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Eilstraee

 

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

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Prayers "E" - First Level

Easy Road
Schools: Alteration
Spheres: Travelers
Area of Effect: 1 mile of road/level
Casting Time: 1 rd
Components: V, S, M
Duration: 1 hr/level
Range: Touch
Saving Throw: None

This spell ensures that the passage of a priest and his or her party along one path or road is quick and without mishap. The priest can enchant up to 1 mile of road or pathway per caster level, allowing the group's rate of movement along the road to be increased by 50% without any noticeable spell effect. If the priest abandons the road or path to move across country to the destination, the spell ends immediately.
In addition, for the spell's duration, minor accidents, such as stones caught in a horse's hoof or a broken axle on a wagon, do not occur.
The material components are the priest's holy symbol and a handful of dirt from the road, both of which are held in one hand a moment before the dirt is sprinkled at the feet of the priest.

Endure Cold/Endure Heat
(Alteration)
Sphere: Protection
Range: Touch Components: V, S
Duration: 1 ½ hrs./level Casting Time: 1 rd.
Area of Effect: Creature touched Saving Throw: None

The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.

 

     
     
Prayers "E" - 2nd Level

Edge of Sharpness
Schools: Enchantment/Charm
Spheres: Combat
Area of Effect: 1 edged weapon
Casting Time: 5
Components: V, S
Duration: 1 rd/2 levels (round down)
Range: Touch
Saving Throw: Neg.

This spell enchants an edged weapon - typically some sort of axe, dagger, knife, or sword - with the magical sharpness.. Any weapon enchanted by means of this spell can cut through earth, stone, or metal as though it did not exist. This is not to say the effects of this spell enable a weapon to cleave earth, stone, or metal. Rather, such materials are simply treated as air as far as the enchanted weapon - in its entirety, not just the edge - is concerned.
While this enchantment confers no additoinal damage bonus, metal armor of any sort, stone walls, and the like provide no physical protection against a weapon enchanted with the edge of Arumdina, although their magical bonuses, if any, are unaffected. The Armor Class of all opponents clad in armor or behind such cover is adjusted accordingly. This spell does not give a normal weapon the ability to harm creatures vulnerable only to enchanted weapons. For example, a werewolf could not be struck by a normal weapon enchanted with the edge of sharpness.

 

 

Eilstraee's Moonfire
Schools: Alteration
Spheres: Sun
Area of Effect: Up to 1 cubic foot/round
Casting Time: 1 round
Components: V, S
Duration: 1 round/level
Range: variable
Saving Throw: None

By means of this spell, the caster can conjure controlled moonfire. Moonfire can range from a faint glow to a clear, bright (but not blinding) light, varying in hue as desired: blue-white, soft green, white, and silver. It serves as a source of light for reading, finding one's way, and attracting others to a desired location. Moonfire is the same as the strongest moonlight for all purposes.
Eilistraee's moonfire lasts for 1 round/level of the caster. Concentration isn't required to maintain it, but it can be ended at will by the summoner, by a successful dispel magic spell, or by any darkness spell cast against it for this purpose (which the Eilistraee's moonfire negates during its own destruction).
Moonfire always appears to emanate from some part of the bodyt of the priest casting the spell, but it can move about at the user's will. Priests of 4th level or higher can cause moonfire to move away from their bodies altogether, drifting about in the manner akin to dancing lights. Moonfire moves about the caster's body as rapidly as desired, but when no longer in contact with the caster it can drift in any direction (and through the tiniest openings) as a rate of up to 40 feet per round. Moonfire can fill as large or small an area as the priest desires, up to the volume limites of one cubic foot per level.

Elemental Whirlpool (Conjuration/Summoning)
Sphere: Elemental (Water), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell conjures up a small whirlpool, 5 feet high, and 3 feet wide at the top. This miniature water elemental has AC 5, 2 HD, MV 190 feet per round, hits twice for 1d4 and can be struck by normal weapons. In water combat this can confuse up to 100 small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant fish. On land, anyone trapped inside the whirlpool must make a saving throw versus spell or suffer 1d2 points of drowning damage. Spending more than 15 consecutive rounds in a whirlpool without the aid of some magical water breathing spell or device, will force a saving throw versus death magic. If the subject fails, he will fall unconscious. If he is not aided within 3 rounds he will die. Should he remain in the pool, but save, he will continue to take damage each additional round, and continue to make saving throws. Spells have a 40% chance of success within the whirlpool. The whirlpool can easily put out non-magical fires of any type. Any native of the elemental plane of water can easily dissolve the whirlpool with a touch, including another whirlpool.

