Witch Prayer List |
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Witch Prayer List "S" |
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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 "S"
- First Level
Scribe
Schools: Alteration
Spheres: All
Area of Effect: Creates 1 copy
Casting Time: 1 rd
Components: V, S, M
Duration: 8 hrs maximum
Range: Touch
Saving Throw: None
By means of this spell, the priest's handwriting, if it happens to be poor, is greatly enhanced. Furthermore, the priest can write twice as rapidly as normal and still produce high-quality copying of a text or map. This spell decreases the chance of error by 25% in the copying of text, including maps. It can be used when fabricating a magical scroll.
The scribe spell lasts as long as the priest continues to copy or compose a text, with a limit of eight hours in any case. Any interruption of the copying ends the scribe spell. In the case of scribing a magical spell scroll, the interrupted spell is spoiled and useless, and the work must be begun again.
The material components are ink, quill and parchment (book or scroll). |
Seduction I
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 person
Casting Time: 1 hour
Components: V, S, M
Duration: Special
Range: Special
Saving Throw: Special
The spellcaster may affect one individual of the opposite sexual orientation to become enamored with the spellcaster and willingly subject to all of his/her commands. That the victim has been seduced (magically or otherwise) will be readily apparent to those who make a successful wisdom check. In order to cast the spell, the spellcaster must extract a personal item of the victim's, and then cast the spell onto the item in solitude. When the item is given back to the victim and recognized, the spell is complete. The victim is allowed a special save on a d2O based on intelligence. The roll is modified by adding the victim's wisdom and subtracting the spelicaster's apparent charisma (OPTIONAL: comeliness). For example the victim must save at - 1 for every two points of Charisma of the caster above 12, rounded up (-1 at Charisma 13 or 14, - 2 at 15 or 16, etc.).
The spell is effective until dispelled. While under the enchantment, the victim will take as gospel everything the spellcaster says, and willl strive to protect and defend the spellcaster at all times. If the spell is broken by another magic or by the will of the enchanter, however, the victim will remember everything and know that magic was involved. The spell is permanent or until dispelled or saved against. |
Silver Tongue
Schools: Enchantment/Charm
Area of Effect: Special
Casting Time: 1
Components: V
Duration: 1 hour / level
Range: Speech
Saving Throw: Negates
This spell enables the witch to lie so convincingly that anyone within earshot of normal speech will believe anything they say, unless of course their senses tell them otherwise. They will not, for example, believe the witch if told that a monster is attacking them, unless they can see it. If the wearer of a ring of truth is listening to the witch then the words of the lie are not heard, thus indirectly revealing the lie to the ring user. |
Skeletal Servant
Schools: Necromancy
Spheres: Necromantic
Area of Effect: One body or skeleton
Casting Time: 1 turn
Components: V, S, M
Duration: One week
Range: 10 yards
Saving Throw: None
This spell temporarily animates the bones of a dead human, demihuman, or humanoid creature of man-size or less. The resultant skeleton will obey only simple commands unless it is destroyed, turned, or dispelled, or the spell duration expires. As with the creations of more powerful animate dead spell, a skeletal servant can be commanded to gaurd an area, folloe the caster, carry heavy objects, and so on. The servant is not well suited to complex tasks (such as cooking, for instance) and is generally created to serve as a porter or temporary bodygaurd. A priest may have only one skeletal servant per level of experience in service at once. The material component is a handful of graveyard dirt. As with the morr powerful animate dead spell, the creation of a seletal servant is not a good act, and only evil priests use it frequently. |
Snake Charmer
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 creature
Casting Time: 1
Components: S
Duration: Special
Range: 10 yds
Saving Throw: Neg.
By staring into a creature's eyes and swaying his or her head back and forth slightly, the caster can hypnotize one creature. The creature is entitled to a saving throw vs. spell. Success means the spell has no effect. Failure means the creature falls under the effects of the snake charm. This spell has no effect on undead creatures of any sort.
