Witch Prayer List |
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Witch Prayer List "F" |
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Prayer Tables
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Class Abilities
Witch
Read / Detect Magic - At 3rd level the Witch gains the ability to automatically read and detect magic. These powers act exactly like the wizard spells of the same name. They are effective on priestly, wizard or witch magic. It is not effective on psionics, unless noted in the psionic discipline.
Lesser Occult Power - At 6th level the Witch receives one lesser occult powers (see Witches & Warlocks for more info on each of the powers)Minor Occult Power - At 9th level the Witch receives one minor occult powers (see Witches & Warlocks for more info on each of the powers)Medial Occult Power - At 12th level the Witch receives one medial occult powers (see Witches & Warlocks for more info on each of the powers)
Greater Occult Power - At 15th level the Witch receives one greater occult powers (see Witches & Warlocks for more info on each of the powers):
Superior Occult Power - At 18th level the Witch receives one superior occult powers (see Witches & Warlocks for more info on each of the powers):
Turn/Control Undead - The witch can affect undead as priest of the same level. The witch can use an expanded table which continues where the priest table stops (see Witches & Warlocks). An evil witch can control undead in stead of turning them.
Witch's weapons only - A witch can only be proficient with daggers, staffs, and the special ability "Familiar's Claws", if she has a familiar and if this ability has been granted to her.
Schools of Magic - Conjuration/Summoning, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Lesser Divination
Minor Spheres of Magic - Healing, Protection, Thought, Weather
Major Spheres of Magic - All, Astral, Charm, Creation, Divination, Elemental, All, High Secret Order (Witch), Necromantic, Summoning |
Prayers "F"
- First Level
Faerie Fire
(Alteration)
Sphere: Weather
Range: 80 yds. Component: V, M
Duration: 4 rds./level Casting Time: 4
Area of Effect: 10 sq. ft/level Saving Throw: None
within a 40-ft. radius
This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.
The material component is a small piece of foxfire. |
Falsehood
(Enchantment/Charm) Reversible
Sphere: Charm
Range: 5 feet
Components: V, S, M
Duration: 1 day per level
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Negates
This spell will cause the recipient to think he is much stronger than he actually is. The recipient will fully believe this to be true, and no words to the contrary will change this. The creature will act accordingly, such as a goblin runt, who will bravely rush in to kill a dragon singlehandedly. The reverse of this spell, weakthoughts, will cause a powerful creature to think he is weak and small, and to act irrationally. Such as a storm giant fearing a newt.
Only a remove curse, cast by a higher level caster can cure this curse before its duration is up. A limited wish, or wish will also cure its effects. The material component for this spell is a bull's eye for falsehood, and a mouse's tail for the reverse. |
Fascination
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 person
Casting Time: 8
Components: V, S
Duration: Variable
Range: 120 yards
Saving Throw: See description
This spell is a more subtle version of the charm person spell. The Fascinated persons undergo an insane, and instantaneous, passion for the witch, and they can neither refuse her anything, nor being harmful to her in any direct way, but they aren't necessarily her friends: if these persons, in any way, realize that their impulses have been magically twisted, they will feel toward the witch a sort of rage, and a lot of hate for having been so manipulated (whenever they will realize to have been fascinated, the spell ends), and there is a 20% chance, plus a 2% chance per round (cumulative), that they will go in search of authorites (provided there are any in that moment ... ) in order to make the witch arrested. The Saving Throw is modified by a +2 if the victim is of the same sex of the caster and heterosexual, and by a +1 per level if the witch is of a lower level than the victim, by a -1 if the witch is higher (both to a maximum of ± 6). It is possible to fascinate someone even if he/she sleeps.
Reversed, this spell counteracts charm person or fascination, or any other spell up to 2nd level which induces artificial sentiments. If the difference in level between the witch and the victim is higher than 6 levels (the witch has to be higher), it can act also as a dispel magic, but limited at the same purpose as detailed above for the reversed spell.
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Find Drinkable Water
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: Instantaneous
Range: 90 miles
Saving Throw: None
This spell imparts to its caster the precise direction, approximate distance, and a vague mental picture of the nearest spot within spell range where drinkable water (that is, not tainted, diseased, or poisonous) can be had on the surface of the land.
