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Witch Prayer List

 
Witch Prayer List "R"
 
 
 

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

Rapport
Schools: Greater Divination
Area of Effect: Special
Casting Time: 1 round
Components: V, S
Duration: 1 round / lvl
Range: 10 yards
Saving Throw: Special

There are 8 aspects of this spell. The first and simplest is gained when the witch first learns the spell. The other aspects become available as the witch advances in level.
The first aspect is a form of telepathy that allows up to six witches-and only witches- to exchange thoughts. Only one of the witches has to cast the spell, but all of the witches involved must be willing participants. The telepathy includes only concepts that can be communicated verbally. The time taken to exchange thoughts is 1/4 the time it would take to communicate the information verbally. This communication is silent, cannot be mentally perceived by others, and cannot be blocked by loud noises. A dispel magic cannot break the rapport, and there is no saving throw.

Witches gain the second aspect, rapid sharing, at 3rd level. This is a more sophisticated form of rapport between the caster and only one other vatch. The time required to transfer information is 1/4 of that required for 1st-aspect rapport (1/16). In addition, strong sensory data, such as sounds and odors, can be conveyed as well. The other witch must be a willing participant. There is no saving throw allowed.

Witches gain the third aspect, called truth-reading, at 5th level. This allows the caster to determine if a single individual (who doesn't have to be a witch) is lying. This is identical to a detect lie spell. A normal saving throw applies.

The fourth aspect, mind scan, is gained on achieving the 7th level. It allows the witch to scan the mind of another person (who needs not to be a witch), letting the witch judge superficial intensions, motives, etc. (This is a slightly deeper scan than that allowed by ESP.) A successful save vs. spells negates the scan.

Witches gain the fifth aspect on reaching the 10th level. This is an even more sophisticated form of rapport between the caster and one other witch. The time required to transfer information is 1/10 of that required for the 1st aspect rapport (1/40). In addition, fairly subtle sensory data, such as the exact appearance of a person, or a particular shade or hue, can be conveyed as well. (Seeing a place second-hand through this aspect of rapport makes it as familiar to the witch as if the place were .. studied carefully.') The other Witch must be a willing participant. There is no saving throw.

The sixth aspect is gained on achieving the 12th level. It allows a witch to suppress a listener's doubt of any statement the witch may make, and forces the listener to suspend disbelief, the effect is similar to that of undetectable lie. The listener makes a saving throw vs. spells with a -2 penalty. A successfull save indicates that the listener suspects, but doesn't know that the witch is lying.

The seventh aspect, a more powerful form of truth-reading, is gained when the witch reaches the 14th level. This form of rapport has the same effect of detect lie, except that it extends to as many as four individuals. The standard saving throw applies, with the following modifiers: -3 on the save if only one individual is being "read", -2 for two individuals, -1 for three individuals, and no modifier for four individuals.

The eighth and most powerful aspect is gained when the witch reaches the 16th level. This aspect, mind probe, allows the witch to scan the subject thoughts to the depth allowed by the fifth aspects above (i.e., fairly subtle sensory data). The subject does not have to be willing, or a witch. A successfull save vs. spells indicates that the subject has managed to block his or her mind to the witch.

 

Read Language
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S
Duration: 5 rds/level
Range: 0
Saving Throw: None

This spell confers the ability to read a language for the duration of the spell. It does not translate magical scripts used to record wizard spell books, nor allow use of wizard spell scrolls. It does not decipher codes, nor does it allow the caster to speak or write the language.
The material component is the priest's holy symbol.

Prayers "R" - First Level

Regenerate Light Wounds
Schools: Necromancy
Spheres: Healing
Area of Effect: Creature touched
Casting Time: 5
Components: V, S
Duration: Special
Range: Touch
Saving Throw: None

This spell is much like the 1st-level clerical spell, cure light wounds. However, it allows the creature to regenerate 1 hit point per round for 1d4+1 rounds. If the recipient is at full hit points when the regenerate light wounds spell is cast, the spell has no immediate effect. Instead, if the individual is later injured (suffers at least 1 point of damage), the regeneration begins at that time. The spell ends when the individual has regenerated the full 1d4+1 hit points.
If the spell recipient is subject to a subsequent curative spell (including another regenerate wounds spell), drinks a potion of healing, or uses other magical healing powers, the original regenerate light wounds spell ends immediately. If the regenerative power is not fully used within 24 hours per caster level, then it ends without further effect. Healing gained from the spell before it ends is retained.
The regenerate wounds spells (and their reversed forms) affect only those creatures affected by cure light wounds spells, and the healing (injury) is only as permanent as that provided by a cure (cause) light wounds spell.
The reverse of this spell, degenerate light wounds, causes the recipient to suffer 1d4+1 points of damage at the rate of 1 hit point per round. This degeneration begins after the creature regains at least 1 hit point from any cause. The degeneration stops when the spell has run its course or the creature dies.

