Eilstraee |
|
|
 |
Major Spheres - All, Combat, Eilstree, Guardian, Proctection
Minor Spheres - Healing, Summoning, Travellers, Weather.
Vestibulum pellentesque, justo mollis pretium suscipit, justo nulla blandit libero, in blandit augue justo quis nisl. Fusce mattis viverra elit. Fusce quis tortor. In posuere eleifend odio. Fusce quis tortor. Aenean lectus lorem, imperdiet at, ultrices eget, ornare et, wisi. |
Prayers "F" - First Level |
Faerie Fire
(Alteration)
Sphere: Weather
Range: 80 yds. Component: V, M
Duration: 4 rds./level Casting Time: 4
Area of Effect: 10 sq. ft/level Saving Throw: None
within a 40-ft. radius
This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.
The material component is a small piece of foxfire. |
Faithfulness (Abjuration)
Sphere: Guardian, Protection
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell acts as a phylactery of faithfulness in that it will alert the priest to any action or item which will adversely affect his alignment and standing with his deity, if a prior moment is taken to contemplate the action. Furthermore, if the priest is forced by some form of possession or domination to act contrary to his alignment, the spell bestows a 10% chance per level of breaking free of the mind control, as well as a saving throw to not carry out the offending act. The material component of this spell is a drop of holy water. |
Forcing Hand (Alteration)
Sphere: Combat
Range: 30 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: 1/2
By this spell, the priest throws a stone hand at the target. The stone hand will then make a crackling noise and show blue lightning as it flies towards its target. When it hits, it will do 2 HP per level of impact damage. Upon casting this spell, the priest throws the hand and says "to arms". This spell (like magic missile) always hits. The material component is a carved (or created) stone hand. |
Foresight
Schools: Greater Divination
Lesser Divination
Spheres: Combat,
Divination
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: 200 yds
Saving Throw: Special
This spell enables the priest to foresee the actions of a single creature two rounds into the future. For every three levels of experience, the caster can predict the actions of the creature an additional round into the future (to a limit of four rounds). For example, a 1st- or 2nd-level priest can foresee the actions of the target creature the following two rounds, while a 3rd-, 4th-, or 5th-level priest can foresee the actions of the target creature in the following three rounds. The caster must be able to see the creature or read its mind (through the use of mind read, a potion of ESP, etc.) for the spell to work.
A priest benefiting from a foresight spell cannot be surprised by any action of the creature. For example, if a priest foresees that the creature will cast a fireball spell, she could quaff a potion of fire resistance. A priest who perceives that the creature will jmake any sort of physical attack receives a +4 Armor Class bonus, for that attack only, for anticipating the opponent's maneuver. The priest also receives a +4 saving throw bonus against attacks like area-effect spells and breath weapons, if a saving throw is allowed.
The target creature is allowed a secret saving throw vs. spell when this spell is cast. If the saving throw is failed, the priest receives a true vision. If the saving throw is successful, the spell is wasted. If the target creature rolls a 1, the priest receives a false vision. This gives the priest a penalty of -4 Armor Class and saving throws when trying to avoid the predicted attack.
If a priest reveals the visions in any fashion that the target creature can understand, the creature might adjust its actions accordingly. For example, if a priest shouts "Everyone take cover, the wizard is casting a lightning bolt!", the wizard might change her spell selection. However, if the priest shouts in elvish and the enemy wizard does not speak elvish but the priest's comrades do, the wizard is unlikely to change her action.
The spell requires the priest's holy symbol, a miniature silver hourglass filled with fine white sand worth at least 50 gp, and a small piece of amber. Only the last is consumed in the casting. |
Frost Fingers
Schools: Invocation/Evocation
Spheres: Combat,
Weather
Area of Effect: The caster
Casting Time: 3
Components: V, S
Duration: Instantaneous
Range: 0
Saving Throw: ½
Frost fingers is a cold form of the burning hands 1st-level wizrd spell. When cast, it causes freezing cold and shards of ice to blast from the caster's fingertips to a distance of 3 feet in a 120-degree arc in front of the caster. Any creature in this area suffers 1d3 points of damage plus 2 points for every level of the spellcaster, to a maximum of 1d3+20 points of cold damage. Those who make a successful saving throw vs. spell receive half damage. Liquids engulfed by the cold freeze unless an item saving throw vs. cold is successful. |
|
|
|
|
|
|
|
Prayers "F" - 2nd Level |
Faith Arrow
Schools: Enchantment/Charm
Spheres: Combat
Area of Effect: 1 arrow/3 levels
Casting Time: 1 rd
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell allows the caster to enchant a number of nonmagical arrows with divine power. The arrows are considered+3 magical weapons for determining what creatures they can hit.
