Eilstraee |
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Major Spheres - All, Combat, Eilstree, Guardian, Proctection
Minor Spheres - Healing, Summoning, Travellers, Weather.
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Prayers "A" - First Level |
Animal Call (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 120 yard + 10 yard per level radius
Saving Throw: None
This spell allows the priest to call all animals within the spell effect. The animals will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the animals will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the animals will peacefully disperse to whence they came.
This spell is only effective outdoors. When cast by the periest, it summons one normal woodland creature that is within a mile of the caster. The creature is allowed a saving throw vs. spell. The DM determines the type of creature summoned, depending on terrain and level of the caster. The creature's Hit Dice must be equal to or less than half the level of the caster. This beast is friendly toward the preist. It remains with the caster so long as he travels through the wilderness, but won't go more than 20 miles from its home. Upon entering any large encampment, village or other settlement, the beast parts company with the priest. In addition, mistreating the beast causes it to leave or even turn on the priest
The spell does not provide telepathic or perfect communication with the beast; however, it does understand the general meaning of spoken commands and gestures. The animal is still a wild beast and can be dangerous, especially misinterpreting common situations as threatening. If well treated, the animal defends and serves the priest to the best of its ability and nature. Thus, a monkey would prefer harrassment and tricks to outright combat, while a tiger would fearlessly spring into the midst of the priest's foes. Common animals summoned include monkeys, hawks, badgers, boars, bears, tigers, and serpents.
The spell requires a piece of candy, sugar, or other tasty morsel for the creature summoned. |
Animate Weapon
Schools: Enchantment/Charm
Spheres: Combat
Area of Effect: Weapon touched
Casting Time: 4
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: Touch
Saving Throw: None
This spell enables the priest to animate one weapon to fight for him, much like a sword of dancing. If the priest is of 2nd level or less, the only type of weapon this spell can animate is a war hammer. Once the spell is cast, the weapon hovers a few feet in front of the priest and a few feet above the ground. It attacks as if wielded by the priest, but only once per round, and it cannot parry attacks against the priest. The weapon is effectively Armor Class 0. If more than 4 points of damage, plus 1 point of damage per level of the priest, are inflicted upon it in one round, the animated weapon drops to the ground, undamaged, and the spell immediately ends.
While this spell is in effect, it is possible for the priest to cast other spells or perform any other action except attack with a melee weapon. The latter interferes with the animated weapon's ability to fight, ending the spell immediately.
The material component of this spell is the priest's holy symbol. |
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Prayers "A" - 2nd Level |
Aura of Comfort (Evocation)
Sphere: Travelers
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura.
If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150 will actually experience a temperature of 80°F.
All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the aura of comfort
is in effect. The spell offers no protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire- or cold-based attacks. |
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Prayers "A" - 3rd Level |
Amplify Damge
Schools: Necromancy
Spheres: Combat
Necromantic
Area of Effect: 1 creature
Casting Time: 3
Components: V, S
Duration: 1 rd/level
Range: 10'/level
Saving Throw: Negates
A target creature that fails its saving throws vs. spell is cursed. Dim energies sheathe the creature, causing it to suffer an additional +1d6 damage from melee attacks that hits it. |
Archer's Redoubt
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 5 rds/level
Range: 0
Saving Throw: None
When this spell is cast, an immobile, invisible barrier, pierced only by a narrow arrow slit, comes into being and totally encompasses the caster. This shield provides protection equal to Armor Class 2 against frontal attacks and Armor Class 0 against all other attacks. The barrier also adds a +1 bonus to the priest's saving throws.
It is not possible to move an archer's redoubt, and leaving its confines ends the spell. However, the arrow slit can change position as mentally directed by the caster. Although a melee weaopn or hurled weapon can't be used from an archer's redoubt, any sort of bow or crossbow can be fired without hindrance.
The material component of this spell is the priest's holy symbol. |
Aurora Borealis (Charm, Invocation)
Sphere: Charm, Weather
Range: 20 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One 30x30-foot area per level
Saving Throw: Negates
Casting this spell will only work under the open sky at night. It invokes extremely colourful and beautiful northern lights that slowly swirl through the entire sky. The aurora is visible to all creatures in the area of effect, even to those that are looking outside through a window. All affected creatures have to roll a saving throw versus spell in order to avoid the charming effects of the spell. The following modifiers apply:
-4 on a moonless night
-4 if there is a real aurora
-2 for a quarter of the moon
-2 at midnight
+2 for three quarters
+2 at dusk or dawn
+4 for a full moon
The normal Wisdom modifiers against charming spells also apply. Those creatures that fail their saving throws are fascinated by the spectacle in the sky and will continue looking at it for the full duration of the spell - possibly resulting in strained necks. A physical attack on a charmed creature cancels the charm immediately for that creature. If a lot of noise is made (by alarm-bells or shouting, for example) a new saving throw is granted at +4 for all the creatures affected by the spell. Those creatures that successfully save versus spell are free to look at the northern lights if they want to, but are in no way charmed. The priest casting aurora borealis is always immune to his own northern lights. He needs his holy symbol to cast the spell. |
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