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Witch Prayer List

 
Witch Prayer List "H"
 
 
 

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 "C" - First Level

Heat (Alteration) Reversible
Sphere: Sun, Weather
Range: 6 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 10-yard radius sphere
Saving Throw: Negates

This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (chill), causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect.

Hecate's Spirtual Dog
Schools: Conjuration/Summoning
Spheres: Summoning
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: Special
Range: 10 feet / level
Saving Throw: None

This spell summons the spirit of a dead dog to act as the witch wishes for the duration of the spell. The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.). A non-combative dog is useful mostly for warning and will vanish after one warning or 1d6 hours + 1 hour per level, whichever comes first. A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d6 rounds + 1 round per level. Both have an Armor Class in inverse proportion to caster level up to level 10 (level 1: AC 10, level 2: AC 9, etc.). Past level 10 the dogs have AC 0.
The material components of this spell ate the witch's athame, dog fur (for a non- combative dog) or a dog tooth (for a combative dog).

Hibernator
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 to 3 creatures
Casting Time: 1 rd
Components: V, S, M
Duration: 1 wk/level maximum
Range: Touch
Saving Throw: Neg.

A creature sent into hibernation by a druid sleeps in a torpid state for as many weeks as the caster desires (up to one week per caster level). A successful saving throw vs. spell negates the spell. If affected, the creature's need for oxygen, food, water, and such are all but negligible for the duration. The creature can be awakened, but will go back to sleep when it is no longer interrupted unless it makes another saving throw vs. spell. When the spell expires, the creature will awaken with a very intense hunger.
The caster can affect 1 large creature the size of a bear, 2 man-sized creatures, or 3 smaller creatures. Humans and humanoids are as vulnerable to the spell's effects as any other creature. Sentient or quasi-sentient plants and plant beings will go dormant if subjected to a hibernate spell, just as they would in winter.
The material component is some fur from a mammal that hibernates.

Higley's Invisible Dog
(Conjuration/Summoning, Necromancy)
Sphere: Necromantic, Summoning
Range: 10 feet per level
Components: V, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell summons the spirit of a dead dog to act as the priest wishes for the duration of the spell. The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.). A non-combative dog is useful mostly for warning and will vanish after one warning or 1d6 hours + 1 hour per level, whichever comes first. A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d6 rounds + 1 round per level. Both have an Armour Class in inverse proportion to caster level up to level 10 (level 1: AC 10, level 2: AC 9, etc.). Past level 10 the dogs have AC 0. The material components of this spell are the priest's holy symbol, dog fur (for a non-combative dog) or a dog tooth (for a combative dog).

Holy Channel
Schools: Conjuration/Summoning, Invocation/Evocation
Spheres: Summoning
Area of Effect: Special
Casting Time: 1 round
Components: V, S, M
Duration: 1 round'level
Range: Special
Saving Throw: Special

