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Witch Prayer List

 
Witch Prayer List "M"
 
 
 

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 "M" - First Level

Make-up
(Invocation)
Sphere: All
Range: 0
Components: V, S
Duration: 1d4 hours + 1 hour per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell's sole purpose is to put on make-up, perfume, etc., by magical means. After all, a priest must look their best for that all important ceremony!

Minor Fighting Prowess
Schools: Alteration
Spheres: Combat
Area of Effect: 1 creature
Casting Time: 5
Components: V, S, M
Duration: 1 round/lvl
Range: 10 yards
Saving Throw: None

By casting that spell, a witch improves a creature's fighting ability. In fact, the creature will fight as a fighter of the same level (or number of hit dice) for the duration of the spell. If the creature has more than 6 levels or hit dice, it will get multiple attacks per round. The material component of the spell is a miniature metal sword, which is not consumed by the spell. The witch needs to point a finger at the creature to be affected.

 

Mistrailing
Schools: Alteration
Area of Effect: 2 creatures/lvl
Casting Time: 2 rounds
Components: V, S, M
Duration: 1 turn/lvl
Range: 30 yards
Saving Throw: None

This spell, cast on two or more persons, lowers the possibility that anyone else has of finding the tracks of those receiving the spell. People without the tracking proficiency or magical means have absolutely no possibility to trace back the subjects of the spell; a character or NPC with the tracking proficiency or magical means has only a 20% chance of finding any useful trace, and is not able to follow them for more than a round. Should he be successful a first time, after having lost the tracks, he can try again, up to the moment in which he will fail to search for any trace. (The DM must be sure that a character who tries to follow a group who is mistrailing has only one try at the level which he is at the moment, if he fails the first try.)
The material component of the spell is a sprig of oak, which must be burned, and whose ashes must be spread while pronouncing the spell.
Tte spell can be reversed (unmistrailing), and this reversed form has two functions: the first lets the group to be followed very easily by anyone; the second reveals the traces used by a group which is using the mistralling or pass without trace spells.

     
2nd Level

Make Flammable
(Enchantment)
Sphere: Elemental (Fire)
Range: 30 yards
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 5
Area of Effect: One to 4 creatures or objects in a 10-foot per level
cube
Saving Throw: Negates

This spell makes 1 to 4 creatures or objects flammable. For the duration of the spell, they are as flammable as wood. If they catch fire they burn entirely and turn to ash in the time it takes wood of their size to burn. This fire is normal fire and may be extinguished by the usual means. It does not matter what materials the objects or creatures are made of. They can be inflamed by natural or magical fire or extreme heat, but the spell itself does not inflame them. Once they have caught fire they get damage from heat, but also turn to ash within the time specified. After that, the duration of the spell does not matter. Each creature or object gets a saving throw: if only one is the subject of the spell it has a penalty of -2 to its roll; if two are subject, each receives a penalty of -1; if three are subject, each receives a bonus of +1; if four are subject, each receives a bonus of +2. The material components are a chip of wood and the caster's holy symbol.

Message Mote
Schools: Illusion/Phantasm
Spheres: All
Area of Effect: Cloud up to 1 cu ft
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: 30 yds
Saving Throw: None

This spell does not take effect until the conditions stated during its casting are met (visual and audible triggers only, as detailed by the caster, like a wizard's magic mouth spell). Any amount of time can elapse between casting and triggering this spell, but the trigger spot for the undischarged magic must be the location of the caster when the message mote was cast or an item or object (which may be portable) touched during casting. An undischarged message mote cannot be magically detected or dispelled.
Once activated, a message mote manifests itself as a twinkling radiance (a single cloud of not more than 1 cubic foot in volume) of a hue, shape, and intensity chosen by the caster. It cannot be bliding or even equal to true sunlight, nor can its appearance change during its presentation, but it can mimic the features of a being or an item known to the caster. A message mote flies about on a route predetermined by the caster, at up to MV Fly 18 (B), within the stated spell range. If desired, its movements can convey meaning (for example, pointing out the location of a secret door, keyhole, or hiding place). It can also speak a message of up to 33 words in length. It cannot utter spells, words of activation, or any magical trigger phrases, but it does deliver a message in the voice of the caster, mirroring the volume at which they were delivered during casting. (The caster can, of course, assume an unnatural voice or employ mimicry, andt the message mote will reproduce that, too.)

