Eilstraee |
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Major Spheres - All, Combat, Eilstree, Guardian, Proctection
Minor Spheres - Healing, Summoning, Travellers, Weather.
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Prayers "D" - First Level |
Daggerleaf
(Alteration, Invocation)
Sphere: Plant, Combat
Range: 20 yards
Components: S
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Three leaves per 4 levels
Saving Throw: None
Using this spell, the priest causes oak leaves to become rigid and extremely sharp. These sharpleaves can now be wielded or thrown as daggers. If the leaves are crumbled before the spell is cast, then the resulting pieces are similar to caltrops, doing 1d2 HP each. One leaf can cover a 5-foot long square, with 1d4 points of damage hitting the first creature to enter. |
Dark Path
Schools: Alteration
Spheres: Sun, Travellers
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: 3 hrs/level
Range: Touch
Saving Throw: None
This spell enables willing recipients to move in complete darkness without hindrance or risk. The night sky is not usually considered complete darkness, but a cave lined with luminescent lichens is. This spell works for blinded creatures as well. Those affected suffer no penalties for darkness or blindness. While affected creatures are completely aware of all natural and unnatural hazards and creatures that they could perceive in fully illuminated conditions, the spell does not allow the detection of invisible or magically silenced creatures or hazards.
Although this spell can be cast only on a single creature, any living creature in physical contact with the recipient when the spell is cast (or part of a chain of creatures in physical contact with each other and the recipient) receives the benefit of the dark path as well while contact is maintained. Creatures not in the chain when the spell is cast cannot receive the spell's benefits later. Such creatures later entering a chain break it, cutting off those after them until the chain is rearranged.
Relying on chains of contact is dangerous during combat, since the benefit of the spell stops immediately for any creature losing physical contact with the spell recipient - the effects stop as well for anyone further down the chain. Reestablishing contact reestablishes the dark path if the spell has not ended.
If the recipient or chain member enters an area of illumination (that is, comes within 15 feet of a lit torch, within an appropriate distance of another light source such as a lamp or lantern, or enters the area of a light or continual light spell), the dark path spell ends immediately, and those affected by the dark path spell must make a successful saving throw vs. spell or be stunned for 1 round and blinded for 1d6 rounds.
The material component of this spell is a small piece of luminescent lichen and the priest's holy symbol. |
Deafening Clang
Schools: Enchantment/Charm
Spheres: Combat
Area of Effect: 1 metal item
Casting Time: 4
Components: V, S, M
Duration: Special (1 turn maximum)
Range: Touch
Saving Throw: None
This spell is effective only when cast upon a metal item. Once cast, the object enchanted by means of this spell rings with a deafening clang if struck against a hard surface and a command word spoken. The spell expires once three deafening clangs have been sounded or once ten rounds have passed from the time of casting.
All creatures except the wielder within 10 feet of the point of contact when a deafening clang is sounded must make a successful saving throw vs. spell or be deafened for 2d4 rounds. An affected creatures has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. The deafness fades in 2d4 rounds or can be cured magically, for example, by the cure blindness or deafness spell.
The material components are the priest's holy symbol and small round metal gong. |
Deflection
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S
Duration: 2 rds/level
Range: 120 yds
Saving Throw: Special
When the priest casts this spell, a chosen creature within range is surrounded by a mystical shield, protecting it from missiles and blows. The creature is allowed a saving throw vs. death against any attack for which a successful hit roll is scored. If the saving throw is successful, the creature takes no damage from missile weapons and half damage from melee attacks. Through the power of the spell, the creature has managed to nimbly sidestep the shot or deflect the blow of the attacker.
The reverse of this spell, attraction, can be cast on an unwilling opponent who is allowed a saving throw vs. spell to avoid the effect. If the saving throw is failed, the creature suffers 1 point of additional damage for every level of the caster when hit (to a maximum of +10), unless a successful saving throw vs. death is made for that hit. . |
Detect Evil/Detect Good
(Divination)
Reversible
Sphere: All
Range: 0 Components: V, S, M
Duration: 1 turn + 5 rds./level Casting Time: 1 rd.
Area of Effect: 10 ft. x 120 yds. Saving Throw: None
This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.
The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.
The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him. |
Divinial Armor
Schools: Abjuration
Spheres: Combat
Area of Effect: 1 or more warriors
Casting Time: 5
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell is effective only upon those warriors of the same faith as the priest who are also wearing metal armor. The spell temporarily turns the warriors into holy warriors, with hit point and Armor Class benefits tied to the caster's level. The priest casting the spell can affect one warrior for every two levels of experience (round up), to a maximum of 5 warriors. For example, a 3rd level priest can affect two warriors. The spell duration is two rounds, plus two rounds per caster level. Thus, a divinial armor spell cast by a 6th-level priest lasts 14 rounds.
The material component is the caster's holy symbol.