This spell creates a “channel” of magical energy between the caster and one other person, which enables the caster to cast spells through that person. The target person does not have to be a priest; in fact, it does not even have to be a spellcaster. The target does, however, have to be willing to serve as the caster’s channeler; if the spell is cast on an unwilling target, it fails. Also, no spell cast through the channel can harm the target in any way; a spell which would do so fails, and also destroys the channel. (Note that the reversed version of the spell is not subject to all of these restrictions--see below.)
When this spell is cast, the caster must spend a round concentrating on the target. If the target person is within view, this simply involves standing still and keeping the target in view while the spell is cast. If the target is not in view, the priest must somehow contact her to complete the spell. Telepathic contact, or a spell which sends a message remotely to the target, meets this requirement. There is no range limit to this contact, as long as the priest and the target are on the same plane of existence.
Once the target is contacted, and agrees to submit to the spell, the channel is opened at the end of the round. The priest is then in telepathic contact with the target, and can utilize all of the target’s senses as if he were in the target’s body, although no actions can be taken other than spellcasting. The priest can cast any spell he has memorized during the duration of this spell as if occupying the target’s location, using the sensory information gained from the target to judge range, targeting, areas of effect, and so forth. All spells cast in this way take effect just as if they were cast by the priest, except that the source is the target’s body.
During this spell, the priest’s own body is incapacitated; it cannot move or perform any other action, although it is clearly alive. The priest can receive no sensory information from his own body while the spell lasts. If the priest’s body is damaged or disturbed in any way (such as by a melee attack), the spell ends instantly. The priest can also end the spell prior to the expiration of its normal duration by an act of will.
The material components for this spell are the priest’s holy symbol and a magical item. Such an item can be specially enchanted for the purpose of casting this spell; it must be of finest quality and workmanship (not less than 10,000 gp value before enchantment) and must be invested with magical power by a process similar to the charging of a rod or staff. The equivalent of one “charge” per level of experience of the priest must be embedded into the item, and this magical energy cannot be discharged or used for any other purpose. When the spell is cast, all of this energy is drained from the item to open the channel, and that item becomes permanently non-magical and worthless, and can never be used for this spell again. The caster of this spell can also use any “standard” magical rod, staff, or wand usable by priests for this spell, as long as it has at least one charge per level of experience of the priest; when the spell is cast, the item is drained as above, including any “excess” charges, and can never be recharged or used again.
The reverse of this spell, unholy channel, functions similarly in most respects; the differences are that the target need not be willing, and that spells cast through the unholy channel can harm the target. If unwilling, the target gets a saving throw vs. paralyzation to resist the opening of an unholy channel; if this save fails, however, the target has no further way of stopping the caster of the channel from using her body. If a spell cast through the channel kills the target, the spell ends and the priest’s mind is thrown back into his own body; however, the priest suffers no other ill effects except a brief disorientation (he can take no other actions during the round following the closing of the channel). Obviously, this application of the spell is normally used only by evil priests.

     
2nd Level

Handfang
Schools: Alteration, Necromancy
Spheres: Combat, Necromantic
Area of Effect: The caster's palm
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: Special

This spell creates a fanged, biting mouth in the palm of the caster's hand. It can be concealed readily by curling the hand into a fist or by placing the palm of the hand against something. Its bite is under the control of the caster; it does not automatically snap at anything it touches. The caster can only deliver the hand's attack by slapping his or her palm against a subject, requiring a successful normal attack roll; it can bite once per round.
The bite of a handfang inflicts 1 points of damage and forces the subject to make two saving throws, one vs. paralyzation and the next vs. spell. If the saving throw vs. paralyzation fails, the subject is paralyzed for 1d3 rounds; if it succeeds, this effect is negated. If the saving throw vs. spell fails, the mouth's saliva corrodes the subject, doing 3d4 points of additional damage. If this saving throw succeeds, this damage is reduced to 1d6 points. These twin saving throws are made against every bite of a handfang; saving successfully against one attack does not mean that the subject is immune to these effects. Paralyzed creatures not actively protected by compatriots or somehow moved beyond the reach of the spellcaster can be struck automatically if the spellcaster attacks them.

Healing Sleep
(Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: 4 hours + 2 hours per level
Casting Time: Special
Area of Effect: One person
Saving Throw: None

This spell causes the healing benefits of sleep to be threefold (i.e., 3 HP are healed per day rested). Additionally, this spell causes any and all curative spells cast during its duration to have maximum effect plus 1 HP. The individual to be affected must be able to sleep, and must be asleep during the spell's effect. The casting time of this spell is 6 turns minus the priest's level, with a minimum of one turn. The material component is the priest's holy symbol.

Hear Heartbeat
Schools: Necromancy, Greater Divination
Spheres: Divination, Necromantic
Area of Effect: 10' radius/level
Casting Time: 1 round
Components: V, S, M
Duration: 1 turn + 2 rounds/level
Range: 0
Saving Throw: None

For the duration of this spell, a priest becomes completely deaf to all normal sounds and may hear only the noise of other creatures’ beating hearts. The heartbeat of each person, animal, or monster in the area of effect is clearly distinct and may convey information about the being’s proximity, direction, size, emotional distress, general health, and race or species. For instance, the heartbeat of a frail old wizard would be much softer and weaker than that of the invisible ogre bodyguard, standing behind him. This spell can provide quite confusing results if cast in the presence of numerous individuals (such as on a crowded city street) and is most effective when cast by a cleric in relative seclusion. A priest never hears his or her own heartbeat with this spell. It is effectively masked out by the power of the hear heartbeat spell.

