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Witch Prayer List

 
Witch Prayer List "T"
 
 
 

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 "T" - First Level

Test
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: Special
Range: 0
Saving Throw: None

This spell has two distinct uses, one of which must be chosen during spellcasting.
In its primary form, a test of maat discovers emanations of injustice, dishonor, disorder, and sin from any creature within its area of effect, a corridor 10 feet wide and 120 yards long. The duration of this spell effect is 1 turn+5 rounds per level. Character alignment (or, more precisely, deviation from the ethos of law and good) is revealed only indirectly, if at all. The primary effect is to reveal whether a creature is accordance with the concept of maat that is if they are at peace with the gods and living a happy life. A test of maat registers (indirectly) whether the person has performed activities offensive to Horus-Re such as providing offerings to Set or Sebek, acting disrespectfully to priests, treating slaves poorly, etc. If multiple individuals are within the area of effect, a priest must be of 5th level or greater to differentiate the status of each individual; otherwise the group is perceived as an average of sorts. The degree of discord in an individual and its general nature can be sensed by a priest of 9th level or higher. The priest must concentrate- stop, have quiet, and intently seek to detect the aura of maat-for at least one round to receive a reading. This aspect of the spell only functions within the geographic sphere of influence of the Mulhorandi pantheon.
In its alternative form, a test of maat spell allows the priest to determine whether or not a morally ambiguous contemplated action falls within the strictures of maat. In this form, when a test of maat is cast, the priest imagines a possible course of action for himself or herself (and possibly some companions). The spellcaster immediately receives a positive or negative feeling as to whether or not the contemplated action would violate the limits of maat, and the spell effect ends immediately thereafter. There is a base 100% chance of receiving an answer to this form of test of maat. However, Horus-Re encourages his followers' ability to think for themselves and is less responsive to requests to provide advice that occur less than a tenday apart. For every day less than 10 that has yet to pass between castings of this spell, the base chance of not receiving a response increases by 10%. For example, if this form of a test of maat was last used three days ago prior to the current spell-casting, there is a 70% chance of not receiving a response.
The material component is the priest's holy symbol held over his left eye with his right hand.

Threnody
Schools: Necromancy, Enchantment/Charm
Spheres: Charm, Necromantic
Area of Effect: 30-ft radius
Casting Time: 1 rd
Components: V
Duration: Special
Range: 0
Saving Throw: Special

This spell enables the priestess to evoke images oi lost friends and family in the minds of those who are facing the undead, hindering their ability to attack those who bear the guise of their loved ones.
After 1 round of singing the threnody (the casting time), anyone within or who enters the spell's area of effect while the singing continues must make a successful saving throw vs. spell or fall under the sway of the threnody for as long as he or she remains in the area of effect. Anyone unaffected who remains in the area of effect in subsequent rounds must continue to make saving throws vs. spell with a +2 bonus or fall under the sway of the threnody. The only way to escape the lament's effects is to stay more than 30-feet from the singer.
While a subject is under the sway of the threnody, undead within the area of effect appear to bear the likeness of deceased persons for whom the subject cared deeply. Affected subjects attack undead opponents with a -2 penalty to attack and damage rolls.
A fortunate few persons-typically the very young or the very sheltered-have never lost a loved one or family member or witnessed a death. Such individuals (as adjudicated by the DM) are immune to the siren song of a threnody. At the other extreme, an affected being encountering the animated remains of a love one or comrade is incapable of attacking that foe and suffers a 4 AC penalty to avoid the undead creature's attacks.
This spell requires no material components, but the caster must be a proficient singer.

Tracker (Divination)
Sphere: Divination
Range: 1 foot per level
Components: V, S
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Negates

This spell allows the priest to place an enchantment on an object. The priest will then know, for the duration, the direction and relative distance to the object. The object can be up to a mile away before the spell fades away. The spell will last until the spell duration expires or it is dispelled. If the object is on a unknowing recipient at the time of casting, then (and only then) does the carrier get a saving throw.

Trance
(Divination)
Sphere: Divination
Range: 0
Components: S
Duration: 8 rounds
Casting Time: 1 round
Area of Effect: 100-yard radius
Saving Throw: None

The priest goes into a meditative trance, and, after being in this trance for one round, can feel the presence of the spirits in the area - including the spirits of the animals in the area.

