Witch Prayer List |
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Witch Prayer List "I" |
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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 "I"
- First Level
Ice Walk
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: Creatures touched
Casting Time: 4
Components: V, S, M
Duration: 1 turn + 1 turn/level
Range: Touch
Saving Throw: None
By means of this spell, the caster is able to empower one or more creatures to tread upon any snow or ice as if it were firm ground. This does not include free-flowing water, but does include even the thinnest frozen surface or very powdery snow. The recipient's feet do not touch the surface of the ice or snow, and no trace is left by their passing. The recipient's rate of movement remains normal. For every level of the caster above 1st, he or she can affect another creature. If ice walk is cast under water of while buried in snow, this spell has no effect until the recipient gets on top of some ice or snow, although the spell duration is expended normally.
The material components for this spell are a piece of ice or some snow and the priest's holy symbol. |
Illusionary Fire Curtain
Schools: Elemental Fire,
Illusion/Phantasm
Spheres: Elemental, Fire
Area of Effect: 10 yards circle
Casting Time: 5
Components: V, S
Duration: 2 rounds / level
Range: 0
Saving Throw: Special
This spell summons a reflection of a circle of fire, treated as an illusion. The fire curtain is three yard high and one yard thick.
Creature within the circle have an unobscured view , but those without have difficulties seeing through it. Long range attacks from within the circle receive a +2 bonus, those from the outside a - 4 penalty.
Creature with an intelligence greater than 9 receive a saving throw versus spell to negate the effects. |
Impediment
(Abjuration, Necromancy)
Sphere: Necromancy, Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Female mammal touched
Saving Throw: None
This spell enables the caster to prevent a female from becoming pregnant. Essentially, it impedes a fertilized ovum from implanting in the uterus. The casting of Impediment is not necessarily an evil act, but the DM should pay particular attention to the alignment of the caster as well as the social and political (especially religious) atmosphere. For example, a lawful good priest casting this spell on a teenager without the permission of her parents, church, etc. should be prepared for the wrath of his deity. A priest who worships a fertility god cannot cast this spell.
A neutral evil priest, nephew of the king, might repeatedly cast this spell on the queen in a secret attempt to usurp the thrown. A neutral good priest might cast this spell on all the maidens of the keep before its fall to the orc siege - although he cannot spare them from the horrors to come, at least he can prevent the bastardization that might result.
The material components are a drop of blood from the target's last menstrual period (or an ounce of her blood, from anywhere, that has been mixed with dust and dried in a silver chalice) and the priest's holy symbol. The priest invokes the name of his deity, touching his holy symbol to the blood. The woman must then consume it, usually mixing it with wine or some other fluid. The spell remains in effect until the first day of the woman's next menstrual period, or until a successful dispel magic is cast upon her.
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Impotence
Schools: Alteration,
Necromancy
Spheres: Necromantic
Area of Effect: 1 person
Casting Time: 3
Components: V, S
Duration: 1 day / level
Range: 10 yards / level
Saving Throw: Negates
The victim of this spell becomes impotent for a number of days equal to the witch's level. During this period they suffer a penalty of - 2 to all attack rolls and saving throws. Wisdom, Constitution and Charisma scores are lowered by 1d3 points each for the spell's duration, and the character will feel downright miserable. The impotence is broken if a successful dispel magic or remove curse is cast. |
Invisibility to Undead
(Abjuration)
Sphere: Necromantic
Range: Touch Components: V, S, M
Duration: 6 rds. Casting Time: 4
Area of Effect: 1 creature Saving Throw: Special
This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.