Obviously, this spell is of little use with creatures without functioning hearts (such as plants or undead). The spell’s range is diminished if more than a one-inch thickness of wood, stone, or metal lies between the caster and a subject. Each inch of a barrier’s thickness should be treated as 10’ of open space.
The material component is beeswax mixed with a tiny drop of the priest’s own blood (to block the sound of his or her own heartbeat). While casting the spell, the priest places the wax in his ears to blot out normal sound and trigger the magical effect. Note that the priest is completely oblivious to normal sounds (such as talking or music) while the spell is in effect.

Hold Person
(Enchantment/Charm)
Sphere: Charm
Range: 120 yds. Components: V, S, M
Duration: 2 rds./level Casting Time: 5
Area of Effect: 1d4 persons in 20-ft. cube Saving Throw: Neg.

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).

The hold person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.

The spellcaster needs a small, straight piece of iron as the material component of this spell.

 

 

 

   
3rd Level

Hailstorm
(Alteration)
Sphere: Weather
Range: 30 yards
Components: V, S, M
Duration: 1 round
Casting Time: 6
Area of Effect: 15-foot cube
Saving Throw: 1/2

In the round following the casting of this spell, a hailstorm breaks loose in the area of effect, if and only if the spell is not cast in a desert or near the crater of an active volcano or the like. As long as there is a minimal amount of moisture in the air, it will be compacted to form hailstones that inflict 2d4 points of damage + 1 point per level of the priest casting the spell. All creatures are allowed saving throws versus spell for half damage. Those wearing plate mail, field plate or full plate suffer no damage at all, although their armour will be dented. If it is snowing or raining at the time of casting the amount of damage inflicted is 3d4 points of damage + 1 per level of the priest; and if it is actually hailing in the area of effect, damage is doubled to 4d4 points + 2 per level of the priest.

The priest needs his holy symbol to cast this spell, and either a small spherical piece of ice or a diamond worth at least 100 gp. The material component (not the holy symbol) is to be thrown into the air at the end of the casting time where it disappears.

Hand of Fire
Schools: Invocation/Evocation
Spheres: Elemental, Fire
Area of Effect: 5' radius
Casting Time: 8
Components: V, S, M
Duration: 5 rounds +1/level
Range: 20 yards +10/level
Saving Throw: special

This spell causes a head-sized flaming hand to appear above the head of the casting priest. This flaming hand sheds light the equivalent to that of a continual light spell. On the round after casting, the Hand can be directed to shoot forth a bolt of fire from its index finger at any target within range, as designated by the caster. The caster is able to command the Hand to launch up to one bolt of fire per every two levels he possesses, to a maximum of 5 bolts. Only one bolt can be launched per round, but there is no need for them to be used in concurrent rounds; they can be launched at any time within the duration of the spell. Designating targets for the Hand is a simple mental exercise, with a speed factor of 2, which does not prevent the caster from performing other actions, except for spell casting and using granted abilities. The Hand does not require concentration to maintain and will always hover a few feet above the caster's head. If the caster attempts to cast another spell however, the Hand is dispelled.
To strike an opponent with a bolt of fire the caster makes a normal roll to hit against the creatures natural AC, only considering its dexterity and magical modifiers. If the roll is successful, the target takes 4d6 hit points of magical fire damage with no saving throw as the bolt explodes around them. Creatures within the area of effect of one of these bolts also take 4d6 hit points of damage, but are allowed a save for half. If the bolt misses it is resolved as a grenade-like missile, inflicting 4d6 hits points of damage to any within 5' of its landing point. All victims of a missed bolt are allowed a save for half. Flammable objects within the area of effect may also be lit on fire.
The components for this spell are the priest's holy symbol and a small piece of flint.