Remove Fear/Cause Fear
(Abjuration)
Reversible
Sphere: Charm
Range: 10 yds. Components: V, S
Duration: Special Casting Time: 1
Area of Effect: 1 creature/4 levels Saving Throw: Special

The priest casting this spell instills courage in the spell recipient, raising the creature's saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).

The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa.

Neither spell has any effect on undead of any sort.

Repair
(Alteration) Reversible
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Object touched
Saving Throw: None

This spell is similar to the 1st-level wizard spell mending. It will repair any one object, which has a maximum volume of 1 cubic foot per level of the spell caster. For plate armour and any other object which has listed hit points (eg., a rope of climbing), the spell restores 1 HP per level of the priest. Just like mending, the spell will not, in and of itself, repair magical items which have lost their enchantments. However, the spell will repair magical items which have some damage but are still magical. For example, the spell will restore hit points to damaged magical plate armour, and can repair damage to a rope of climbing which has not been completely severed. However, if the rope of climbing had been completely severed, (cf. Dungeon Master's Guide) the spell could only repair the rope and would not restore the lost magical properties. The material components are a small piece of metal which is consumed when the spell is cast, and the priests holy symbol.

The reverse of the spell, break, does 1 points of damage per level of the priest to any one item if the item has hit points, or forces the item to save with a base roll of 10 if the item does not have hit points. Magical items, or items with a total volume of over 1 cubic foot per level of the spell caster are not affected by break. Failure indicates that the item has broken into 1d8+2 pieces. In both cases, the priest must touch the item, requiring a successful attack roll against an unwilling recipient.

Request Animal
(Enchantment/Charm)
Sphere: Animal, Charm
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: One animal
Saving Throw: Special

By casting this spell, a priest can ask a particular animal for a favour. The priest must have some sort of enticement for the animal to actually perform the favour, because the animal can opt not to carry out the priest's wishes. The casting time of this spell is 1 plus the time necessary to make the request, which may take no longer than one turn. This spell does not empower the priest to actually speak the animal's language.

For example: if a priest spotted an owl, the priest could request the owl, if it saw any other humanoids around, to fly back and alert the priest. An appropriate offering might be some choice part of a rabbit, a mouse, or some other form of owl snack food. If the owl was actually required to fly patrol all night (and forego hunting, a favourite owl activity) then probably the owl would turn him down no matter what the priest offered.

Rock-Jump
(Conjuration)
Sphere: Creation, Elemental (Earth)
Range: 100 yards
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None

With this spell, the priest can cause a rock to find its way into the shoe of the victim. If the victim has no shoes, the spell causes a thorn or something to stick into the foot of the victim. The material component for this spell is a small stone or thorn, that is to be thrown in the direction of the victim. It is consumed in the victim's shoe or foot.

Rosemantle
Schools: Alteration, Necromancy
Spheres: Protection
Area of Effect: 1 living creature
Casting Time: 4
Components: V, S
Duration: 2+1d4 rds
Range: Touch
Saving Throw: None

This spell causes the affected being (who can be the caster) to glow with a soft, faint, rosy radiance. Until the spell expires or is dispelled, the spell recipient moves and functions with the same freedom a ring of free action grants and is temporarily released from any negative modifiers or activity restrictions due to naturally or magically induced pain, nausea, fear, or venom effects. (The effects of venom are suspended by the spell, but not negated or lessened in any way.)

     
2nd Level

Repair Virginity
(Necromancy)
Sphere: Healing
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 2 turns
Area of Effect: Creature touched
Saving Throw: Special

This spell returns the subject to a state of physical virginity. If the subject makes the saving throw, then all sexual skills, knowledge, and techniques are retained; if the saving throw is failed, all knowledge and skills are lost except those known before having lost virginity. A female will grow an intact hymen, and any physical or medical damage caused by sex or childbirth will be eradicated. The subject will legitimately be considered a virgin for all religious purposes. The material component for this spell is a white piece of silk.