While entranced, the affected creature simply stares at the spellcaster and cannot perform any other action. The spell effect ends immediately if the caster performs any other action except moving at no more than half normal movement rate or if the creature is physically shaken or attacked in any manner. A snake charm is not a particularly deep enchantment, hence the subject can respond to any attack in the same round, although always attacking last and performing only a single action if normally allowed multiple actions. |
Speak With Astral Traveler
(Alteration)
Sphere: Astral
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
When a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting speak with astral traveler, a priest can mentally communicate with the projected individual. Although communication is mental, it takes the same amount of time as a normal, verbal dialogue. The spell ends abruptly when its duration expires. |
Speak with the Intoxicated
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 1
Components: V, S
Duration: 1d20 rounds
Range: 0
Saving Throw: None
This spell empowers the priest to comprehend and communicate with any person that is intoxicated. The priest is able to ask questions and receive intelligent answers that may still be friendless, cooperative, or understanding. The true usefulness of the spell is when the intoxicated person is comatose.
A spell or power of this sort could make the priest a very valuable party commodity for his ability to interrogate those who require so much alcohol to loosen their tongues that it also shuts down most of their brains. |
Spectral Senses
Schools: Necromancy,
Greater Divination
Lesser Divination
Spheres: Necromantic,
Divination
Area of Effect: Caster
Casting Time: 4
Components: V, S, M
Duration: 1 hour/ level
Range: 30 yards/ level
Saving Throw: None
This spell establishes a sensual link between the priest and a skeleton or zombie wthin the spell's range. This link allows the caster to see what thr undead sees as if the priest were looking through the creature's eyes. The link also enables the priest to hear any sounds that occur in the vicinity of the undead being. The priest can hear and see exactly as if he or she were standing at the same location as the undead creature. The spell also allows the priest to issue simple commands via this link. The spell ends abruptly if either the caster or the undead creature moves out of range or is somehow moved to another plane. Alternatively, the spell may be cast upon an (inanimate) corpse. In such a case, the spell transmits visual and auditory senses to the priest, but does not confer any ability to command or animate the body. The material components are the priest's unholy symbol and a black, hooded cowl which must be worn over the eyes and ears of the priest to benefit from the spectral senses. |
Strength of Stone
(Invocation/Evocation)
Sphere: Elemental Earth
Range: Touch Components: V, S, M
Duration: 3 rds.+ 1 rd./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None
This spell grants supernatural strength to the recipient by raising his Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but flying or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion.
The material components are a chip of granite and a hair from a giant. |
Summon Midwife
(Conjuration/Summoning)
Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell will summon the nearest midwife. The midwife will get the summons. She is under no obligation to respond to the summons, but very few midwives will ignore it unless unfortunate circumstances prevail. |
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2nd Level |
Sanctify
(Conjuration/Summoning) Reversible
Sphere: All
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 10 yard 0 10 yard square/priest
Saving Throw: None
This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests.
After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area.
Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.
Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher.
Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds (8+2+2+2).
Sanctify is often used in conjunction with focus to protect the grounds of a temple or encourage men defending a castle.
The material components are the priest's holy symbol and a handful of dirt from the grounds of an existing temple of the same faith.
The reverse of this spell, defile, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level.
The material components for the reverse are the priest's holy symbol and a handful of earth from a grave. |
Sheltered Form
Spheres: Weather
Area of Effect: Caster
Casting Time: 2
Components: V
Duration: One hour+one hour/level
Range: Touch
Saving Throw: None
When sheltered form iscast, it prevents bad weather from having adverse effects on thepriest. The caster is protected from the effects on nonmagical heat and cold in a range of 10 degrees F to 100 degreeds F, with such temperatures feeling as if they were only a mild 70 degrees F. The ward ceases to function in extreames of temperatures beyond the limits mentioned above.
