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 "V"
- First Level
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2nd Level |
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3rd Level |
Venom Immunity
Schools: Necromancy
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 6
Components: V, S
Duration: 1 rd + 1 rd/level
Range: Touch
Saving Throw: None
This spell affects one creature (which may be the caster). It renders the recipient immune to the effects of all toxins for the duration of the spell. A poison foiled by this spell is permanently neutralized; it does not take effect when the spell ends. Later attacks with the same poison, however, has normal effects. Unlike the more powerful neutralize poison, this spell has no effect on poisons already present in a creature. It will foil a poison that first takes effect in the same round that the creature receives a venom immunity spell. |
Vortex
(Alteration)
Sphere: Elemental (Air), Weather
Range:Special
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 10-foot circle
Saving Throw: None
Upon the completion of this spell a magical platform of dense air is formed at ground level in the area of effect. The platform can be pushed up by a strong but harmless rising current of air: creatures can struggle through it without too much difficulty, but spellcasting is impossible underneath the platform. The caster can cause the platform to move up or down at a maximum rate of 10 yards per round. All creatures standing on the platform will be moved accordingly, unless they either jump off or find some other way of transportation (flying, for example). The caster need not stand on the platform to control its height, but if he wants to raise or lower it he has to concentrate on that task during each round he wants to do so. If he does not concentrate on it, the platform remains stationary. If the caster's concentration is interrupted the platform stops with a jerk (all creatures on it have to make a successful Dexterity check to avoid falling off). The priest's holy symbol is needed as the material component for this spell. |
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