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Eilstraee

 

eilstraeeMajor Spheres - All, Combat, Eilstree, Guardian, Proctection
Minor Spheres - Healing, Summoning, Travellers, Weather.

A B C D E F G H I J K L M
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Prayers "B" - First Level

Battle Cry (Enchantment/Charm)
Sphere: Combat, Vengeance
Range: 0
Components: V, S
Duration: 6 rounds
Casting Time: 2
Area of Effect: 60 yards + 10 yards per level radius
Saving Throw: None

At the culmination of this spell, the priest utters a deafening cry or shriek drawing the attentions of all hostile creatures within the area of effect. 1d6 HD of these creatures per level of the priest are stunned for 1d3 rounds; this affects creatures with the lowest Hit Dice first. All affected creatures will thereafter attempt to physically attack the priest, foregoing any other actions. The desire to hunt down the priest will remain for 6 rounds or until the priest is slain. At the same time, all friendly creatures within the range of the spell receive the benefit of a bless spell (+1 to attack rolls and saving throws). Friendly creatures also receive a +1 to their morale checks as long as the priest remains alive. Undead or creatures with Intelligence less than 5 are not affected by this spell.

Beast Tattoo
Schools: Enchantment/Charm
Spheres: All
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: 3 hrs/level
Range: 0
Saving Throw: None

This spell enchants a tattoo depicting an animal or monster to imbue the caster with an ability score increase in an attribute related to that creature. For example, cats are often associated with agility, foxes with cunning, and so on. The exact characteristics associated with any given species may vary from culture to culture.
Thus, this spell augments one ability score (the one most closely associated with the animal depicted) by 1 point up to a maximum of 19. Thus, if a bear is associated with strength in the caster's culture, the caster can increase his or her Strength by 1 point (or 10%, for characters with exceptional Strength).
The material component of this spell is the priest's holy symbol. The caster must also have an appropriate tattoo.

Beneficence
Schools: Invocation/Evocation
Spheres: All
Area of Effect: 10 ft/level radius
Casting Time: 5
Components: V
Duration: 2 turns/level
Range: Touch
Saving Throw: None

The beneficence spell surrounds the priest in an aura of mystical harmony and wisdom. All who see him recognize him as a holy man of virtue and kindness and many are predisposed to treat him in a friendly and respectful manner. The spell gives the priest a bonus of +2 to encounter reaction rolls with most NPCs and creatures. Only those who are sworn enemies of the priest, his race, his class, or what he represents are immune to the effects of the spell. Nor does the spell work on creatures that have no understanding of the priest's position or role. Thus, the spell is unable to affect the reactions of a den of tigers or a group of bandits waiting to waylay the unwary. It can, however, affect the reactions of a group of peasants or a village of ninjas, provided the latter are not hired to harm the priest
Beneficence does not deprive those affected of their free will and does not cause them to instantly follow the suggestions of the priest. Their reactions are improved for every day dealings, not for very unusual events.

Bird 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 birds within the spell effect. The birds will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the birds will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the birds will peacefully disperse to whence they came.
Bless/Curse
(Conjuration/Summoning)
Reversible
Sphere: All
Range: 60 yds. Components: V, S, M
Duration: 6 rds. Casting Time: 1 rd.
Area of Effect: 50 ft. cube Saving Throw: None

Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50 foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.
Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.
This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by 1. The curse requires the sprinkling of unholy water.
Blessed Hammer
Spheres: Combat
Area of Effect: 1 weapon
Casting Time: 1
Components: V, S
Duration: 1
Range: Touch
Saving Throw: None

The priest forms a hammer of holy energy, and hurls at his foe, at the priests base THAC0 adjusted for Dexterity. On a successful hit, the hammer inflicts 1d4+1 points of damage, +1d6 against undead creatures. For each 2 spellcasting levels (at 3rd, 5th and so on) the priest can cause an additional 1d4 points of damage (1d6 against undead) to a maximum of 5d4 at 9th level
Blessed Watchfulness
(Alteration)
Sphere: Guardian
Range: Touch Components: V, S
Duration: 4 hrs. + 1 hr./level Casting Time: 4
Area of Effect: Creature touched Saving Throw: None

By casting this spell, the priest confers exceptional powers of observation and alertness to one creature for the duration of the spell. While blessed watchfulness is in effect, the designated sentinel remains alert, awake and vigilant for the duration of the spell. In fact, it takes a roll of 1 to surprise someone under this effect. He resists sleep spells and similar magic as if he were 4 levels or Hit Dice higher than his actual level and gains a +2 bonus to saving throws against other spells or effects that could lower his guard or force him to abandon his watch, including charm, beguiling, fear, emotion, and similar mind affecting spells. If the effect normally allows no saving throw, the watcher gains no special benefit.