The sheltered form does not have a visible aura, yet it also prevents the elf from being hampered by mundane rain, snow, hail, and gusts of wind; the character avoids not only illness brought on from such conditions but also poor visiual conditions and bad terrain. To an observer, the elf appears only slightly dampened or hindered by the weather.
The prayer offers slight protection again magically-generated weather (dust devil or ice storm), granting the elf a +1 on his saving throws for the duration of the sheltered form.
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Silver Tongue
(Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons within hearing range
Saving Throw: Negates
This spell grants the priestess the ability of fast talking: during the spell's duration, the priestess is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the priestess. Note that all hearing the priestess will be affected by this fast talking: party members are affected too. The second use of this spell is to increase the morale of hirelings, followers and henchmen: prior to a fight, the priestess can encourage them by talking vividly for one round, thus increasing their morale by two points plus one for every two levels above first, up to a maximum of 5. Thus, a fifth or sixth level priestess will increase the morale by 4 points.
The material component for this spell is a tongue, which need not be fresh. |
Slow Poison
(Necromancy)
Sphere: Healing
Range: Touch Components: V, S, M
Duration: 1 hr./level Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured.
The material components of the slow poison spell are the priest's holy symbol and a bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested).
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Soften Earth and Stone
(Alteration)
Sphere: Elemental Earth
Range: 10 yds./level Components: V, S, M
Duration: Permanent Casting Time: 5
Area of Effect: 10-ft. square/level Saving Throw: None
When this spell is cast, all natural, undressed earth or stone in the area of effect is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay, easily molded or chopped. The priest affects a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM option). Magical or enchanted stone cannot be affected by this spell, nor can dressed or worked stone.
Creatures attempting to move through an area softened into mud are reduced to a move of 10 feet per round. Any creatures caught within the mud when the spell takes effect must make a saving throw vs. paralyzation or lose the ability to move, attack, or cast spells for 1d2 rounds as they flounder about in the muck. Loose dirt is not as troublesome as mud, and creatures are only reduced to half their normal movement rate, with no chance of being caught for a round or two. However, it is impossible to run, sprint, or charge over either surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of PCs trying to break out of a cavern might use this spell to soften a wall.
While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face or roof and falls. A moderate amount of structural damage can be inflicted to man-made structures by softening the ground beneath a wall or tower, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. The material component is a bit of slip (wet clay) from the wheel of a master potter. |
Speak With Animals
(Alteration)
Sphere: Animal, Divination
Range: 0 Components: V, S
Duration: 2 rds./level Casting Time: 5
Area of Effect: 1 animal within 30 ft. Saving Throw: None
This spell empowers the priest to comprehend and communicate with any warm- or cold-blooded normal or giant animal that is not mindless. The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). Note that this spell differs from the speak with monsters spell, for this spell allows conversation only with normal or giant nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on. |
Spirit Tracker
(Conjuration/Summoning)
Sphere: Astral, Divination, Vengeance
Range: Special
Components: V, S
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The spell operates by creating an ethereal presence capable of tracking an enemy with complete certainty. This spirit tracker is magically linked to its creator in such a way that the priest becomes aware of the direction to an enemy as soon it is located by the tracker. The tracker can find a creature in the same plane as the priest in 2d12 turns, and can find an enemy anywhere in 2d12 hours.
The enemy must have in some way, mentally or physically, brought harm on the priest or someone known to the priest. At fifth level, the priest learns the exact location as well as the direction to the hunted creature. At ninth level, the priest can actually see through the eyes of the spirit tracker.