The material component is the priest's holy symbol. |
Itch
(Enchantment/Charm)
Sphere: Charm
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Causes the victim to have an irresistible urge to scratch, if it fails its saving throw. This can be cast on any sort of creature that is able to scratch, and dogs save at -4. This spell works with embarrassing effectiveness on armoured folks. The actual location of the itch is semi-random (i.e., the DM rolls a dice, pretends it matters, then does whatever he likes). Most of the time, though, it's on the back, the foot, or, on the odd occasion, less appropriate places. |
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2nd Level |
Impenetrable Falsehood
Schools: Abjuration
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 5
Components: V, S
Duration: 12 hrs
Range: Touch
Saving Throw: None
This spell makes any untruth spoken by the caster or a touched spell recipient sound convincing and hides all untruths from a detect lie spell, similar magics, related spell-like abilities, and even the discernment of specialty priests of Tyr. It also foils ESP and other mind-reading magics or psionic abilities that could reveal a lie. True thoughts are hidden behind random ruminations on two or three topics mentally chosen by the caster as the spell is cast. For example, the possible whereabouts of a stream that must have been somewhere herabouts; how soon the next apple crop might be ready; and the name of a particular merchant met years ago in a tavern and seen from afar down a crowded street just a tenday ago). |
Improved Detect Good
(Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: None
This spell enables the priest to sense the aura of goodness. Diviners of fourth level and above may also sense both the degree and location of such auras. Diviners of seventh level and above may concentrate the spell on a single individual, sensing the name of that individual's god (if good) and noting the level of devotion that person holds toward the god and the state of favour the individual has achieved. |
Infected Wounds
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 creature
Casting Time: 5
Components: V, S, M
Duration: 1 day/level
Range: Touch
Saving Throw: Negates
This spell will cause any wounds to become infected, be they scratches or large wounds. To hit their intended victims, priests must rolt to hit, and if they miss, the spell is lost. The victim must make a saving throw versus death magic, and if he fails, his wounds wilI not heal naturally. Healing and herbalism wilt also fail to heal these wounds. The use of magical healing will heal the infection, at the cost of a cure light wounds - no damage wilt he healed, but infected wounds will be negated. The material component for this spell is a pinch of mud or dirt from a pig's mud hole.
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Inscribe Speech
Schools: Alteration,
Conjuration/Summoning
Spheres: All
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 1 rd/level
Range: 3 yds
Saving Throw: None
This prayer enables the words of the caster to be directly etched on a piece of paper, vellum, or papyrus. All the caster need do is speak the words, and they are inscribed in the language he or she is speaking on any appropriate writing surface within 3 yards. If the caster subsequently speaks a spell during the spell's duration, the sounds of the verbal component are transcribed phonetically, but other components of the spell are not transcribed, and the magical effect originally generated by the sounds is not called forth by anyone repeating the sounds.
The material components for this spell are squid ink, a hawk's feather, and papyrus.
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3rd Level |
Ice Spikes
Schools: Alteration
Spheres: Combat,
Elemental, Water
Area of Effect: The caster's fist
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell brings into being a ball of rock-hard ice around one of the caster's fists, a ball that bristles with spikes, resembling an exaggerated replica of the head of a mace. The magic of the spell protects the fist from all damage while the spell lasts (it can be ended at any time by the silent will of the caster). It improves the caster's THAC0 (for smiting blows with the fist only) by 2 points. A blow from an ice spikes fist does 1d4+4 points of damage, and the fist is considered a +2 magical weapon for purposes of determining what it can hit. Note that the spell effect precludes most spellcasting and the performance of many other activities (such as climbing at the usual rate, casting additional spells, tying knots, and so on).
If the caster willingly sacrifices some of his or her own hit points, the damage done by a single attack with the ice spikes fist can be augmented by a like amount. For example, if 4 hit points are sacrificed by the caster, the blow they empower inflicts 1d4+8 points of damage. Hit points sacrificed are not lost if the attack misses, and are restored by normal rest or healing magic. (A sacrifice is not automatically assumed for the next blow of the fist after a miss; the caster decides separately for each fist attack.)
Whenever an augmented fist attack strikes a natural or magical mass or wall of ice (regardless of how many points have been sacrificed), the caster of the ice spikes spell must make two saving throws vs. spell. If both succeed, the mass of ice shatters and collapses. If only one roll is successful, the struck ice is marred enough to form a handhold, but takes no additional damage. If both throws fail, the target ice is entirely unaffected.
The material component is an icicle or sliver of ice of any size and origin. |
Improved Charm Person
(Enchantment/Charm)
Sphere: Charm
Range: 80 feet
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One humanoid
Saving Throw: Negates
This spell will cause any humanoid to regard the priest as a trusted friend and ally to be heeded and protected. Although this does not grant the priest the ability to command the affected humanoid as a robot, it does assure that anything the priest says to the affected creature will be taken in the most favourable way. If the initial saving throw is made, the creature will not realize that a spell had been cast on him. Otherwise, the affected creature must recheck his saving throw versus death magic once per (20 - Intelligence) days until the spell is broken (creatures with a twenty or greater Intelligence are not affected). It is, however, possible to double or triple charm creatures, so even if they break the first charm, they must still contend with others (for the purpose of saving throws, each charm is handled separately from the others). It has been known, however, for members of the opposite sex to on occasion become amorously attracted to the priest, thus continuing the charm indefinitely. The priest may negate the charm at any time, unless such attraction has occurred. A single dispelling will break all the charms on a creature, and if the priest attempts to harm the charmed creature, this will also break the magic. To further confuse matters, a creature may become charmed to more than one priest. |
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