For example: if, say, a troll happened to be within 100 yards of the priest, the priest would certainly know that something large and fell is in the area, but, unless the priest had come into contact with the spirit of a troll before, wouldn't know what it was.

 

 

 

     
2nd Level

Track Like A Ranger
(Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn per level
Casting Time: 2 rounds
Area of Effect: The caster
Saving Throw: None

With this spell, the casting priest is temporarily endowed with tracking ability similar to that of a ranger. However, the tracking spell is better. Using this spell, the priest becomes not only aware of all physical traces, but psychic traces too. Thus, he could trace a creature who has travelled using pass without trace. This makes almost anything trackable, even aerial creatures (at least, those who leave strong enough psychic impressions). There are some restrictions, though. The priest must have an item that belonged to the creature being tracked. Furthermore, tracking with this spell must begin at a point that the creature has been at within the past half hour. The material component for the spell isthe priest's holy symbol..

Transfer Charm
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 person
Casting Time: 1
Components: V, S
Duration: Special
Range: 120 yards
Saving Throw: Negates

This spell transfers control of a charmed individual to another person, i.e. if the witch encounters someone who has been charmed by another magic-user, they can use this spell to transfer control over that person from the original caster to either themself or even someone else. The duration remains as per the original charm spell used.

Translate
Schools: Alteration
Spheres: Divination
Area of Effect: 1 text or scroll
Casting Time: 1 rd
Components: V, S, M
Duration: 3 turns/level
Range: 0
Saving Throw: None

This spell allows the priest to read texts (scrolls, maps) written in a foreign language (including Thieves' Cant). It does not allow the reading of wizard-magic texts or the deciphering of coded messages. The spell can be used in conjunction with a scribe spell if the translation is to be written down. Any scroll containing a spell or recipe for a potion or powder cannot be translated.

3rd Level

Thunderclap
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: 30-ft radius
Casting Time: 1
Components: S, M
Duration: Special
Range: 0
Saving Throw: Special

To cast this spell, the priest takes an oak leaf in hand and slaps that hand against any hard object (including the other hand). The result is a sound very much like a thunderclap that can be heard for miles. Any creature within 30 feet of the spriest is stunned and deafened unless a successful saving throw vs. spell is made; in which case the creature is only temporarily deafened for 1 d 10 rounds. A stunned creature cannot initiate or continue any action for the remainder of the current round or the next round. Attacks made while deafened are at a penalty of -2. Deafened creatures have a -3 penalty when rolling for surprise. The caster is immune to the spell's effects.
The material component is an oak leaf.

Turnbane
Schools: Abjuration
Spheres: Necromantic
Protection
Area of Effect: 30-ft radius
Casting Time: 6
Components: V, S
Duration: Special
Range: 0
Saving Throw: None

This spell protects undead creatures in the service of, or being commanded by, the priest from turning attempts. The spell has two forms.
A) The shorter duration, more protective version lasts 1 round per caster level. It confers total immunity to turning attempts upon chosen undead creatures within the area of effect. Only undead creatures with Hit Dice equal to half the caster's level or less can be so protected. Such undead moving farther than 30 feet from the caster lose this protection; they can be turned normally if another attempt is made. Note that the turnbane does not negate a successful turning in the event that turned undead creatures move back to within 30 feet of the caster.
B) The longer duration version lasts 3 rounds per level and allows the caster to protect undead with Hit Dice equal to or less than the his or her experience level. An opposing priest, cleric or paladin attempting to turn such creatures must first roll a number on 1d20 less than the caster's basic, unadjusted saving throw vs. spell. Failure to do so means the undead cannot be turned while they remain within 30 feet of the caster. This failure does not prevent others from trying to turn the same undead creatures; each separate turning attempt by another different priest requires a separate 1d20 roll. A successful roll on the 1d20 means the turning attempt is resolved normally.
A successful dispel magic will remove the effects of a turnbane, as will a dispel evil cast into the area of effect of the turnbane. A holy word dispels a turnbane also.


 

 
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