During the operation of this spell, the tracked creature continually has the feeling that he is being watched. If the hunted creature is sensitive to ethereal vibrations (high level wizards, certain creatures of the outer planes, etc.) then the spirit tracker itself may (5% chance) be seen. The 3rd-level wizard spell detect scrying will reveal the location of the tracker, and a dispel magic cast upon the tracker will destroy it. If the tracker is dispelled, the casting priest must make a saving throw versus paralysation or sustain 1d6 points of damage and will have a tremendous headache for 3d6 hours preventing the use of another spiritual tracker during that time and placing the priest at -1 to hit. |
Spitting Image
(Conjuration/Summoning)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 week per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Upon casting this spell, the priest spits on his fingertips and smears some spittle on the target's forehead. This bestows a curse on the victim: every time he looks into a mirror or another reflecting surface during the spell's duration, his mirror image will spit into his face. Note that a remove curse will dispel this spell.
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Spread Healing
Schools: Necromancy
Spheres: Healing
Area of Effect: The caster
Casting Time: 5
Components: V, S
Duration: 2 rnd/level
Range: 0
Saving Throw: None
When the priest casts any cure wounds spell while this spell is active, he may have the spell absorb part of the healing, which he may then release on another person or people (this requiring 1 round per person). It is possible, therefore, to cure 6 hit points of wounds, spreading it between two people, one damaged by 2 and another by 4. Excess curing may be saved up to the end of the spell's duration. The priest under this spell can sense when a person is fully healed and thus when it would be wise to heal the wounds of others instead.
Priests who may cast "cause wounds" spells may reverse this spell to spread wounds. Either version of the spell works only for cure (or cause) wounds spells personally cast by the priest during the spell's duration. |
Stop!
(Enchantment/Charm)
Sphere: Charm, War
Range: 30 yards
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One 1-yard per level long, 2-yard per level wide cone
Saving Throw: Negates
This spell is intended for those times an army is racing toward you in a charge. Each creature in the cone will have to save versus spell or come to a sudden full stop as if it ran into a solid wall (no damage is caused, they just stop). For the rest of the duration, those that did not save cannot move towards the priest. Those that did make their saving throw can move towards the priest only at half rate.
To cast this spell, the priest puts his open hand forward and yells "Stop!" |
Stormvoice
Schools: Alteration
Spheres: Weather
Area of Effect: Special
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: Special
Saving Throw: Neg.
This spell enables the caster to speak with the voice of a storm. The caster can be heard clearly at 10 times normal distance. All creatures within a 20- foot radius of the caster must roll successful saving throws vs. spell or be deafened for 1d4 rounds and be knocked from their feet. |
Summon Swarm
(Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 30 yards + 10 yards per level above fifth
Components: V, S, M
Duration: 1 round + 1 round per level above third
Casting Time: 2
Area of Effect: 1-yard per level radius sphere
Saving Throw: None
This spell is similar to insect plague, but the insects summoned are of a specific type (with specific effects) depending on the priest's deity, for example: Deity Insect Effect
Beelzebub Flies 15% + 2% per level chance of causing disease
Seth Locusts 2 HP per round to creatures caught in the swarm, and infestation of food
For a more detailed description, see the 5th-level priest spell insect plague.
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Summon Undead
Schools: Conjuration/Summoning
Necromancy
Spheres: Necromantic
Area of Effect: 100 foot / level
Casting Time: 1 turn
Components: V, S, M
Duration: 1d8 turns + 1 turn/level
Range: Special
Saving Throw: None
The nearest 2d6 undead of Hit Dice equal to or less than the level of the caster and within 100 foot per level of the priest, must travel to the caller at normal pace. The summoned undead will not be hostile, nor are they under the control of the summoner. They may act as they wish. Once they have arrived at the summoner, the undead may turn around and go back where they came from, attack anyone in their way, talk to the summoner, or perform any other action that seems reasonable to them. Unthinking undead (such as zombies and skeletons) with a purpose immediately return to their station. Wandering, unthinking undead stay and wait for orders (for which the caster needs to use some form of undead control such as a potion, spell, or granted power) unless there are obvious foes besides the summoner to attack.