Endure Acid (Abjuration)
Sphere: Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to acid, instead of water.

Endure Air (Abjuration)
Sphere: Elemental (Air), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.

Endure Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).

Endure Electricity (Abjuration)
Sphere: Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to electricity, instead of water.

Endure Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp icicles, etc.

Endure Water (Abjuration)
Sphere: Elemental (Water), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 1st-level endure cold or heat. It causes the protected creature to take no damage from natural phenomena that are connected to water. If a magical force simulating these phenomena (see below for examples) hits the protected creature, this spell may subtract 10 HP of damage after the saving throws are rolled. After reducing the damage once in this way, the spell ends. Otherwise, the spell ends when the duration runs out. In contrast to endure cold or heat, this spell does not end if another elemental force hits the protected creature; the spell ends only if its duration runs out or if the creature is hit by the appropriate magical force (even if it causes less than 10 HP of damage). The material component is the holy symbol of the priest.

Endure water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.

Enhance Turning
Schools: Enchantment/Charm
Spheres: Combat
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This spell can be cast on any individual with the ability to turn undead creatures. While it is in effect, the recipient turns undead as if one experience level greater, and gains a +1 bonus to all turning rolls, both for the initial turning result and for the number of undead turned or destroyed. No additional benefit is received from multiple castings of this spell.
The material component is a silver holy symbol

Ethereal Barrier
(Abjuration)
Sphere: Astral, Wards
Range: 120 yds. Components: V, S, M
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: Two 10-ft. Saving Throw: None
squares/level

The ethereal barrier is a defense against the passage of extradimensional creatures, including characters or monsters that are phased, ethereal, or travelling via dimension door or shadow walk. The priest creates an imperceptible barrier of 10 square feet per level that may be arranged in any fashion the priest desires. For example, a 3rd-level character can ward six 10-foot by 10-foot surfaces, which would be sufficient to guard a 10-foot by 10-foot by 10-foot room (four walls, a ceiling, and a floor need to be protected.) Note that some monsters may be capable of abandoning their ethereal approach in order to simply enter the barred area on their own feet—the ethereal barrier only bars their passage as long as they are traveling in the Border Ethereal. Also, while this spell can’t be worn down by any form of attack, it does not bar teleportation, gates, or the passage of astral creatures.

Ethereal barrier may be cast as cooperative magic by several priests working together. As long as all involved characters can cast the spell, the areas of effect of each priest are added together. Total the levels of all priests involved and multiply by two to find the number of 10-foot by 10-foot squares that may be warded. For example, four 6th-level casters (24 total levels) can ward 48 10-foot by 10-foot squares. The duration is determined by the highest level priest involved, plus 1 turn for each additional priest. In the previous example, this would be 6 turns plus 3 turns for three additional priests for a total of 9 turns.

This spell is also suitable for focus magic (see the spell focus in the Tome of Magic). The material component is a special compound of rare earths and lead worth at least 10 gp per application. One application is required for each 10-foot by 10-foot square to be warded.

 

     
     
Prayers "E" - 3rd Level

Efficacious Monster Ward
(Abjuration)
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 10-foot cube/level
Saving Throw: Neg.

This spell prevents monsters of 2 or fewer Hit Dice from entering the area of effect. Such creatures are allowed a saving throw; success indicates that they avoid the spell's effects and are able to enter the area of effect.

The spell affects a cubic area whose sides equal the caster's level times 10 feet (for example, a 9th-level caster could affect an area equal to a 90' x 90'x 90' cube).

Monsters within the area of effect when the spell is cast are not affected; however, when they leave the area of effect, they cannot return. Monsters outside the area of effect can hurl rocks, spears, and other missile weapons at targets inside and can also cast spells into the warded area.

The material components are the priest's holy symbol and a pinch of salt.