Caster's Level |
Hit Points Below 0¹ |
Armor Class
Bonus |
1-2 |
-5 |
1 |
3-4 |
-6 |
1 |
5-6 |
-7 |
1 |
7-8 |
-8 |
2 |
9-10 |
-9 |
2 |
11+ |
-10 |
2 |
¹The warriors can fight without penalty at negative hit points. Those reduced below -10 hit points die at once.
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Prayers "D" - 2nd Level |
Dark Fire
Schools: Alteration
Spheres: Travelers
Area of Effect: Special
Casting Time: 2
Components: S, M
Duration: 1 hr + 1 hr/level
Range: Touch
Saving Throw: None
The dark fire spell provides a small, lightless campfire when cast on a bronze brazier. This fire puts out heat and burns, but emits no light in the normal visible spectrum, nor does it create smoke. Objects set ablaze by the dark fire burn normally, emitting both smoke and light. The area of effect is equal to the size of the brazier, to a maximum diameter of one foot per level of the caster.
The material component is a small piece of charcoal. A bronze brazier is also required.
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Death Prayer
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: 1 corpse
Casting Time: 1 turn
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: Special
The priest can, by use of this spell, reduce the chance that a corpse will rise later as an undead creature. It prevents both the magical animation of a corpse and the seizure of the body by an intruding spirit. Once the protection is placed, the dweomer fades, and the fact that the death prayer was cast can be detected only by a greater divination spell of at least 5th level.
If a corpse would rise as an undead creature, this protection allows a saving throw based on its level in life. The saving throw cannot be better than 6 or more on 1d20 in any event (75%), even if magically augmented. Failure means the corpse will rise as the appropriate type of undead. Success means that the corpse is merely dead. This prevents the corpse from returning, for example, as a ghoul, ghast, wight, wraith, spectre, or even a vampire.
While the corpse is sealed, a speak with dead spell or its equivalent cannot contact the spirit unless the caster is of higher level than the caster of the death prayer. Also, while the corpse is protected, any resurrection survival roll it requires is penalized by 25%. The death prayer cannot be removed with a dispel magic spell, but it can be removed with a limited wish or restoration.
This spell does not function on the Demiplane of Dread.
The material component is the priest's holy symbol and a vial of holy water, which is sprinkled over the body. |
Dim Vision
Schools: Necromancy
Spheres: Combat
Necromantic
Area of Effect: 1 creature
Casting Time: 2
Components: V, S
Duration: 3 rds./level
Range: 90'
Saving Throw: Negates
The selected creature is cursed with dim vision on a failed saving throw. The cursed creature's visual range shrinks to only 20' in radius even in bright light, even if the creature can normally seen in the dark. Further, the creature has a -1 penalty to all attack rolls against foes within range of its vision. |
Disentangle
Schools: Alteration
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 5
Components: V
Duration: 1 rd/level
Range: 80 yds
Saving Throw: None
This spell enables the recipient to escape any rope, web, plant, jaws, glues (of monsters or plants), or wrestling hold, as long as the binding is a physical effect. The spell does not enable the recipient to alter shape, so it is not possible to squeeze through a fixed restraint, such as wooden stocks, metal shackles, or the bars of a cage, nor does it aid a creature that has been swallowed.
The disentangle spell also allows immediate escape from magical effects such as bindk, entangle, Evard's black tentacles, or a rope of entanglement, but has no effect on spells such as hold person or a ghoul's paralyzation touch.
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Dispel (Abjuration)
Sphere: Protection
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
By use of this spell, the priest can attempt to negate the effects of any other single spell providing that at least some part of that spell's area of effect is within thirty feet of the priest. The base chance for success is 50% modified upward or downward by 5% per level the priest is above or below the caster of the spell being negated. This spell can also be used to negate the magical effects of potions (either before or after ingestion), with the level of potion maker being generally treated as 12th. The material component of this spell is a piece of gum. |
Dispel Scent (Alteration)
Sphere: Guardian
Range: 120 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 15-foot radius sphere
Saving Throw: Special
When this spell is cast all odours disappear in the area of effect: no new odours will enter or leave the protected sphere. This effect lasts for the full duration of the spell - 2 rounds per level of the priest casting the spell. The area of effect must be centred around an object or a creature and so it will move if its centre turns out to be mobile. Unwilling creatures or objects worn by unwilling creatures receive a saving throw versus spell in order to prevent the spell from taking effect (the objects have the same saving throw as the creature that is carrying them). The material component is a piece of garlic that disappears when the spell is cast.
The spell provides excellent protection against odour-based attacks, be they magical like stinking cloud or natural like the smell troglodytes produce. Dispel scent can also be used to avoid being noticed by animals or monsters that rely heavily on their noses. |
Dispel Ward
Schools: Abjuration
Spheres: Wards
Area of Effect: 30-ft cube
Casting Time: 5
Components: V, S
Duration: Special
Range: 60 yds
Saving Throw: None
This spell is a more limited form of the dispel magic spell that is specifically designed only to bypass wards. Any glyph of warding, symbol, magic mouth, wizard lock, spell from the priest sphere of wards, or similar magic (as adjudicated by the DM) can be canceled by this spell, and every such ward in the area of effect must be checked when the spell is cast to determine if it is dispelled. This spell does not work against wall spells (wall of fire, wall of iron, etc.) or protective spells (prismatic sphere, antimagic shell, etc.). Rather, it negates spells cast upon an item or entrance to guard it. Unlike dispel magic, it has no effect on magical items.