The summoner must have bone dust that is scattered to the wind during the spell casting. |
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3rd Level |
Sap Strength
(Necromancy, Summoning)
Sphere: Necromantic, Summoning
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
This spell duplicates a shadow's Strength drain. The priest must roll to hit, and if he fails to hit, he himself must save versus death magic or be drained of a point of Strength. This spell does not trigger a negative plane protection, and it will affect creatures normally immune to undead energy drains. When used against undead with energy drain abilities, the priest must save versus death magic or lose twice as many energy levels as normal. When used against normal living victims, if the victim fails a saving throw versus death magic, they lose a point of Strength. People drained to a 0 Strength die and come back one day later as a free-willed shadow. The material component of this spell is a piece of ice. |
Seduction II
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: One person of 4HD or less
Casting Time: 1
Components: V, S
Duration: 1 turn
Range: 1 yard
Saving Throw: Special
Except for otherwise noted, this is the same as the 1st level witch spell "Seduction". |
Shift Glyph
Schools: Alteration
Spheres: Creation,
Divination
Area of Effect: 1 magical glyph, rune, symbol, or inscription
Casting Time: 6
Components: V, S
Duration: Permanent
Range: 5 yds/level
Saving Throw: Special
This spell allows the casting priest to move an unknown or hostile magical glyph, rune, symbol, or magical inscription (defined as a message of many characters all written at the same time and intended to be read together) from the surface on which it is found to another surface of the priest's choosing within spell range. If no suitable surface (presumably one similar to the original surface, or failing that, a relatively smooth horizontal or vertical surface large enough to hold the writing) exists within range, the spell does not work, but it is not wasted.
When a shift glyph is cast, all magical symbols within range of the caster that the spell can affect glow with a dim white radiance. The caster has until the end of the round to choose which one to move; beings familiar with certain glyphs can identify them at this time. 0nce.a glyph is chosen, the other magical markings cease to glow, fading back into their former state. Note that the chosen glyph may be one the caster did not know of before the spell illuminated it.
The caster of a shift glyph must then make a saving throw vs. spell; if this saving throw fails, the chosen glyph takes effect (discharges) in its original location and does not move. If the saving throw succeeds, the glyph is successfully moved to its new location. If the glyph or writing is moved successfully but remains linked to something on, under, behind, or beneath its former location (suggesting that its former area remains trapped or dangerous), the magic makes the caster aware of this, but reveals nothing about the nature of the not-yet-triggered |
Sleep
(Enchantment/Charm)
Sphere: Charm
Range: 30 yards
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Except as noted above, this spell is the same as the wizard spell sleep. This causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.
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Smoke Cloud
(Conjuration/Summoning)
Sphere: Elemental (Air, Fire), 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 weak 3 HD smoke elemental. It hits twice for 1d4+1 points of damage and has a movement of 190 feet per round. The smoke will choke anyone within 10 feet for 1d3 rounds. Any creature from the para-elemental plane of smoke, fire, or air can dissipate it with a touch. If the cloud moves more than 40 feet away from the caster at any time, it will instantly dissipate. The material component is, not surprisingly, a wisp of smoke.
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Snow Man
(Conjuration/Summoning)
Sphere: Elemental (Air, 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 conjures up a 5 foot snow man. The snowman has 3 HD, MV 90 feet per round, and one attack for 2d6. It can be hit by normal weapons, and can freeze potions with a touch. It can put out normal fires and torches. It can also cause a small snowstorm in its range (40 yard radius from priest) that lasts for 1d4 rounds, making all creatures in the storm blind. Any being from the planes of ice, air, or water can destroy the snowman with a touch, including another snowman. If the snowman moves more than 40 yards away from the caster it will instantly melt. The material component for this spell is a bit of snow. |
Speak With Dead
(Necromancy)
Sphere: Divination
Range: 1 Components: V, S, M
Duration: Special Casting Time: 1 turn
Area of Effect: 1 creature Saving Throw: Special
Upon casting a speak with dead spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.