Bowstaff
Spheres: Combat, Plant
Area of Effect: One branch
Casting Time: 5 rounds
Components: V, S, M
Duration: Permanent
Range: 0
Saving Throw: None

A priest casts this spell when in need of a bow. The spell can transform any long branch or stick that the priest holds permanent, and the new bow bears no magical dweomer; it is normal in appearance and can be easily broken as any other wooden weapon. Traveling priests who wish to appear unarmed often take along a stout staff that they can cast Bowstaff upon when ready.

 
     
Prayers "B" - 2nd Level
Barkskin
(Alteration)
Sphere: Protection, Plant
Range: Touch Components: V, S, M
Duration: 4 rds. + 1 rd./level Casting Time: 5
Area of Effect: 1 creature Saving Throw: None

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.

In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component for the spell

Battle Blessing
Schools: Alteration
Spheres: Combat
Area of Effect: Creature touched
Casting Time: 2
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: Special

Battle blessing increases the odds of the recipient striking when in battle with significantly more powerful foes. When used against foes of commensurate skill and similar defenses, this spell has little effect.
Normally a roll of a 1 on an attack roll is a miss and a roll of a 20 on an attack roll is a hit. When used by the priestess on herself or an ally, the chances of an automatic hit are improved. When cast on an opponent, the chances of an automatic miss are increased. If cast by a priestess of 6th level or less, either a 19 or 20 is always a hit or a 1 or a 2 is always a miss. If cast by a priestess of 7th level or greater, an 18 is also always a hit or a 3 is also always a miss. Only attack rolls are affected.
An unwilling subject of this spell is allowed a saving throw vs. spell to avoid its effects.
The spell requires the use of the priest's holy symbol.

Body Blades
Schools: Alteration
Spheres: Combat
Area of Effect: The caster
Casting Time: 5
Components: V, S, M
Duration: 4 rds
Range: 0
Saving Throw: None

This spell causes many daggerlike blades to sprout from all surfaces of the caster's body. They appear to be metallic but are not actually metal (and are therefore unaffected by heat metal spells, magnetic attraction, and the like). They materialize through or out of any armor, gear, or clothing worn, but don't obscure the senses or affect Dexterity. Even if they grow from the face, vision is unimpaired; if they grow from the hands, spellcasting and the like is unimpeded; and if "sticking" into adjacent body parts, they do no damage and act as if they were mere illusions. The blades never harm gear worn or carried by the caster.
To others, the spiny forest of blades augments the caster's Armor Class by 2 points, and inflicts harm as follows: If the caster charges, the blades impale for 1d4+2 points of damage. If the caster hugs, overbears, or drives a foe against a solid surface, such as a wall, damage is doubled (a successful attack roll, without bonuses, is required to manage such maneuvers).
If a caster with body blades is caught in a constricting situation (such as a closing door or compressing, moving wall), the blades halt the movement, preventing damage, though the caster will be wedged in tightly.
The material components are two shards of metal that each possess at least one sharp edge or point (bladed weapons can be used), and one shard of bone with at least one sharp edge or point (from any source).

Brightmantle
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

This spell envelops the recipient's head in a nimbus of faint, flickering blue light. While under the influence of a brightmantle, the creature's thinking is clear and unimpaired. Intelligence checks are made with a +2 bonus. Alcohol, drugs, and poisons are not removed from the recipient's system, but their side effects that muddle the brain temporarily abate.
Spells from the school of enchantment/charm and the spheres of charm and thought that impede the ability of the creature to think clearly, such as chaos, charm monster, charm person, command, confusion, delude, feeblemind, friends, forget, magic jar, maze, mental domination, or scare, have no effect while the creature is protected by a brightmantle. At the DM's option, a being afflicted with insanity may have a lucid period. the spell duration is 1 hour per caster level when cast on dwarves; otherwise, it is 1 turn per caster level.
The material components are the priest's holy symbol and a pinch of smelling salts (any restorative whose preparation is based on spirits of ammonia).

 

 

     
Prayers "B" - 3rd Level

Bestow/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.

Bird of Prey
Schools: Invocation/Evocation
Spheres: Combat
Area of Effect: 1 creature
Casting Time: 6
Components: V, S
Duration: 2 rds/level
Range: 60 yds + 10 yds/level
Saving Throw: None

This spell creates a hawk-shaped region of force that hovers above the targeted creature. Every second round, beginning the round after the spell is cast, the bird of prey dives down upon that creature, attacking with a +3 initiative bonus ove rthe initiative rolled by its caster and priest's base THAC0 with a +2 bonus. Thus, if the casting priest has an initiative of 5 and a THAC0 of 16, the bird of prey has an initiative of 2 and a THAC0 of 14.
A bird of prey that strikes inflicts 2d4+2 points of damage. Whether it hits or misses, it immediately circles upward and prepares for another attack until the spell effect expires. When possible, the bird of prey climbs to 30 to 40 feet above the caster (though such a height is not necessary for the spell to function).
The target creature cannot be changed once the spell is cast; however, the priest need not concentrate to maintain the effect. The target creature need only be in range when the spell is cast; the bird of prey pursues its target. Invisibility offers no protection, assuming the spellcaster could detect the target while casting.
While a bird of prey can be perceived as a hawk-shaped shimmering region by those who look carefully, attacks against it have no effect. Only a dispel magic or similar spell affects a bird of prey, ending it immediately. Otherwise, the only way to escape is to employ blink, dimension door, teleport, or similar form of travel. If the target creature escapes in this fashion, the bird of prey immediately dissipates. A shield spell, while in effect, causes a bird of prey to miss automatically.