Resist Turning
Schools: Abjuration
Spheres: Necromantic
Area of Effect: 30-ft diameter circle around creature or object touched
Casting Time: 5
Components: V
Duration: 1 turn/level
Range: Touch
Saving Throw: None

While this spell is in effect, all undead within a 30-foot radius of the affected object or creature gain a resistance to being turned (or commanded) by the clerics and paladins of an opposing religion (compared to that of the caster). The spell can be centered on an object or creature, including the caster. The base resistance is 20%, plus 5% for every two levels of experience of the caster (60% at 4th, 65% at 6th, 70% at 8th, up to a maximum of 95% at 18th level).
This resistance roll is made secretly by the DM before each turning attempt is made. A priest can continue attempting to turn or command the resistant undead creatures each round until either the resistance is overcome or the turn roll indicates failure.
Notes: Uncommon for necromancer-priests; otherwise, virtually unknown.

Resist Turning: A priest who encounters this type of resistance instinctively recognizes the general nature of the resistance, but not necessarily its strength. In other words, the priest will realize success is possible, but not how likely his or her own success might be.

Rest for the Dead
Schools: Abjuration, Necromancy
Spheres: Necromantic
Area of Effect: 30-ft radius
Casting Time: 5
Components: V, S, M
Duration: Instantaneous
Range: 10 yds/level
Saving Throw: None

This spell causes animated skeletons and zombies to collapse. Their remains cannot be reactivated or reanimated for a minimum of 24 hours, during which time they will presumably be properly interred. The spell affects 2d6 Hit Dice of animated skeletons and/or zombies

Restful Sleep
Schools: Alteration
Spheres: Necromantic
Area of Effect: One creature
Casting Time: 1 round
Components: V, S, M
Duration: 1 night
Range: Touch
Saving Throw: None

When this spell is cast on a creature, the affected subject will only need to sleep 3/4 of the normal regular time that they usually have to sleep. A regular night, under the effect of a Restful Sleep spell will last for 6 hours. This affects spellcasters as well. A spellcaster that normally has to sleep for 10 hours to be able to regain his spells will now only have to sleep 7.5 hours. The material component of this spell is a small feather.

Restore Strength
(Necromancy)
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Instantaneous Casting Time: 5
Area of Effect: Creature touched Saving Throw: None
Subtlety: +3 Knockdown: None
Sensory: Moderate visual Critical: None

This spell removes unnatural weakness, debilitation, or exhaustion from the creature touched and restores him to his normal strength and stamina. It is useful in countering the effects of chill touch, ray of enfeeblement, ray of fatigue, the touch of a shadow or roper, and any similar spell or effect. Only temporary ability score losses may be alleviated by this spell; if a character suffers an incapacitating, physical injury, restore strength cannot help him. Also, loss of strength or stamina from purely natural causes such as exposure, disease, or exertion is not repaired by restore strength. The duration is permanent in that the subject remains at his maximum strength and endurance only until he is drained (or exerts himself) again.

Rite of Create Fetish
Schools: Enchantment/Charm
Area of Effect: 1 object
Casting Time: 5 rounds
Components: V, S, M
Duration: Special
Range: 0
Saving Throw: None

This spell allows the witch to turn a small object into a fetish, or spell focus. The witch must know ahead of time what she be will using the fetish for. If the spell focus is for a person she can improve the spell's chance by using an item from the person.
The base chance is of success is 60% any time the fetish is used. Once the fetish fails then it is no longer atuned to the focus and begins to fail an extra 10% each time it is used. Once the fetish reaches 0% of success then it is unusable and a new one must be made.
The witch can improve her chances with the fetish by the materials she uses. Bonuses to the fetish are list below.
+1% per level of witch.
0% simple fetish
+1% if made to look like the focus
+5% made of the same material as focus. For example if the focus is a person then a bit of his or her hair, clothes or blood. Or if a building then some it's materials.
+2% Item is something owned by the focus.
+4% Item is considered very close to the focus.
These bonuses are cumulative.
Spells cast at or on the fetish react the same as if they were cast on the focus itself. The focus can save as normal for the spell.