The chance to dispel a ward depends on the difference in level between the caster of the ward and the caster of the dispel. The base chance of dispelling is 11 or higher on 1d20. As with a dispel magic spell, if the caster is of higher level than the caster of the ward to be dispelled, the difference is subtracted from the base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the caster of the warding magic, only a roll of 1 prevents the effect from being dispelled. |
Divine Weakness
Schools: Alteration
Spheres: Combat
Area of Effect: One creature
Casting Time: 5
Components: V, S
Duration: 1d4 rounds + 1 round/level
Range: 30 yards
Saving Throw: Negates
Divine weakness saps the strength of one living creature, rendering the chosen victim unable to stand, walk, run, lift, swim, throw, or wield any type of weapon. For all practical purposes, the effect reduces the target's Strength to 1 for the duration of the spell. The victim can still speak and cast spells requiring only verbal components, but cannot do anything requring the use of arms, legs, or hands.
If the caster attacks or otherwise allows harm to befall the weakened creature, the divine weakness effect ends immediately. Celestials use this spell to render an enemy harmless without injuring it or to subdue a hostile foe while negotiating a truce. |
Draw Upon Holy Might (Invocation)
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.).
Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Legends & Lore book cannot be gained by use of this spell. For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.
When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%.
The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith. |
Drow Alarm (Invocation)
Sphere: Protection
Range: 10 yards
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: 30-foot radius sphere
Saving Throw: Special
When a priest casts drow alarm, he creates a magical dweomer in the area of effect which is tuned to the radiation given off by some creatures and objects of the Underdark, especially dark elves. If the dweomer detects such radiation in the area of effect, it triggers an alarm (either the booming sound of alarm-bells which can be heard up to 1 mile away, or a loud beep in the caster's head - the caster determines which at the time of casting). If no such radiation is detected, the spell expires after one hour per level of the caster.
The area of effect is sphere with a radius of 30 feet, and it is stationary for the full duration of the spell. The dweomer only reacts to the radiation that is given off in certain places in the Underdark. As drow use this radiation to craft their special gear, and as they need it to power their innate abilities, it is highly unlikely that evil drow will attack the caster without these advantages. Drow that enter the area of effect are allowed to roll for their magical resistance and then to roll a saving throw versus spell to avoid triggering the alarm; their items, however, are allowed neither and will thus automatically trigger the alarm. Note further that any item that gives off such radiation, even when carried by a non-drow will trigger the spell.
The material component needed for this spell is some dust that was subjected to the Underdark radiation. It is consumed by the spell. |
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Prayers "D" - 3rd Level |
Depress Resistance
Schools: Abjuration
Alteration
Spheres: Combat
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: 1 turn
Range: 60 yds
Saving Throw: None
Using this spell, a priest can temporarily reduce the magic resistance of a target creature. The magic resistance of the creature works against the depress resistance spell at half its normal value, and no saving throw is allowed. The spell has no effect on creatures that have no magic resistance.
If the creature does not resist this spell, its magic resistance is reduced by 10% for one turn. However, drow magic resistance is reduced by 50%, plus 2% per level of the caster.
The material components of this spell are the priest's holy symbol and a broken iron rod. |
Dispel Magic
(Abjuration)
Sphere: Protection
Range: 60 yds Components: V, S
Duration: Special Casting Time: 6
Area of Effect: 30-ft. cube or 1 item Saving Throw: None
When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:
First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).
Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.
A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword.
Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option.
Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.
Summary of Dispel Effects
Source of Effect |
Effect Resists As |
Result of Dispel |
Caster |
None |
Dispel automatic |
Other caster/innate ability |
Level/HD of
other caster |
Effect negated |
Wand |
6th level |
Effect negated |
Staff |
8th level |
Effect negated |
Potion |
12th level |
Potion destroyed |
Other magical item |
12th, unless special |
* |
Artifact |
DM discretion |
DM discretion |
* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds. |
Dispel Silence
Schools: Abjuration
Alteration
Spheres: Combat
Area of Effect: 10-ft/level radius
Casting Time: 6
Components: S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell is the priest version of the dispel silence spell. This spell negates the effect of magical silence within the area of the dispel silence for the duration of the spell. Following the casting of dispel silence, all spellcasting, speaking, and actions can proceed normally.
For the duration of the spell, the area protected by dispel silence is proof against silence spells; they do not function within the area of the dispel silence. The area of effect is immobile; it does not move with the caster.
The material components of this spell are a pinch of powdered diamond worth at least 50 gp that is flung into the air and the holy symbol of the casting priest. |
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