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 "Q"
- First Level
Quick Step (Alteration)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell allows one creature to be able to run at full speed without getting tired over stone, dirt, or grass. At the end of the duration, the creature must stop for 1 turn for each hour it was running. During this time it can do nothing except drink liquids and eat small, light portions of food. At the end of this resting period, the creature will start to regain enough energy to be able to carry on normal activities (eat, walk, etc.). When the creature has stopped for a time equal to the time it ran, it will be able to carry on all activities without penalty (fight, run, etc.). This spell will work on horses, pack animals, etc. The material component for this spell is a small piece of leather.
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2nd Level |
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3rd Level |
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