Rosewater
Schools: Alteration
Spheres: Healing
Area of Effect: A body of liquid no larger in volume than the caster's head
Casting Time: 5
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None

This spell affects an existing body of liquid no greater in total volume than the caster's head (if employed against larger amounts, the spell fails and is wasted, without effect). A rosewater spell transforms the liquid into a rose-colored, translucent substance that serves as a healing and refreshing drink, but only for members of Lathander's clergy or laity and his dedicated worshipers (as adjudicated by the DM). The drinker regains 1d2 lost Strength points and 1d4 lost hit points by quaffing the entire output of a single rosewater spell. It also banishes weariness for 1d4 days, making the imbiber as alert and refreshed as if he had just awakened from a good long sleep. (This does not substitute for a spellcaster's need to sleep before memorizing spells.)
If consumed by those of other good and neutral alignments and faiths, rosewater acts simply as pure water. To any evil creature, it still tastes good, but is a corrosive drink that inflicts 1d6+1 points from a swig, and 3d4 points of damage if the entire amount is quaffed. It is not a "poison" and cannot be negated by neutralize poison or similar spells.
The material components of this spell are two rose petals and the priest's holy symbol (only the rose petals are consumed in the casting).

   

 

   
3rd Level

Rage
Schools: Necromancy
Spheres: Necromantic
Area of Effect: one humanoid/level
Casting Time: 1 round
Components: V, S, M
Duration: 3 rounds/level
Range: Touch
Saving Throw: None

Through this spell the witch can incite the powers of a full-fledged berserker in 1 fighter or witch per level. The witch can select herself as one of the targets. Any witches affected cannot cast spells while the rage lasts.
The benefits are equal to being a berserker:-
1: Spell effects: The targets are immune (no saving throw is necessary) to the wizards spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery and symbol. They also get a +4 to save against the wizard spells blindness, Tasba's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal. Also the emotion spell has no effect on the targets, unless the caster chose the fear result. If fear was chosen, the targets get normal saving throws; if they make it, they continues on as before, but if they fail, they are prematurely snapped out of the rage, but no other fear effects take place. The fear spell has exactly the same effect. If a target fails a saving throw against charm monster, she simply counts the caster as one of her allies; she doesn't come out of the berserk or obey the witch's commands. The rage offers no real protection from finger of death, except that the spell effects do not take place until the spell ends. If the target saves, she doesn't suffer the 2d8+1 damage until immediately after the spell ends.
2: Combat benefits: While berserk, the character gets +2 to attack, +4 to damage, +2 to all saves and +5 hp. The targets, while under the effect of the spell, is immune to KO results from the punching and wrestling rules, and takes only half damage from bare-handed attacks from these rules.
Unlike the true berserker, the targets do not suffer any after-effects of coming out of the rage with the exception of losing the 5 bonus hit points. Also, unlike the true berserker, the targets remain semi-rational and can (within reason) choose their targets, and will not attack friends. They do, however, suffer the following hindrances:
1: While under the effect of the spell, a witch or fighter/priest cannot cast spells.
2: The targets are temporarily rendered immune to the following clerical spells: cure wounds, bless, and regenerate. If a taunt spell is used on a target she gets a saving throw at - 3 to avoid its effects.
Material component is a drop of the witch's blood causing 3 hit points of damage.

Rapture
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 creature
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: 1 yd/level
Saving Throw: Special

This spell confers a state of bliss upon its recipient, temporarily raising his or her morale to 20 and banishing all feelings of pain, nausea, or weariness, though it actually heals and changes nothing except the recipient's state of mind (and thus spell effects based on sudden negative sensory perceptions, such as the incapacitation caused by a stinking cloud). As far as any injuries permit, the recipient acts happy, refreshed, and rested, high-spirited, and unhurt. While the recipient is enraptured, lures designed to prey upon his or her libido are ignored (such as the song of sirens). Enraptured recipients are not affected by hypnosis or any attempts (magical or psionic) to control or influence their minds (for example, charm person spells).
The enraptured state can be a mixed blessing. A being affected by a rapture spell must make a successful saving throw vs. paralyzation or be so strongly affected as to be stunned for the spell duration. Stunned beings tremble, drop any held items or weapons, and can take no voluntary or deliberate actions until the spell wears off. Rapture affects only intelligent mammals.

Remove Curse
(Abjuration)
Reversible
Sphere: Protection
Range: Touch Components: V, S
Duration: Permanent Casting Time: 6
Area of Effect: Special Saving Throw: Special

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.

The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)--roll each round.

