stone in a spherical volume with a radius of 30 feet per level of the caster. The priest can note anything unusual or important happening within the area of effect through a vague feeling of unease or impending danger. Once the feeling is experienced, the priest can try to concentrate on determining the specific ting that has set off the feeling of alarm. The chance of identifying the specific event is 5% per level of the caster. Only one identification roll can be made for each event that may trigger the feeling. If the roll fails, the priest is unable to determine the exact problem, but does identify the general area where the problem is occurring.
Once the spell is cast, the priest must remain quietly in place to continue concentrating on the spell. If the priest moves more than 10 feet from the spot where the spell was cast or engages in strenuous activity such as melee, the spell is broken.
Many different things can set off the feeling of alarm. Digging or sapping in the area, movements by burrowing creatures, spells or magic that currently affect the earth, nonsilent movement across the earth or through a nearby passage, strenuous physical activity (such as melee) occurring on a section of the earth, or an impending natural disaster are all things that can trigger the sense of alarm. A natural disaster that sets off the alarm could be unstable geological conditions that foreshadow a mine collapse or natural earthquake, a natural gas pocket about to explode, or volcanic or geyser activity that could become dangerous.
Ppriests often maintain a line of sentries in a stronghold and use this spell to monitor anything that may signal an impending attack. Priests might note a section of castle wall being undermined, an attempt to batter through a castle gate, invaders scaling a fortress wall, or a passwall spell suddenly cast on a section of stone wall. The material components for this spell are the priest's holy symbol and a small sample of earth or stone from the area to be monitored.

Earthenair
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: 1 creature (up to 10-ft-sphere)
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: 60 yds
Saving Throw: ½

This spell causes the earth surrounding the target creature to surge upward and inward in a violent eruption of dirt and rock. The number of rocks created by the spell is 1d4 plus the level of the caster. Each rock causes 1 point of damage to the target, dispelling spellcasting and counting as one successful attack for purposes of the stoneskin spell. The rocks are considered magical weapons for purposes of determining whether a creature can be damaged by them.
This spell does not work if the creature is standing on a solid stone surface (such as bedrock, not flagstone) unless the caster is 10th level or higher. The earth remains somewhat scarred where earthenair is cast unless it is physically tidied up after the spell is finished.
The material component for the spell is the priest's holy symbol and a handful of pebbles that are hurled toward the target creature.

Elemental Armor
Schools: Elemental Air, Elemental Earth, Elemental Fire, Elemental Water
Area of Effect: One person
Casting Time: 2
Components: V, S, M
Duration: 1 round / level
Range: Touch
Saving Throw: None

This spell creates a suit of magical body armor surrounding the witch or whomever she touches. The armor is made out of elemental matter. Tempestarii witches choose their own element, other witches may use any element. The armor circles the witch and provides an AC of 2, plus any bonuses the witch may allready have. The armor is flexible to the witch and she can act as if she is not wearing armor at all. To attackers the armor is as hard as plate mail.
Even though the armor is made of elemental matter is will not confer extra damage to the witch or others because of it's make up. So Fire Elemental Armor, while it looks like it's on fire, will not cause any fire damage.
The compnents for this spell are a conscrated pentacle and a some of the element needed. The element is consumed in the casting.

Embattlement
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S
Duration: 7 rds
Range: Touch
Saving Throw: None

While this spell is in effect, any attacks on the protected creature that require attacks are rolled twice. The result most favorable to the creature is used.

Emotion Control
(Alteration, Enchantment/Charm)
Sphere: Thought, Charm
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One creature/5 levels of the caster within a 20' cube
Saving Throw: Special

This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.

The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. While emotion control is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts emotion control, he designates the false emotion he wishes to be revealed.

This use of emotion control also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.

If another character casts emotion read, ESP, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest's true emotion.

The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell emotion). Some typical emotions follow, but the DM may allow other similar effects.

Courage: The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) fear.

Fear: The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.

Friendship: The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the DMG ) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.

Happiness: The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.

Hate: The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.

Hope: The subject's morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.

Hopelessness: The subject's morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.

Sadness: The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject's chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.

All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell.

The material component for both versions of the spell is a small bunch of fleece or uncarded wool that is consumed in the casting.

