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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

Prayers "G" - First Level

Git (Abjuration, Enchantment/Charm)
Sphere: Charm
Range: 40 feet radius
Components: V, S
Duration: 3 turns per level
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates

By use of this spell, the priest may frighten away two Hit Dice of animals per level of experience.

Gnat Swarm (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: Sight
Components: S, M
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: None

The priest can summon a swarm of gnats to bother and harass the victim for the duration of the spell.

For example: a man is stalking Bob-the-wonder-druid through the forest. The fellow gets closer than Bob would like, and, unless he acts fast, is liable to get spotted (a situation he'd like to avoid). The man has a 30% chance to spot Bob normally, but with the swarming gnats, his attention is elsewhere, so his chances are cut to 15%. The material component for this spell is a dead gnat.



     
2nd Level

Ghoul Touch
Schools: Necromancy
Sphere: Necromancy
Area of Effect: Caster
Casting Time: 2
Components: V, S
Duration: 2 rounds + 1 round/lvl
Range: 0
Saving Throw: Negates

Casting this spelt changes the caster's hands into ghastly clawed terminals, much like a ghouls. The wizard may then attack with these decayed hands. The damage is 1d3 per claw + Strength bonus. A saving throw versus paralysation must be rolled by the creature hit. Those failing the saving throw are paralysed lor 1d4 rounds. Note that the caster can attack with both hands with appropriate penalties. Elves, slimes, undead, and automatons are immune to this spell. Spellcasters may cast other spells while this spell is going, but any other touch spell will negate the ghoul hands.

Glamour
Schools: Enchantment/Charm
Sphere: Charm, Necromancy
Area of Effect: Caster
Casting Time: 1
Components: V, S, M
Duration: 2 rounds / level
Range: 20 yards / level
Saving Throw: Special

This minor charm can be used by most witches. The witch can alter her appearance to appear more powerful, beautiful, frightening or ugly as she chooses. VVhen describing the witch others will believe that she was either more lovely, taller, fiercer, er whatever the witch desires.
The witch can alter her Charisma by 1 point divided by 3 + 1d4. The witch can decide which direction this change can take. A successful save by anyone viewing the witch will see her for what she truly is.
If the witch raises her Charisma above 19 or below 4 then she can either charm or horrify any who views her. The effected person must make a save vs. magic or either act as if a Fascination or Fear spell, respectively, had been cast on them.
The material component for this spell is a pinch of fairy dust, to raise her charisma, or a bit goblin droppings to lower it.

Glyph of Revealing
Schools: Alteration, Invocation/Evocation
Spheres: Divination
Area of Effect: 120-ft-diameter sphere
Casting Time: 5
Components: V, S, M
Duration: 1 hr/level
Range: 0
Saving Throw: None

To enact this magic, the priest draws a special glyph on any relatively horizontal surface (including a shield held out horizontally or the instep of a boot) with a special ink. When the glyph of revealing is complete, it glows and then vanishes, but it subsequently causes all dweomers within a 120-foot-diameter sphere of itself to glow with a clear white radiance the same brightness as faerie fire. The outlines of magically hidden inscriptions, invisible wizard marks, magically concealed secret pages, runes, glyphs, symbols, and the like within its area of effect are clearly shown so that they can be read or identified without being triggered. The glyph of revealing can be moved without damaging it once it is complete.
The material component is an ink made of the juice of crushed eyebright, white chalk, and crushed quartz.

Guardian Watch
(Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 20-yard radius sphere
Saving Throw: None

This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1 pound, the elemental will cause the ground to shiver and wake people up (detection of creatures is by movement and vibrations across the ground). The elemental can also form a hand and try to trip intruders (the guardian is semi-intelligent and can remember simple commands from the priest, like who the party members are). The guardian is hard to detect and will almost always trip from surprise. Opponents get a saving throw versus death magic to avoid tripping - a successful saving throw means they just felt something trying to grab their leg. The material components of this spell are the priest's holy symbol and a live worm.


Gull
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 creature
Casting Time: 5
Components: V, S
Duration: 1 rd + 1 rd/level
Range: 30 yds
Saving Throw: Neg.

When this spell is cast, the priest's words become very persuasive to the subject, and that creature becomes very gullible. If the creature makes a successful saving throw vs. spell, this spell dissipates without effect. A creature failing the saving throw must make an Intelligence check each time the priest attempts to convince it of something somewhat plausible with not obvious facts countering the priest's argument. A successful check means the creature is not convinced; a failed check means the creature gives credence to the priest's words if no obvious facts contradict them.
For example, a priest who attempts to gull a guard outside a private club might be able to convince the guard that he is a member of the club, but has forgotten the password (assuming he is dressed appropriately), or convince the guard that his home was just burgled and that it would be okay for him to run home while the priest stands guard in his stead (assuming the priest is wearing the outfit of a city watchman). However, the priest would have no luck convincing the guard that he is a particular member of the club if the guard has already seen that member enter the club just moments before, nor would he have any luck convincing the guard that he was a member if only humans are permitted to join the club and the priest is obviously a gnome.
The material components of this spell are the priest's holy symbol and a pinch of sugar.

 

 

   
3rd Level


 

 
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