Mindtouch
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level
Range: 5 yds/level (90 yds max.)
Saving Throw: Neg.

Similar to the 2nd-level wizard spell, ESP, a mindtouch allows the caster limited contact with the minds of nearby living creatures. Surface thoughts can be read, but no mental influencing or direct communication is possible. Unintelligent creatures will yield only emotions and instinctive thoughts.
Undead and creatures without minds (as we know them) cannot be contacted by this spell. Contact can be broken or initially foiled by any thickness of lead, tow or more inches of any metal other than lead, or two or more feet of rock.
One creature per round can be probed; the priest can freely switch from one being to another. The priest can even engage in spellcasting or activities requiring intense concentration without ending the spell - but any round in wihch the priest does not concentrate on the thoughts of a being is a round wasted. While the spell continues for the entire duration, without the caster's concentration, nothing is read.
The caster can use the spell to help determine if a creature lurks in ambush; even if no thoughts can be read, the priest can detect the presence of a mind, and gain some idea of its current state (agitated, active, damaged, at reast, and so on). Even a clear thought-reading will not always reveal what sort of creature is being read.
The material component is the priest's holy symbol.

Minor Hex
Schools: Alteration
Area of Effect: 1 person
Casting Time: 3
Components: V, S, M
Duration: 1 round / level
Range: 20'
Saving Throw: Negates

This spell causes one person to experience a mild witch curse known as a Hex. The hex in this case is to cause the person viewed by the witch bad luck. During the duration of the spell the person wilI be a -1 for all of their rolls to hit and damage. Plus they will suffer a penalty of one to all saving throws and proficiency checks. The victim can save versus spells to negate this effect.
If the witch is viewing the person through a cristal ball or other scrying device then they gain a +1 to their save.
Tne material component is four leaf clover that witch pulls apart or the small end of a wishbone.


Minor Quest
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 5" diameter sphere
Casting Time: 1
Components: V, S, M
Duration: 6 hours
Range: 2"
Saving Throw: Negates

The spell effects up to 12 levels of characters or up to 6 HD of mosters, with lowest levels effected first.
The witch must be able to verbally communicate with the victims for the spell to work. After casting the spell the witch sends the victims away on some small errand for themselves, such as going to town for supplies or to the river for water. If the intended victim or victims fail a saving throw, they are compelled to attempt the errand, provided that it poses no direct threat to their well-being or safty. There is a 20% chance, plus 1% per level of the witch, that the quested being or beings forget about the witch after the spell is worn off or after the quest is complete, which ever comes first.
A succesful save negates the spell for that vicitm alone.
The material components for this spell are a small piece of string that the witch twists around her finger. The string is consummed after casting.

Music of the Spheres
(Enchantment/Charm)
Sphere: Numbers, Charm
Range: 50 yards
Components: V, S, M
Duration: 1 turn+1 round/level
Casting Time: 4
Area of Effect: 20-foot-diameter circle
Saving Throw: Neg.

With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. The listener receives a normal saving throw against this effect. Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell.

In addition, the music makes the subject gullible and more susceptible to charm magics such as charm person, suggestion, and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty.

This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell.

Music of the spheres can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Subjects must be within a 20-foot-diameter circle.

Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim's ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human's normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane.

The material component comprises a set of three small bows made from fine silver, each costing 100 gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. The priest strokes these bows together in an intricate sequence while casting the spell. The bows are not consumed in the casting.

Mystic Transfer
(Invocation)
Sphere: Charm
Range: 0
Components: V, S
Duration: 9 rounds
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the mystic transfer. The spell is then active for the remaining nine rounds of the turn.

Mystic transfer allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell's maximum range. The spell does not take effect; instead, it is channelled through the mystic transfer into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a mystic transfer within the spell's range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect.

For example, a 3rd-level priest casts a mystic transfer. On the following round, a 10th-level priest "passes" a flame strike to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the flame strike). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active mystic transfer.

The spell passed by the mystic transfer has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the flame strike would function as if cast by a 10th-level priest.

The mystic transfer does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action.

A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use mystic transfer to pluck an opponent's spells out of the air.