If no such water exists, the spell indicates this fact and shows the location (with distance and direction) of the closest drinkable subterranean water to the surface, with a mental picture of what is above it on the surface. If only tainted or poisonous water exists within spell range, the spell indicates this as well, and points out the nearest source in a like manner. In all cases, the vision and sense of direction and distance remain with the caster until the spot is reached or the caster next slumbers (these memories do not interfere with spellcasting or concentration).
The spell outlines the presence and location of holy and unholy water as auras of differing hues, but also keeps to its main purpose of locating available natural water. It does not detect the water in liquids, such as blood, sauces, alcoholic beverages, fruit, and the like.
The material component is a drop of water that need not be pure, a drop of dew, or one of the caster's tears, which is touched to the caster's holy symbol. |
Find Sustenance
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S
Duration: Special
Range: 0
Saving Throw: None
By means of this spell, the caster can find food and water as if he or she has the survival proficiency. After the spell is cast, the priest develops a sixth sense as to where to look for food and water; this lasts until sufficient food is found. For every caster level above 4th, the priest can find sufficient sustenance to sustain a human or demihuman for one day. Thus, a 7th-level priest can find sufficient food and water for three people.
While food and water sources found by this spell may vary widely in taste, nutritional value, and safety, continued use of this spell allows the priest to locate a sufficiently diverse assortment of food to support life. Thus, it results in a fairly healthy and balanced diet without excessive risk of disease.
Find sustenance fails if there is absolutely no food or water to be found, a situation that seldom occurs if the priest has unrestricted access to the natural world. |
Find Water
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide, 90-ft long path
Casting Time: 4
Components: V, S, M
Duration: 3 turns
Range: 0
Saving Throw: None
This spell enables the caster to find any water source within range of the spell, allowing him to estimate how plentiful the water is. After casting the spell, the caster can search the immediate vicinity, and any water within 90 feet of the druid in the direction of concentration along a 10-foot wide path will be detected. The caster can tell approximately how much water there is; these estimations are: traces only, a small amount, a goodly amount, a large amount, or a vast supply. The caster has a 5% chance per level to know if the water is drinkable (fresh, salty, unfit). Thus, the caster might detect a water source beneath a cave floor, but might not know if it is potable until the party digs down to it. Water can be found through rock, metal, or any other material as long as the water is within spell range and area.
The material component for this spell is a forked stick (divining rod). |
Firelight
(Alteration)
Sphere: Elemental Fire
Range: Touch Components: V, S, M
Duration: 4 hrs. + 1 hr./2 levels Casting Time: 4
Area of Effect: 1 object Saving Throw: None
This variant of the spell log of everburning changes one small fire no larger than a campfire into firelight. The flame ceases to produce smoke and becomes much cooler; within 1 turn of the spell’s casting, the fire cools enough to be handled or touched barehanded without causing harm. The firelight is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. Firelight burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius. The fuel source lasts throughout the duration of the spell. Unlike log of everburning, this spell is not at all useful for staying warm since firelight produces very little heat.
Firelight inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters. The material component is a mix of resins and incense, thrown into the flame to be affected. |
Flames of the Heart
Schools: Necromancy
Spheres: Necromantic
Area of Effect: Special
Casting Time: 3
Components: V, S, M
Duration: 3 rounds + 1 round/level
Range: Special
Saving Throw: None
This spell sheathes the caster in hot yellow flames and blurs the witch's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red color. The flames will appear to be present even coming out of the witch's eyes and mouth. These flames give the caster no special protection, but they do shed dim light in a 10' radius. Further more, any creature striking the caster with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a Wall of Fire spell (q.v.)-- 2d6 damage + 1 point per level of the caster. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage. The caster may attempt a melee attack to bum others with this fire, a successful blow causing 1d6 damage + 1 point per two levels of the caster. Creatures passing within a 5' radius of the caster suffer 1d4 heat damage. By standing still and concentrating, the caster may extend this heat radiation, inflicting 2d4 within a 5' radius and 1d4 within a 10' radius, but this falls back to the usual level if the caster stops concentrating or resumes moving. The caster can attempt to destroy inanimate objects by touching them, requiring a save vs. normal fire to avoid destruction. This may be attempted once per round, at a -1 cumulative penalty for each consecutive round of handling. Items on the witch's person at the time of the casting of this spell are unaffected by the flame. The caster may end this spell prematurely if desired. The material component for this spell is a flask of oil, poured over the witch's head during the casting of the spell, and an open flame of any size.