It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

Remove Paralysis
(Abjuration)
Sphere: Protection
Range: 10 yds./level Components: V, S
Duration: Permanent Casting Time: 6
Area of Effect: 1d4 creatures in 20-ft. cube Saving Throw: None

By the use of this spell, the priest can free one or more creatures from the effects of any paralyzation or from related magic (such as a ghoul touch, or a hold or slow spell). If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be affected, or the spell fails and is wasted.

Remove Scar
(Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates

The purpose of this spell is to remove scars caused by battle or other mishaps. Any Comeliness that was lost due to scarring is now restored from application of this spell. Larger scars may require several applications to remove all the effects of the disfigurement. The material component of this spell is a small dressing.

The reverse of this spell, scar, causes hideous scars to form on the targets face and body causing a loss of 1d3 Comeliness points. Multiple applications of this spell cannot drop Comeliness lower than 0. A saving throw versus spell will negate the effect. The material component of
the reverse is a small knife.


Resist Acid
(Abjuration)
Sphere: Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to acid, instead of water.

Resist Air
(Abjuration)
Sphere: Elemental (Air), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.

Resist Charm
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: Caster
Casting Time: 4
Components: V, S
Duration: 3 rounds/level
Range: 0
Saving Throw: None

This spell surrounds the witch with a protective aura which makes them immune to any kind of charm or hold spell including charm person, hold person, geas, quest, suggestion and also bardic charm.

Resist Dust
(Abjuration)
Sphere: Elemental Earth, Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to dust, instead of water.

Resist Electricity
(Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

This spell is similar to the priest spells resist fire and resist cold. The spell adds +3 to all saving throws against electricity or electrical attacks, and further reduces all damage by 50%. Thus, a successful saving throw indicates that quarter damage is taken and failure indicates that half damage is taken.

Resist Ice
(Abjuration)
Sphere: Elemental Water, Paraelemental (Ice), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp
icicles, etc.

Resist Injury
Schools: Abjuration, Alteration
Spheres: Protection
Area of Effect: The caster
Casting Time: 1 turn
Components: M
Duration: 3 rds/level
Range: 0
Saving Throw: None

This spell negates the effects of damaging, even fatal wounds for its duration. For example, a dagger can be thrust through the priest's heart, yet he or she can function normally. Two points of damage per level can be negated, as well as any extra damage or effects from critical hits (if that option is used). This spell is often used in rituals; its exceptionally long casting time makes it less useful for immediate encounters.
Only the priest's holy symbol is required, as the casting is a matter of mental preparation and emotional state.


Resist Water
(Abjuration)
Sphere: Elemental (Water), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the resist fire and resist cold spells of first and second level. Similar to these, it reduces the damage the protected creature takes by the appropriate effects by half before saving throws are rolled. In addition, it offers a bonus of +2 to the saving throw against water. The material component is the holy symbol of the priest. Resist water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.

Revenance
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 undead/level
Casting Time: 5
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

This spell is much like the wizard spell of the same name. The caster affects one touched undead per level, making it immune to an initial attempt to turn, destroy, or command it by a priest, paladin, or other being with power over the undead. The spell ends as it prevents one attempt; later attempts have a normal chance of success (the spell does not protect undead from spells or magical item effects). Protected undead radiate a faint magical aura. Unlike the wizard spell, multiple priest revenances can be cast on a single undead; each turning attempt ends only one spell, leaving the others operating.
The material components of the spell are a pinch of dust for each undead creature to be affected.

Rite of Remote Seeing
Schools: Alteration
Area of Effect: Familiar
Casting Time: 1 round
Components: V, S, M
Duration: 3 rounds/level
Range: Touch
Saving Throw: None

This spell may only used on the witch's familiar. The witch and the familiar sit inside a magic circle while the witch casts the the spell. The witch then touches the familiar. The witch can now see through her familiar's eyes. The scene is how the familiar will see it so there is a 35% chance -1% per level that the witch will misunderstand what she sees.
Plus the witch cannot hear what the familiar hears. The connect is limited to the maximum distance that the familiar can travel. Plus the witch does not control the familiar, she can only suggest where it goes. The familiar will never enter an area it considers to dangerous.
The witch's Goddess consideres this spell a very special gift and will quickly revoke it for minor infractions the witch might commit against the familiar. If the familiar dies durning the spell the witch will be unable to secure another one for a number of years equal to her own level.
The material component for this spell is a piece of rose colored glass, which is used in the spells casting.


 

 
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