 

 

 

   
3rd Level

Magical Vestment
(Enchantment)
Sphere: Protection
Range: 0 Components: V, S, M
Duration: 5 rds./level Casting Time: 1 rd.
Area of Effect: The caster Saving Throw: None

This spell enchants the caster's vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.

The material components are the vestment to be enchanted and the priest's holy symbol, which are not expended.

Mass Bane
(Necromancy)
Sphere: Necromantic
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Up to 6 creatures
Saving Throw: Negates

This spell duplicates on a grand scale the effects of bleeding touch - 1d6 points of damage for every two levels of the caster. It affects 1d6 victims that the caster can choose. The victims must make a saving throw versus death magic, and if they fail their saving throw, they suffer bleeding wounds which appear randomly on their bodies. The material component of this spell is a handful of metal shards. Priests who use valuable metals (100 gp or more) will cause one extra point of damage per die.

Meld Into Stone
(Alteration)
Sphere: Elemental (Earth)
Range: 0 Components: V, S, M
Duration: 8 rds. + 1d8 rds. Casting Time: 6
Area of Effect: The caster Saving Throw: None

This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone's destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell.

The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage.

The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; and passwall expels the priest without damage.

Mental Prowess
Schools: Abjuration
Spheres: Protection
Area of Effect: 20-ft/level radius
Casting Time: 1
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None

This spell endows all living beings within the spell area at the instant the spell is cast with a bonus of +6 to saving throws vs. all mind-affecting spells and spell-like abilities. This includes, but is not limited to, the mind flayer's mental blast capabilities.

Metamorphose Element
(Alteration)
Sphere: Elemental (Air, Earth, Water)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

The caster can transform some material of one element into a different but related material of the same element. The transformation is permanent for air or water and lasts for one turn per level for earth.

The air priest can metamorphose gases and vapours in containers or the air around him into other gases (one 5 foot-cube per level).

Earth priests can transform stone, gems, etc., into other earthly materials. He can, for example, transform granite into obsidian. He cannot affect metal at all. He can also turn stone into dust and vice versa (1 pound per level). To make the change permanent, the earth priest must prepare a special gem, costing at least 50 gp, using the spells bless and stone shape on it.

The water priest is able to turn a liquid of one type into another. Water can be made poisonous, for example, or the reverse could be done (up to one gallon per level). Note that the priest must know both substances before casting the spell. A water priest, for example, cannot turn an unknown liquid into pure water; he must know what the liquid is in order to use this spell.

The material component is a small amount of the target material. If water must be turned to poison, some of the desired poison must be at hand. If a gas is to be turned into steam, a container with steam must exist. To use this spell, one must have at least minor access to the related sphere


Mirror Vestments
Schools: Abjuration
Spheres: Protection
Area of Effect: The caster
Casting Time: 6
Components: V, S
Duration: 1 turn + 1 rd/3 levels (round down)
Range: 0
Saving Throw: None

This spell affects only the caster, outlining his or her clothes (and all worn or carried items, so long as they remain in physical contact) with an invisible aura that automatically reflects all magic of a specific wizard school or priestly sphere (chosen by the caster at the time of casting) back at their sources. Magical item effects that duplicate known wizard and priest spells are considered to be discharges of those spells for purposes of determining how a mirror vestments spell acts against them. The full force of the magic is returned to its point of origin.
Reflected spells are absorbed by the aura and then hurled back, causing no damage to the caster or anyone nearby. Destroying or removing any integral part of the clothing after this spell is cast on it or switching bodies so that a being other than the caster is wearing the mirror vestments instantly ends this spell. The aura created by this spell can handle any number of magics at once, and operates continuously until the spell expires, regardless of what is sent against it or the wishes of the caster.

Misty Cloak
Schools: Conjuration/Summoning
Spheres: Elemental, Air
Area of Effect: The caster
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: None

By means of this spell, the caster can cloak himself or herself in mauve or violet mists that eddy and flow, foiling attacks for which one must see the target (including magic missiles), and thwarting infravision and heat-based detection abilities. The caster receives a +2 Armor Class bonus. The misty cloak can be pierced by true seeing. The caster's vision is unhindered by the enveloping mists.

 

 


 

 
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