Material component is a drop of the witch's blood causing 3 hit points of damage. |
Flame Tongue
(Enchantment/Charm)
Sphere: Charm, Elemental (Fire)
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons listening
Saving Throw: Negates
This spell temporarily grants the priest the fast talking proficiency: during the spell's duration, the priest is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the priest. Note that all hearing the priest will be affected by this fast talking: party members are affected too. The second use of this spell is to increase the morale of hirelings, followers and henchmen: prior to a fight, the priest can encourage them by talking vividly for one round, thus increasing their morale by two points plus one for every two levels above first, up to a maximum raise of 5. Thus, a 5th- or 6th-level priest will increase the morale by 4 points. The material component for both versions of the spell is a bit of phosphorus. |
Flesh Kill
Schools: Necromancy
Spheres: Necromantic
Area of Effect: One limb
Casting Time: 1
Components: V, S, M
Duration: 2 rounds / level
Range: 60 feet
Saving Throw: Negates
The limb that the witch points at suddenly turns gray. It is rendered useless for the remainder of the spell. The target, if a paladin or cleric, can sacrifice one round of attack to roll a save vs. paralysis. If this save succeeds, the limb becomes usable again. The material object for this spell is a piece of zombie flesh and a drop of the witch's blood (2 hit points damage). |
Foresight
Schools: Greater Divination,
Lesser Divination
Spheres: Combat,
Divination
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: 200 yds
Saving Throw: Special
This spell enables the priest to foresee the actions of a single creature two rounds into the future. For every three levels of experience, the caster can predict the actions of the creature an additional round into the future (to a limit of four rounds). For example, a 1st- or 2nd-level priest can foresee the actions of the target creature the following two rounds, while a 3rd-, 4th-, or 5th-level priest can foresee the actions of the target creature in the following three rounds. The caster must be able to see the creature or read its mind (through the use of mind read, a potion of ESP, etc.) for the spell to work.
A priest benefiting from a foresight spell cannot be surprised by any action of the creature. For example, if a priest foresees that the creature will cast a fireball spell, she could quaff a potion of fire resistance. A priest who perceives that the creature will jmake any sort of physical attack receives a +4 Armor Class bonus, for that attack only, for anticipating the opponent's maneuver. The priest also receives a +4 saving throw bonus against attacks like area-effect spells and breath weapons, if a saving throw is allowed.
The target creature is allowed a secret saving throw vs. spell when this spell is cast. If the saving throw is failed, the priest receives a true vision. If the saving throw is successful, the spell is wasted. If the target creature rolls a 1, the priest receives a false vision. This gives the priest a penalty of -4 Armor Class and saving throws when trying to avoid the predicted attack.
If a priest reveals the visions in any fashion that the target creature can understand, the creature might adjust its actions accordingly. For example, if a priest shouts "Everyone take cover, the wizard is casting a lightning bolt!", the wizard might change her spell selection. However, if the priest shouts in elvish and the enemy wizard does not speak elvish but the priest's comrades do, the wizard is unlikely to change her action.
The spell requires the priest's holy symbol, a miniature silver hourglass filled with fine white sand worth at least 50 gp, and a small piece of amber. Only the last is consumed in the casting. |
Foretell
Schools: Greater Divination
Spheres: Divination
Area of Effect: 1 question
Casting Time: 5
Components: V, S, M
Duration: Instant
Range: Caster
Saving Throw: None
Foretell allows the witch to learn the outcome of one very specific action that can be answered yes or no. The question has to be simple, no more than a dozen or so words. The answers are based on what is known at that time. Most witches know that the future is constantly changing and moving, and what is true now may not be true later.
