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Witch Prayer List

 
Witch Prayer List "O"
 
 
 

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 "O" - First Level

Om
Schools: Abjuration
Spheres: All
Area of Effect: The caster
Casting Time: 1
Components: V
Duration: Concentration
Range: 0
Saving Throw: None

This simple chant creates a deep clarity in the caster's mind. All outside sounds and sights are blocked out allowing the priest to regain spells or hit points at a 50% faster rate; however, the priest cannot focus on anything outside himself. Anything that disrupts concentration such as an attack on the priest or a conscious action by him breaks the spell. Spells cast on the priest are affected by the om spell. The priest is immune to sleep and charm effects while chanting and receives a +4 on all saving throws that allow Wisdom bonuses; however, the priest forfeits saving throw bonuses for Dexterity or anything else requiring conscious thought. Magical healing is not affected by the spell's increased healing rate.

Omen
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 turn
Components: V
Duration: Special
Range: 0
Saving Throw: None

This spell is used to forecast the general fortunes of some major undertaking and determine auspicious and inauspicious events. When the spell is cast, the shukenja calls upon a deity to grant him some sign regarding the proposed action. Although the physical aspect of casting takes very little time, the shukenja must remain in one place and observe the natural events around him for the entire casting time. At the end of this time, he sees some omen - a flight of birds, the appearance of an animal, the fall of a leaf, and so on, that indicates the general fortunes of the undertaking planned.
This spell is commonly used before starting a journey, engaging in a major battle, or attempting some notable feat. The outcome of the spell is determined by two factors. First, the DM should consder the proposed action against information that only he knows. For example, the characters are about to leave a village to punish a group of bandits. The omen spell is cast to determine if this is an auspicious time to go. The DM knows that the village will be sacked by bandits that night, so the results would be an ill omen (since the characters would not encounter the bandits in the surrounding mountains). In situations where the DM has no information on which to base his judgment, 1d10 shoudl be rolled and the Divination Results table consulted.
However, omens are infrequent events, and interpreting them is difficult. Due to the strain this spell places on the caster, it can only be used once per week.

Divination Results

1d10
Roll Result
1-2 Ill Omen: The characters should not undertake the task this day. If this advice is
ignored, all the characters suffer a -1 penalty to attack and saving throw rolls for the rest
of the day. Their chance for encounters is doubled and a -10% reaction modifier is
applied to all encounters.
3-4 Great Danger Exists: The chance for encounters is doubled for the day and a -10%
reaction modifier applies to all encounters. Adversaries have a +1 bonus to their attack
rolls.
5-7 Neutral Omen. No special modifiers apply.
8-9 Favorable Omen: The characters are able to travel half again their normal traveling rate
that day. Opponents have a -1 penalty to their attack rolls against the characters that
day.
10 Auspicious Omen: All the effects of a favorable omen apply. In addition, the characters
gain a +1 bonus to all saving throws made that day.

Orison
(Various schools)
Sphere: All
Range: 10 yds. Components: V, S
Duration: Special Casting Time: 4
Area of Effect: Varies Saving Throw: None

The most humble of priestly spells is the orison, a brief prayer or invocation of a minor nature. Typically, priests learn a number of orisons as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an orisons is not even on par with other 1st-level magic, a priest memorizes a number of individual orisons equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to orison. In other words, a 1st-level priest can memorize four orisons for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.

Unlike cantrip, an orison must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the orison’s duration is never more than one round per level. Known orisons include the following:

Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.


Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.

Clarity: For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as confuse languages cannot be overcome by this orison.

Courage: The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.


Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.

Healing: By his touch, the priest may heal a creature of 1 point of damage.

Magic sense: If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.


Memory: Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.

Resistance to magic: The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the orison’s duration.

Resistance to poison: The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the orison’s duration.

Other orisons of similar power or scope may be permitted by the DM. Generally, an orison should not affect more than one creature or die roll at a time, and an orison that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive orison would be quite rare and most probably associated with an evil or chaotic priesthood.

     
2nd Level

Obscurement
(Alteration)
Sphere: Weather
Range: 0 Components: V, S
Duration: 4 rds./level Casting Time: 5
Area of Effect: (level x 10)-ft.-sq. Saving Throw: None

This spell causes a misty vapor to arise around the caster. It persists in this locale for four rounds per caster level and reduces the visibility ranges of all types of vision (including infravision) to 2d4 feet. The ground area affected by the spell is a square progression based on the caster's level: a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, a 30-foot x 30-foot area at 3rd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind) can cut the duration of an obscurement spell by 75%. This spell does not function under water.

Omen Enhancer
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 turn
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: None

This spell enhances divinations that have percentage-based success chances. Such a divination enhanced by this spell has a +10% bonus to its chance of success. The chance of a successful divination cannot be raised above 95%.

Open Clouds
(Alteration, Conjuration) Reversible
Sphere: Weather
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: 9-foot radius sphere
Saving Throw: None

By casting open clouds a priest can create an opening in an otherwise closed cloud-cover, so that he and other creatures in the area of effect can benefit from direct sunlight or, at night, moonlight and starlight. The spell lasts for 1 round per level of the priest casting the spell, and will only work outdoors.

The illuminated sphere remains stationary unless the priest who has cast the spell concentrates on its movement - the level of concentration needed to achieve this makes it impossible for him to cast other spells or to engage in melee.

The reversed spell, create cloud (Conjuration), conjures forth a small cloud in the sky that blocks all direct light from one major celestial body. The magical cloud can be moved in the same way as the opening created by the normal spell.

The material component for both spells is the priest's holy symbol.

 

   
3rd Level

Oath
(Enchantment/Charm)
Sphere: Charm
Range: Special
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: The priest plus one creature
Saving Throw: None

By means of this spell, the priest sets down a magical contract between himself and some other individual, which cannot be broken by either party except where conditions of punishment are specifically agreed upon. All that is necessary is that the two parties somehow be in communication, have full understanding of the agreement, and that both willingly accept it. Because of the nature of the magic, oaths which are not clear and well defined tend to end in disaster for both parties. The oath may only be "unbound" if a condition was set for its unbinding within the magical contract.

Ooze Puddle
(Conjuration/Summoning)
Sphere: Elemental (Earth, Water), Summoning
Range: 40 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell summons a puddle of ooze about 10 feet in diameter. The ooze hits three times for corrosion damage. This does 1d2 to normal flesh. It also corrodes any metal in 4 rounds. Magical items are immune to this creature. Wood and cloth are destroyed instantly however. The ooze has 3 HD, and moves 20 feet per round. Any elemental from the planes of earth, water or ooze can dispel it with a touch, including another ooze puddle. The material component for this spell is some custard.

 

 


 

 
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