Handcandle
Schools: Alteration
Spheres: Elemental, Fire
Area of Effect: The caster's hand
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: None

This spell causes a flame to spring from the caster's palm. The flame can be either a reddish tongue that burns and heats, or a whitish light that cannot ignite or harm anything. The caster can cause the flame to be one form or the other as often as desired, switching at the end of a round. Once created, the flame cannot move from the caster's palm.
As a burning flame, a handcandle can ignite flammable materials, cook food, or scorch beings touched by the caster for 1d4+1 points of damage (unlike the fire of a produce flame spell, it cannot be hurled).
As a white light, handcandle can touch anything without igniting it. The intensity of its light can be controlled by the caster. (It isn't blinding or as bright as a lantern, but it can be made so dim a to be visible only from a few inches away.) The effect is ideal for reading in poor light, stealthily finding keyholes and the like in darkness, and so on. Many priests use it to impress the gullible by "swallowing fire" or giving their faces an eerie appearance by night, playing with the effects made possible by this light.
A handcandle can be extinguished (ending the spell) instantly whenever its caster desires. In either form, it can withstand even gale force winds (including magical winds) without being extinguished. It does no harm to the caster; many priests who conjure one as a tent light fall asleep with it still shedding light for their companions.

Haunting Visions
Schools: Enchantment/Charm
Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 being
Casting Time: 6
Components: V, S, M
Duration: 2d4 + 2 rds
Range: 30 yds
Saving Throw: Special

This spell afflicts the recipient with the ability to see every possible consequence of every decision it can make. The multitude of overlapping visions perceived by the subject are nearly incapacitating, since every possible action might result in disaster somewhere down the line.
When this spell is first cast, the subject must succeed at a saving throw vs. spell to completely avoid its effects. If the saving throw is failed, then the haunted visions lasts for the complete duration and cannot be ended except with the use of a dispel magic incantation or similar magics.
While experiencing overlapping haunted visions, the subject cannot move faster than one quarter its normal walking movement rate, always loses initiative, and is always surprised in situations where a surprise roll is warranted. Spellcasting is impossible, and the subject can make a physical attack only if it makes a successful saving throw vs. spell. All such attacks have a -2 penalty. In addition, the affected subject has an Armor Class and saving throw penalty of -2 for the duration of the haunted vision.
The material components for this spell are the priest's holy symbol and a puff of smoke. The latter is usually generated by a match or torch and is blown in the general direction of the subject during the casting.

Heat [2]
(Alteration)
Sphere: Elemental (Fire)
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: 5-yard radius globe
Saving Throw: None

This spell causes excitation of air molecules so as to make them emit heat. The heat thus created is equal to that of a small fire in intensity, but its radius is limited to 1 yard in diameter. It lasts for the duration indicated, or until the priest utters a word to extinguish the heat. The heat will melt 1/12 cubic foot of ice per round. The spell can take effect wherever the priest directs as long as he has a line of sight or unobstructed path for the spell.

If this spell is cast on a creature, the applicable magic resistance and saving throw rolls must be made. Success indicates that the spell takes effect in the area immediately behind the creature, rather than on the creature itself. Failure indicates that the target creature will take 2 points of damage per melee round from the heat unless some means of protection from heat is available. The material components for the spell are a tinder box and some wood shavings. Fire resistance (through a potion, a ring, or the protection from fire spell) totally negates the effects of a heat spell, as will immersion in water or snow, or exposure to a cone of cold or ice storm.


Heat Exhaustion
Schools: Conjuration/Summoning
Spheres: Elemental, Fire, Sun
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: Special
Range: 50 yds
Saving Throw: None

A beam of light streaks from the caster's finger and slams into the target creature's forehead, instantly causing the brain to overheat. This causes momentary confusion and delirium, and until the creature is healed by any cure spell, all attack rolls, saving throws, and proficiency or ability checks are made at -2 penalty.
Cooling the subject dispels heat exhaustion; pouring a canteen of water or cool liquid over the creature's head is also effective. Dispel magic removes the effect, and cure light wounds and similar healing spells relieve this condition.