The witch has a base chance of 50% of faliure. This is reduced by 1% per level of the witch. Proficiencies such as Astrology, Lithomancy, Numerology, or Tarot Reading increase the witch's chances by 10% (an extra 5% per extra slot). Thus a 5th level witch, with the Tarot Reading and Lithomancy proficiencies. She has a base 50% chance, - 5% for level and - 10% for the proficiencies (when using either Cards or Stones, not both) so her chance for failure is 35%.
Asking questions that are obvious, such as "will I die?" will airways give a positive response. Asking a question such as "Will I die if I open this box?" are a little more vague and are subject to an 10% penalty of failure. The material components for this spell are any object that represents luck, such as a four leaf clover, a rabit's foot or a copper piece.
The object is consummed by the spell. |
Fortitude of The Mind
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 being
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell fortifies the recipient with strength of mind and body that enables him or her to endure pain or adversity with courage. A Priest can cast this spell upon himself or any other member of hisgroup.
The affected individual passes all Constitution ability checks (assume a starting value of 20 in the case of degenerating checks such as those for drowning). In addition, he or she receives a +2 bonus to all Strength and Wisdom checks. Finally, the individual receives a +1 magical defense adjustment, identical to (and cumulative with) the bonus received for high Wisdom ability score, against magical spells that attack the mind such as beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc.
The spell lasts for one day for every two levels of the caster (round up).
The material component of this spell is the priest's holy symbol |
Frost Fingers
Schools: Invocation/Evocation
Spheres: Combat,
Weather
Area of Effect: The caster
Casting Time: 3
Components: V, S
Duration: Instantaneous
Range: 0
Saving Throw:½
Frost fingers is a cold form of the burning hands 1st-level wizrd spell. When cast, it causes freezing cold and shards of ice to blast from the caster's fingertips to a distance of 3 feet in a 120-degree arc in front of the caster. Any creature in this area suffers 1d3 points of damage plus 2 points for every level of the spellcaster, to a maximum of 1d3+20 points of cold damage. Those who make a successful saving throw vs. spell receive half damage. Liquids engulfed by the cold freeze unless an item saving throw vs. cold is successful. |
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2nd Level |
Find Traps
(Divination)
Sphere: Divination
Range: 0 Components: V, S
Duration: 3 turns Casting Time: 5
Area of Effect: 10 ft. x 30 yds. Saving Throw: None
When a priest casts a find traps spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.
A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices.
The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive. |
Fire Trap
(Abjuration, Evocation)
Sphere: Elemental (Fire)
Range: Touch Components: V, S, M
Duration: Permanent until discharged Casting Time: 1 turn
Area of Effect: Object touched Saving Throw: ½
Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way--as soon as the offending party opens the item, the trap discharges. As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful dispel magic spell will not detonate the spell. When the trap is discharged, there will be an explosion of 5-foot radius from the spell's center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, and half that total amount for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.
The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a key word).
To place this spell, the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual.
The material components are holly berries. |
Flame Blade
(Evocation)
Sphere: Elemental (Fire)
Range: 0 Components: V, S, M
Duration: 4 rds. + 1 rd./2 levels Casting Time: 4
Area of Effect: 3-ft. long blade Saving Throw: None
With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This bladelike ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.
In addition to the caster's holy symbol, the spell requires a leaf of sumac as a material component. |
Flaming Child
(Conjuration/Summoning)
Sphere: Elemental (Fire), 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 fire elemental: AC 5, 2+1 HD, MV 130 feet per round, one attack for 1d6, and it can be hit by normal weapons. It appears to be a 4 foot high child caught on fire. It will move as directed by the priest, but if it is ever separated from the priest by more than 30 yards it will instantly dissipate. Any being from the elemental plane of fire, including another flaming child, can destroy it with a touch. The flaming child will ignite all flammable things it touches. The material component for this spell is a bit of dung. |
Fortifying Stew
Schools: Necromancy
Spheres: Healing
Area of Effect: 1 bowl of stew, etc/level
Casting Time: 5
Components: V, S, M
Duration: 1 turn
Range: Touch
Saving Throw: None
Any bowl of broth, porridge, or stew the priest has concocted can be affected by the fortifying stew spell. A priest can enchant one bowl of stew (about 8 ounces) per experience level. Someone must consume the enchanted meal within one turn of the casting or the effect is wasted.