Blacklight
Schools: Alteration
Spheres: Combat, Sun
Area of Effect: 20-ft radius
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds/level
Saving Throw: Special

Upon casting this spell, the priest creates a stationary, temporary area of total darkness. The darkness is impenetrable to normal vision and infravision, but the caster can see, move, attack, and cast spells normally in the affected area. Each round, others within the blacklit area are allowed a saving throw vs. spell at a -3 penalty. Those who succeed can see as the caster does for that round while those who fail are wrapped in total darkness. Creatures outside the sphere cannot see into it.
The illumination of normal and magical light is negated by the blacklight. Spells that depend on visual effects (such as illusions) do not function if the victim cannot see them.
Creatures within the blacklit area have a -4 penalty to their attack rolls and saving throws and have their Armor Class reduced by 4. Characters with the blind-fighting nonweapon proficiency are only penalized by -2 to their attack rolls and saving throws and have no penalty to their Armor Classes.
The caster of a blacklight spell can end it at will. The casting of light, continual light, or dispel magic, specifically to counter this spell destroys the blacklight effect.
The material components of this spell are a piece of coal and the dried eyeball of any creature.

Bladedance
Schools: Conjuration/Summoning
Spheres: Combat
Area of Effect: 1 bladed weapon
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: None

This spell enables a single bladed melee weapon touched by the caster to animate and attack a chosen creature. The spell confers only the ability to move and fight, it does not confer any other magical abilities or properties. If at any time, the blade and the caster are separated by more than 60 feet, the spell ends and the weapon falls to the ground.
Any time after the spell is cast, the bladed weapon can be cast into the air by the priest and commanded to attack. The weapon flies toward the target creature by the most direct route. It attacks any creature that tries to block its way. If left to itself, it will fight its way to the intended target through all opposition; however, the caster can, at will, take direct control of its flight, its positioning, and its attack. Doing so requires full concentration on the weapon for the entire round, otherwise the blade attacks on its own.
The weapon attacks once per round, as if wielded by the caster. If bladedance is cast on a magical weapon that has powers activated by the wielder (such as the radiance effect of a sunblade), the caster must concentrate on the blade in order to use them. The dancing weapon does not take normal melee damage, but any attack that might destroy the weapon under normal circumstances can affect it an, of course, the bladedance is subject to dispelling. If the weapon is engaged in nonlethal combat, it defends as if it was the caster. While the blade is acting on its own, the caster can take any other actions: discharging missiles, spell casting, melee, and so on.
At 5th level, the priest can cast bladedance on any size S bladed melee weaopn. At 7th level, the priest can cast the spell on a size S or M bladed melee weapon. At 9th level, a size S, M, or L bladed melee weapon can be affected.
The material component is the priest's holy symbol, which is touched to the weapon.

Blood Golem
Schools: Necromancy
Spheres: Guardian
Necromantic
Summoning
Area of Effect: Makes 1 golem
Casting Time: 3
Components: V, S
Duration: 10 rnd.
Range: 10'
Saving Throw: None

The caster targets a corpse within range that has been vanquished no longer than one hour past. The corpse arises as a blood golem for 10 rounds, during which time it attacks like a ghoul (see Diablo Monsters, Zombie). Each hit by the blood golem on a living foe requires a saving throw vs. spell. Failure means a gout of the foes blood (1d4 points of damage) joins the blood golem. The blood golem gains an equal number of hot points. The blood golem colapses into a corpse again when the duration lapses, regardless of how many hit points it has.

Bone Orb
Schools: Necromancy
Spheres: Combat, Summoning, Necromantic
Area of Effect: The caster
Casting Time: 3
Components: V, S
Duration: 1 turn/level
Range: 0
Saving Throw: None

Bones coalesce into an interlocking bone sphere, which opens around the caster. The bone satellite absorbs the first 5 points of damage taken by the caster, before collapsing into dust. Every 2 levels beyond 1st achieved by the caster allow the creation of an additional bone orb, which all work togather to protect the caster. A caster can be protected by a maximum of 5 bone orb.

Break/Create Campsite
(Conjuration/Summoning)
Sphere: Travelers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 50-foot radius
Saving Throw: None

With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster).

The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this.

The entire process takes 4-16 (4d4) rounds to complete.

The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.

The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite.

The material components are a piece of string, a bit of wood, and a drop of water.

The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 (4d4) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for create campsite.

 

 
     
 
 
 
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