Higher Curse
Schools: Necromancy
Spheres: All
Area of Effect: One creature
Casting Time: 2
Components: V
Duration: Permanent (until dispelled)
Range: Special
Saving Throw: Negates

This spell allows the priest to place one of four curses on the victim:

Ageing. +5 years to age.
Bane. Discomfort, uneasiness, inability to sleep well.
Hex. -1 to to-hit rolls and saving throws.
Ugliness. Reduce Comeliness by 2d6 (down to a minimum of 3).
The priest must be able to see the victim to curse him. The priest cannot actually pick one of the above effects: the effect is determined at random.

Hold Poison
(Necromancy)
Sphere: Healing
Range: Touch Components: V, S, M
Duration: 1 day/level Casting Time: 1
Area of Effect: Creature touched Saving Throw: None

This spell is an improved version of slow poison, with a duration measured in days rather than hours. When cast upon a victim who has been poisoned by any means, hold poison arrests the venom and prevents it from doing any additional damage to the victim. (In most cases, the spell must be cast during the poison’s onset time in order to be effective.) Damage that has already been inflicted is not restored, but as long as the hold poison is in effect, the victim can be cured or healed of damage caused by poison by any normal means.

This spell can be used to indefinitely postpone the onset of a poison if the caster chooses to continue to cast it on the poisoned character before the previous hold poison wears off. However, each time a new hold poison is used to stop the venom’s advance for another few days, there is a 2% cumulative chance that the spell fails and the poison runs its course. Evil priests have been known to deliberately poison a person and then use this spell to grant the victim a stay of death for a few days. This can be an extremely effective threat if the victim doesn’t have access to a neutralize poison spell.

The material component is the priest’s holy symbol and a bud of garlic, crushed and smeared on the injury (or eaten if the poison was ingested).

Hold Undead
Schools: Abjuration
Spheres: Protection
Area of Effect: Up to 4 undead creatures in a 20-ft cube
Casting Time: 3
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds/level
Saving Throw: Neg.

With this spell, the cleric is able to hold 1 to 4 corporeal undead creatures - even those not normally affected by hold spells. The creatures are held rigidly immobile and in place for five or more rounds. If a held creature is attacked while under the influence of the spell, the hold is broken.
The effect is centered on a point selected by the caster, and it affects corporeal undead selected by the caster within the area of effect. If the spell is cast at three or four undead, each gets a normal saving throw vs. spell; if only two are selected, each rolls the saving throw with a -1 penalty; if the spell is cast at but one creature, the saving throw suffers a -2 penalty. Saving throws are adjusted for Wisdom. The spell has no effect on undead creatures that make their saving throws.
Held undead cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the creature's condition due to, for example, exposure to daylight. The priest casting the hold undead spell can end the spell with a single utterance at any time; otherwise, the duration is five rounds at 5th level, six rounds at 6th level, seven rounds at 7th level, and so on.
The material component is the priest's holy symbol.

Hypnosis
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: One creature
Casting Time: 1
Components: V, S, M
Duration: 24 hours
Range: Sight
Saving Throw: Negates

The victim of this spell must save versus magic or be hypnotized by the witch, thus obey all commands of the witch, except those that are self destructive or radically against her alignment. While under the "unclosed" spell, it will be somewhat apparent that the victim is under a charm (Intelligence and Wisdom checks apply), however, the spell may be "closed" by the witch until the duration expires. To do this, the witch may give the victim a set of instructions to obey under a specific set of circumstances. Until those circumstances arise, the victim will act normal not realizing that she is under the spell. After the spell has elapsed, the victim will have no recollection of any events while under hypnosis unless the witch has Instructed her to remember. In this way, the victim's long-term memory for the hypnosis period can also be programmed. To effect the hypnosis, the witch must use a small shiny object to catch the victim's attention. This object is not consumed in the casting.

 

 


 

 
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