Anyone partaking of an entire bowlful reaps magical benefits. First, the diner gains nourishment for an entire day from the single meal. In addition, for two hours plus one round per caster level, the creature receives 1d4+1 temporary hit points. Any damage suffered is taken from the bonus hit points first. The effects of multiple helpings of fortifying stew are not cumulative.
For example, Snapdragon, a 7th-level druid, cooks a meaty broth, casts fortifying stew on it, and eats the bowlful. A roll of 2 gives her 3 extra hit points. When the spell's effects wear off just over three hours, she loses these extra hit points. If she suffers 5 points of damage in the meantime, she actually loses only 2 hit points of her own, since 3 hit points were the extra hit points.
The material component is a vial of stock made of the first fruit of the harvest. |
Fortitude
Schools: Necromancy
Spheres: Necromantic
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 2 rds/level
Range: Touch
Saving Throw: None
This spell gives the recipient the ability to ignore mortal wounds and continue fighting. The creature, after being brought to 0 hit points or less can fight normally for 1d4+1 with a hit point total of -1 to -9 before collapsing. A creature brought to -10 hit points or less dies immediately. The spell effect ends once the creature dies or collapses into unconsciousness.
The material components are the caster's holy symbol and several drops of cave bear blood. |
Free Will
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: Creature touched
Casting Time: 5 or special
Components: V, S
Duration: Instantaneous
Range: Touch
Saving Throw: None
This spell breaks all enchantments, charms, or psionic effects affecting the will or the mind of the recipient. By means of this spell, the spellcaster immediately ends the effects of all spells such as beguiling, charm, command, confusion, enthrall, fear, hypnosis, suggestion, etc.
If any such spells are cast on a priest who has a memorized free will spell, the priest has the option of immediately using the free will spell, assuming she or he has not yet performed any action during the current round. (The mind-affecting magic cannot be structured to prevent the casting of a free will spell if conditions permit.) The decision whether or not to cast the free will spell is made before saving throws are rolled or magic resistance is checked. Casting a free will spell in this fashion counts as the priest's action for the current round. |
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3rd Level |
Feign Death
(Necromancy)
Sphere: Necromantic
Range: Touch Components: V
Duration: 1 turn + 1 rd./level Casting Time: 1/2½
Area of Effect: Person touched Saving Throw: None
By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death--being crushed under a landslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.
Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell. |
Find Portal
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide x 30-ft long path
Casting Time: 1 rd
Components: V, S
Duration: 5 rds/level
Range: 0
Saving Throw: None
This spell reveals all normal or magical portals within its area of effect. This includes doors, windows, magical gates, tunnel openings, teleportals, shifting walls, secret doors, openings concealed by illusions, and similar constructions. False or illusory doors are excluded; there must be or have been some possibility of function as a method of entrance or egress. The caster does not gain any information about how a portal is used; locks, traps, method of operation, direction of operation (in the case of one-way doors), and similar information is not learned. However, if a portal itself is magical or if it is magically concealed, the caster has a 10% per level chance to determine what type of magic is involved. The spell is most useful for finding secret doors, shifting walls, and the like. |
Find Sustenance
Schools: Greater Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 round
Components: V, S
Duration: 1 day
Range: 0
Saving Throw: None
By means of this spell, the caster can find food and water as if she or he has the survival proficiency. After the spell is cast, the priest develops a sixth sense as to where to look for food and water; this lasts until sufficient food is found. For every level of experience above 4th, the priest can find sufficient sustenance for one hum or demihum for one day. Thus a 7th level priest could find sufficient food and water for three people.
While food and water found by means of this spell may vary widely in taste, nutritional value, and safety, continued use of this spell allows the priest to locate a sufficiently diverse assortment of food to support life. Thus, it results in a fairly healthy and balanced diet without excessive risk of disease.