A dead creature of different alignment or of higher level or Hit Dice than the caster's level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM's option, the casting of this spell on a given creature might be restricted to once per week.
The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.
Caster's Level of Experience |
Max. Length of Time Dead |
Time Questioned |
No. of Questions |
1-7 |
1 week |
1 round |
2 |
7-8 |
1 month |
3 rounds |
3 |
9-12 |
1 year |
1 turn |
4 |
13-15 |
10 years |
2 turns |
5 |
16-20 |
100 years |
3 turns |
6 |
21+ |
1,000 years |
1 hour |
7 |
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Speak With Water Spirit
Schools: Greater Divination
Lesser Divination
Spheres: Elemental, Water
Area of Effect: Body of water
Casting Time: 4 rds
Components: V, S
Duration: 1 question/level
Range: Touch
Saving Throw: None
Water, or the spirit that dwells within it, can speak to casters of this spell. It will know such things as what creatures drank from it last and what they looked like, where a particular fish is, or if a specific item lies at the bottom. It has no concept of names or time, and generally only remembers events that have occurred in the past week. This is a good way of finding out how long a given water supply will last, or if it has been enchanted or poisoned. The caster must be able to see the water to speak with it. |
Spell Shield
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S
Duration: 5 rds
Range: Touch
Saving Throw: None
This spell protects a single being against all magic in the following ways: The recipient receives a +3 bonus to all saving throws vs. spell; the recipient is rendered immune to all Illusion/ Phantasm and Enchantment/Charm spells for the duration of the spell shield (previously existing magics of this sort are permanently broken by the shield), and the shield absorbs ld2 points from each die of damage inflicted by any spell that does affect the shielded being. |
Spontaneous Combustion
(Alteration, Conjuration)
Sphere: Elemental (Fire)
Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One square foot per level
Saving Throw: None
This spell causes one square foot of flammable material per level of priest to burst into flames. Heavy burning clothing such as thick robes will cause 1d12 points of damage per round while light burning clothing will cause only 1d6 points of damage per round. Rolling on a floor to smother the flames will stop a victim from taking any more damage and put out the flame in two rounds.
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Status
(Enchantment/Charm)
Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 week
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: Negates
This spell causes an amount of damage equal to ten percent of a subject creature's current hit points (rounded down), to creatures of a level lower than the priest's level on a failed saving throw versus death magic when the creature failed to either address the priest or refer to the priest as he requests. The material component for this spell is a miniature paper crown. |
Stone Shape
(Alteration)
Sphere: Elemental (Earth)
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 9 cu. ft. + 1 cu. ft./level Saving Throw: None
By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.
The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object, and then touched to the stone when the spell is uttered.
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Stonebirds
Schools: Alteration
Spheres: Animal,
Elemental, Earth
Area of Effect: 2d10 birds
Casting Time: 4
Components: V, S
Duration: Special
Range: Special
Saving Throw: None
When cast, this spell summons 2d10 birds, which are transformed into living stone. The birds are under the control of the caster and retain all of their avian abilities. Each stone bird is treated as a 1 Hit Die creature with a THAC0 of 19. A stone bird has 4 hit points and inflicts ld4 points of damage with each pecking attack.
Stone birds can be directed to fly into a creature. If the bird successfully strikes a creature, it inflicts 2d8 points of damage and dies.
Birds remain in their stone form for 10 minutes per level of the caster, or until they are killed. At the end of the spell's duration, the birds are no longer under the caster's control. |
Stoneiron
Schools: Enchantment/Charm
Spheres: Elemental, Earth
Area of Effect: Weapon(s) touched
Casting Time: 6
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None
This spell causes stone weapons (flint, obsidian, and so on) to have the attack and damage scores of ordinary steel weapons, eliminating all penalties and higher chances of breaking. One large or two small weapons can be affected by each casting of this spell. Enchanted missiles lose their dweomer after striking their target; otherwise, the spell lasts 5 rounds per level of the caster. Repeated castings do not improve the weapon's abilities further.