Elistraee's Prayer Missiles
Schools: Invocation/Evocation
Spheres: Combat
Area of Effect: One or more creatures in a 10' cube
Casting Time: 5
Components: V, S, M
Duration: Instantaneous
Range: 30 yds. + 5 yds./level
Saving Throw: None

The missiles created by this spell are always silvery-bright, resembling the missiles reated by the goddess's avatar. The caster can create one missle for every three level of experience. The maximujm number of missiles created is four at 12th level (Additional missiles are gained at level 6, 9, and 12.) The missiles created by this spell are affected by any magic that normally affects magic missiles, including spell turning (althought prayer missiles will alway heal the caster).
The damage they inflict is pased on the target creature's alignment. Prayer missiles can affect ju-ju zombies and any undead that cannot normally be harmed by magic missiles. They do not affect objects, only creature. Healing from these missiles repairs damage only (see table below for effects ) and deis not grant bonus hit points.
This spell was created by a spelljamming drow elf princess of Eliastree for use against undead, specifically ju-ju zombies. The spell is unique to Elistraee's pristesses and they do not share it with other religions. In the realms, only Mystra and Azuth grant similar spells, and these are just a priest's version of the wizard spell magic missile.

Eilstraee's Prayer Missiles Effects
Alignment Damage Information
Any Good None Hits automatically; heals 1 point/missile
Any Neutral 1d3/missile Attack roll to hit
Any Evil 1d4+1/missile Hits automatically
Undead/Extraplanar 1d4+2/missile Hits automatically
     

Embattlement
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S
Duration: 7 rds
Range: Touch
Saving Throw: None

While this spell is in effect, any attacks on the protected creature that require attacks are rolled twice. The result most favorable to the creature is used.

Everfull Quiver
Schools: Alteration
Spheres: Combat
Area of Effect: 1 quiver and two arrows
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: None

This spell enchants a quiver that contains at least two arrows. In every round thereafter, the caster can withdraw up to two arrows per round without depleting the total number of arrows in the quiver. If more than two arrows are ever withdrawn in one round, the spell effect ends immediately, and only the first two arrows withdrawn do not deplete the real supply. If anyone aside from the caster tries to withdraw an arrow from an endless quiver, the spell effect ends immediately as well.
The caster can withdraw any type of arrow that was found within the everfull quiver when the spell was cast. Thus if the priest casts everfull quivers on a quiver containing one flight arrow, one sheaf arrow, and one silver arrow, he could then withdraw two silver arrows, one silver arrow and one flight arrow, etc., per round. No arrow drawn from an everfull quiver while the spell effect lasts is magical, even if the one or more arrows in the everfull quiver is magical.
If an arrow drawn from an everfull quiver is not immediately employed, it fades into nothingness in two rounds. Once shot, an arrow drawn from an everful quiver cannot be reused, but will not vanish.
The material components of this spell are the priest's holy symbol, a quiver, and two or more arrows, none of which is consumed in the casting.

Exaltation
Schools: Abjuration
Conjuration/Summoning
Spheres: Combat, Healing
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: Special

This spell enables a priest to aid and protect any one other being. The priest cannot use this spell upon himself or herself. By touch, the caster removes the effects of fear, sleep, feeblemindedness, hunger, pain, nausea, unconsciousness, intoxication, and insanity from the spell recipient (who can be of any alignment or faith). The recipient is protected against spells and other attacks that cause these effects for the duration of the spell. Such effects are negated, not postponed until the spell expires.
A recipient of a different faith and alignment than the caster must make a saving throw vs. spell even if willing. If the saving throw is successful, the spell is lost and has no effect.
A recipient of a different faith and the same alignment as the caster makes the saving throw at a -4 penalty. A successfully exalted recipient (the saving throw failed) receives a +1 bonus to any morale checks and +1 reaction adjustment for surprise checks for the spell duration.
A recipient of the same faith but a different alignment than the caster makes the saving throw at a -6 penalty. A successfully exalted recipient receives a +1 bonus to any morale checks for the spell duration.
A recipient of the same faith and alignment as the caster receives a +2 bonus to any morale checks for the spell duration, and - if the caster desires - radiates a white, blue-white, or amber radiance for the duration of the spell. If the radiance is desired, it is evoked immediately and cannot be ended before the spell expires.
The material components for this spell are a flask of holy water and a powdered sapphire or diamond of at least 1,000 gp value.

 

     
     
 
 
 
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