Find sustenance fails if there's absolutely no food or water to be found, a scenario that almost never occurs if the priest has unrestricted access to the natural world. |
Flame Shield
Schools: Invocation/Evocation
Spheres: Elemental, Fire
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell creates a pulsating, 6-foot-high shield of darkness at the end of the caster's hand. The shield is weightless and intangible. Missiles and other weapons and solid objects, including parts of the caster's body, pass through it without impediment. The shield remains attached to one of the caster's hands (chosen during the casting) unless the casting priest touches another creature's hand and wills control of the shield to pass to the other (who must agree to the transfer or it cannot occur).
The shield works against flames. Its touch extinguishes normal torches, flaming oil, and candles instantly. Larger fires are diminished. A fireball striking or exploding around the bearer of a flame shield, for example, causes only half damage. A flame blade coming into contact with a flame shield is harmlessly destroyed. A flame shield fully cancels out a flame strike if held directly in the path of the flame strike (over the shield-bearer's head); this destroys the flame shield instantly. If the flame shield is not held in such a fashion, the shield-bearer takes half damage.
Flame-related illusions, hypnotic patterns, and the like have no effect on any being viewing them through a flame shield. A magical, flaming sword striking through a flame shield encounters no resistance and inflicts normal weapon damage but no flame damage. Any part of such a blade that has passed through the shield remains free of flames while any part of the blade is in contact with the shield; thus, a flaming sword striking through a flame shield cannot ignite a scroll or other flammable object by touch.
The material components for this spell are a piece of phosphorus, a drop of mercury, and a cobweb. |
Flame Walk
(Alteration)
Sphere: Elemental (Fire)
Range: Touch Components: V, S, M
Duration: 1 rd. + 1/level Casting Time: 5
Area of Effect: Creature(s) touched Saving Throw: None
By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000 F. (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with resist fire spells or similar protections.
The material components of the spell are the priest's holy symbol and at least 500 gp of powdered ruby per affected creature.
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Flight Cancellation
(Alteration)
Sphere: Elemental (Air)
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates
By casting flight cancellation a priest can make it impossible for any one creature to lift itself into the air by physical or magical means. A saving throw versus paralysation is always allowed if the target wants to avoid the spell's effects.
If the saving throw is failed, the creature will not be able to get off the ground itself: all its attempts to jump, rise or fly will simply fail for as long as the spell lasts. Neither wings, nor spells, nor innate abilities, nor magical items will work for the target creature. If a flying or levitating creature is affected by this spell, it will instantly plummet to the ground, taking normal falling damage (except for winged creatures, which can glide to the ground for half damage). As soon as the spell expires, the creature can again leave the surface if it is able to do so. Note that spells like fly or levitate are not dispelled by flight cancellation - they simply do not work while the flight cancellation is active (although their duration is calculated as normal). A creature affected by this spell can still be lifted off the ground by other creatures. Spells like teleport, feather fall, and dimension door function normally (but jump is negated). The priest needs his holy symbol to cast this spell. |
Fortify
(Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
This is a simple cooperative magic spell. Only one priest can cast the spell, but like mystic transfer, another priest is required for the spell to have any effect. Through this spell, the priest improves the quality of another priest's healing spells.
For the fortify spell to work, it must be cast simultaneously with a cure light wounds, cure serious wounds, or cure critical wounds. The priest casting fortify must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. Fortify automatically causes the cure spell to function at maximum effect. Thus, a cure serious wounds would automatically heal 17 points of damage and a cure critical wounds would heal 27 points of damage.
The material component is the priest's holy symbol. |
Fostered Protection
Schools: Abjuration
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None
Fostered protection can be cast only on creatures that already possess some level of natural magic resistance. Other beings simply aren't affected by the spell. Also, this spell does not affect magical resistance granted by magical items or other outside sources.
When cast on a magic-resistant creature. fostered protection increases the resistance by 2% per level of the caster for the duration of the spell. Under no circumstances can the target creature's magic resistance exceed 95%.
The material component for this spell is a drop of blood from a magic-resistant creature (not the caster's or the subject's own blood). |
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