Enhanced Hearing
Schools: Alteration
Spheres: Divination
Area of Effect: One creature
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None

The recipient of that spell gains an incredibly acute hearing. Cesar's Enhanced Hearing gives the recipient a 90% chance of hearing noises. His acute hearing also allows him to be surprised only on a 1I on a 10-sided die, unless the opponents are magically silenced, in which case, the surprise chance is normal. This spell makes the recipient's ears go red, this being a mystery that even Cesar himself could not figure out. The ways of the gods are bizarre sometimes. The material component of the spell is the priest's holy symbol.

Enhanced Sight
Schools: Alteration
Spheres: Divination
Area of Effect: One creature
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None

The recipient of this spell will benefit from an incredibly accurate sight for the duration of the spell. The visual acuity is 50 times better, from both short and long range objects. Thus, the recipient of the spell will be able to recognize people from 50 times the normal distance and will be able to detect things 50 times smaller, like the flaws In an apparently perfect jewel. The material component of the spell is a pair of glasses, the glasses are not consumed by the spell.

Etherealness
(Alteration) Reversible
Sphere: Astral
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: Two people touched per 3 levels maximum
Saving Throw: Negates

The priest can take himself and others into the border ethereal. From there the travellers are on their own (DMs, you may want to read the Dungeon Master's Guide or the Manual of the Planes). The reverse, solidify creature, can force a creature out of the border ethereal into your plane. Naturally, this spell fails if the ethereal plane is not reachable. Anyone touched by the priest, as long as he is within the area of effect (see above), is also drawn into the border ethereal. Unwilling victims are allowed a saving throw.

Exaltation
Schools: Abjuration, Conjuration/Summoning
Spheres: Combat, Healing
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: Special

This spell enables a priest to aid and protect any one other being. The priest cannot use this spell upon himself or herself. By touch, the caster removes the effects of fear, sleep, feeblemindedness, hunger, pain, nausea, unconsciousness, intoxication, and insanity from the spell recipient (who can be of any alignment or faith). The recipient is protected against spells and other attacks that cause these effects for the duration of the spell. Such effects are negated, not postponed until the spell expires.
A recipient of a different faith and alignment than the caster must make a saving throw vs. spell even if willing. If the saving throw is successful, the spell is lost and has no effect.
A recipient of a different faith and the same alignment as the caster makes the saving throw at a -4 penalty. A successfully exalted recipient (the saving throw failed) receives a +1 bonus to any morale checks and +1 reaction adjustment for surprise checks for the spell duration.
A recipient of the same faith but a different alignment than the caster makes the saving throw at a -6 penalty. A successfully exalted recipient receives a +1 bonus to any morale checks for the spell duration.
A recipient of the same faith and alignment as the caster receives a +2 bonus to any morale checks for the spell duration, and - if the caster desires - radiates a white, blue-white, or amber radiance for the duration of the spell. If the radiance is desired, it is evoked immediately and cannot be ended before the spell expires.
The material components for this spell are a flask of holy water and a powdered sapphire or diamond of at least 1,000 gp value.

Extradimensional Detection
(Divination)
Sphere: Numbers, Divination
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: One 10'-wide path, 60 feet long
Saving Throw: None

When extradimensional detection is cast, the priest detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60 arc each round, or may move slowly while the spell is in effect to change the sweep of the detection.

Extradimensional spaces include those created by spells such as rope trick and those contained within such items as bags of holding and portable holes. The priest does not automatically know the size of the space or its source.

This spell detects interplanar gates and the "gate" opened by the spell extradimensional folding.

The spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of solid metal, or one yard or more of solid wood.

Eyes of the Undead
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 undead creature
Casting Time: 6
Components: V, S, M
Duration: 2 hrs/level
Range: 40 yds
Saving Throw: Neg.

The caster can use this spell on any dead or undead body of size S (small) or larger. Once cast, the spell forges a link that allows the caster to see and hear anything that the corpse can. The caster cannot control the undead creature through this spell, but must rely upon the creature's orders and instincts to provide the appropriate views. The more self-willed and intelligent the undead, the better the chance the caster will see or hear something useful. A dead body, or an undead creature that willingly serves the caster receives no saving throw.
Although the corpse must be within 40 yards when the spell is cast, it can move up to 1 mile away and still transmit to the caster. On the Demiplane of Dread, the spell ceases to work if the caster and corpse are in different domains and the borders of either domain (or any intervening domain) close.
The material components for this spell are an eye and ear of a dead man.

 


 

 
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