The material component is a small chunk of stone of the same type as the weapon to be enchanted. |
Storm Shield
Schools: Abjuration
Spheres: Protection,
Weather
Area of Effect: Special
Casting Time: 6
Components: V, S
Duration: 6 rds + 1d4 rds
Range: 10 yds/level
Saving Throw: None
This spell creates a floating, weightless, mobile barrier of solid air that blocks all damage from winds, lightning, normal missiles, and heat or cold. A storm shield attracts all electrical discharges within 30 feet and absorbs them so that no harm is done to nearby beings. It automatically neutralizes any extreme of heat (including fire), or cold (including ice), that it comes into contact with, but does so only once for each extreme. A storm shield neutralizes a second encounter or round of contact with either extreme heat or cold, but as it does so, the storm shield itself dissipates, ending the spell.
A storm shield is always about 6 inches thick and occupies a square, flat area of 10 square feet per level, stopping where it encounters solid obstacles. It can be fitted into a narrow passage or opening, so as to seal it entirely or be made to fold in on itself if the caster so wills to make a smaller barrier that can be moved about in narrow confines without becoming stuck. The caster can move the shield by force of will at MV 12 (B) and turn or tilt it as desired, until he or she engages in other spellcasting, whereupon control over the shield is lost, and it remains stationary until the spell expires.
A storm shield is effective from all sides, but it only deflects normal missiles; a sword or other weapon can be thrust through it with no effect on either the shield or the attack. |
Suggestion
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: All creatures within range
Casting Time: 3
Components: V, S
Duration: 1 turn + 1 turn/level
Range: 20 yards
Saving Throw: Neg.
This spell is similar to the 3rd-level wizard spell of the same name (q.v.), except as noted above. The most significant difference is that, as shown above, the spell affects all creatures within range, rather than a single creature. The reduced duration and range offset this advantage. Creatures making their saving throws are not affected, and a save can be made every time a new suggestion is made during the spell duration. |
Summon Lock Lurker
Schools: Invocation/Evocation
Spheres: Summoning
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 8 hrs
Range: 10 yds
Saving Throw: None
Within one round of casting this spell, the priest magically conjures ld3 lock lurkers. The lock lurkers appear in an area within spell range, as desired by the caster. They follow simple instructions of the caster, who is conveyed the ability to communicate basic concepts verbally to them for the duration of the spell (though the caster cannot understand the lurkers in turn). They are typically set to guard treasure, small areas such as the interiors of chests, bags, or pouches, or the person of the caster.
These creatures do not check morale. They vanish when slain or when the spell duration expires.
The material component is a gold coin.
Lock Lurker: AC 3; MV 9; HD 1+3; THAC0 19; #AT 1; Dmg 1 (bite), ld4+S (sting); SA paralysis; SD partial etherealness; SZ T (1" body, 1' tail; ML elite (13-14); Int low (6); AL N; XP 175.
The lock lurker's body looks like a coin, but it has a powerful tail that exists on the Ethereal Plane until the creature strikes. Usually found guardian creature or as a lurking predator feeds on small vermin, the lock lurker bite followed by full recovery. |
Sympathetic Magic I
Schools: Greater Divination
Lesser Divination
Area of Effect: 1 creature or object
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell allows the caster to make a divination about a specific person or thing, if some portion of the subject is available to the caster.
The caster can roughly perceive the current location and condition of the subject (dead or alive, healthy or wounded, etc.). If a creature is strongly aligned with good or evil, this is also learned. If the subject is on another plane, out-of-phase, in another dimension, traveling in time, or similarly absent only this fact is perceived. This divination is blocked by any magic of equal level or greater that wards against divinations.
The spell requires some material focus associated with the creature or object. This can be, for example, a lock of hair, fingernail parings, a sliver of wood or metal, and the like. The material is destroyed in the casting. |
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