A normal shot with a faith arrow always hits, so long as the target is within bow range and in the archer's line of sight. A called shot can be made with the archer's normal chances to hit. A faith arrow cannot pass through any barrier that a normal arrow cannot penetrate, nor follow a path that a normal arrow could not. It inflicts double damage upon opponents of opposite alignments. A faith arrow crumbles to dust after it is used.
A priest can create one faith arrow for every three levels of experience (for example, a 10th-level priest can create three faith arrows). The caster cannot have more than seven faith arrows in existence at one time.
The caster can give a faith arrow to others, but any such arrow used by someone not of the caster's faith crumbles to dust when fired.
The material component is the caster's holy symbol. The arrows must be made by an expert fletcher. |
Fist of Faith
Schools: Invocation/Evocation
Spheres: Combat
Area of Effect: 1 being
Casting Time: 5
Components: V, S
Duration: Instantaneous
Range: 10 yds
Saving Throw: None
This spell causes an invisible fist of force to strike any being visible to the caster who is within range. The fist of faith strikes only once, but cannot miss. It causes no damage to items (even fragile ones), acting only on living or undead bodies, and inflicts 4d4 points of damage (4d6 to undead). Once struck, a creature is immune to all effects of other fists of faith spells until 24 hours have elapsed. |
Flaming Child (Conjuration/Summoning)
Sphere: Elemental (Fire), 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 fire elemental: AC 5, 2+1 HD, MV 130 feet per round, one attack for 1d6, and it can be hit by normal weapons. It appears to be a 4 foot high child caught on fire. It will move as directed by the priest, but if it is ever separated from the priest by more than 30 yards it will instantly dissipate. Any being from the elemental plane of fire, including another flaming child, can destroy it with a touch. The flaming child will ignite all flammable things it touches. The material component for this spell is a bit of dung. |
Frisky Chest (Enchantment/Charm)
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: 10-foot cube
Saving Throw: None
With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 10'x10'x10' cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.
After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a dispel magic or similar spell) or the enchanted object is subdued or destroyed.
The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary.
The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.
The enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 (1d4+1) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by frisky chest). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters.
The material components are a dried frog's leg, a feather, and a fish scale. |
Frost Blade (Invocation)
Sphere: Combat, Creation, Paraelemental (Ice)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: 3-foot long, sword-like blade
Saving Throw: None
When a priest casts this spell, he causes a freezing icicle to spring forth from his hand. This blade is actually wielded as if it were a scimitar (but it is not a scimitar), and if the priest scores a successful hit while employing the blade, the creature struck will take 2d6 points of damage - with a damage bonus of +2 if the creature is especially vulnerable to frost (it will work especially well versus red dragons or fire elementals). The blade will not affect creatures that can only be hit by magic weapons. In addition to mistletoe, the priest must have a leaf of sumac in order to cast this spell. |
Frost Breath
Schools: Invocation/Evocation
Spheres: Combat,
Elemental, Water
Area of Effect: Beam, 5 ft diameter x 20 ft long
Casting Time: 5
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: Special
This spell brings into being a straight beam that moves away from the caster's chest (in the direction the caster is facing) to a distance of 20 feet. The first creature to come into contact with the beam suffers 2d4+2 points of cold damage, and must make a successful saving throw vs. spell or be chilled and shuddering for the rest of the round (attacks not yet taken in the round are lost). Additional creatures struck by the beam suffer 1d4 points of cold damage (half if they successfully save vs. spell).
The material component is a group of three drops of water (or fragments of ice) held in the priest's cupped palm and breathed upon.
|
Frost Whip
Schools: Alteration
Invocation/Evocation
Spheres: Combat,
Weather
Area of Effect: Flexible 6-ft-long beam 4 inches in diameter
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: ½
This spell creates a beam of frost stretching from the caster's hand. With a one-round delay, it can be shifted to any other body extremity; this ability is normally used only when the caster is climbing, dangling down from a ledge, or pinned under foes. The beam lasts until the spell expires, the caster wills the magic to end, or the priest undertakes the casting of another spell.
A frost whip is commonly swung about to lash foes. It can pass through them like a force, rather than a real whip, so that if the caster faces several opponents, it can be swung in an arc through all of them. If held in front of the body or across an opening, it can sometimes be made unavoidable so that foes must take damage from it, but it otherwise attacks once per round at the caster's normal THAC0 for 4d4 points of damage. A successful saving throw vs. spell reduces the damage by half.
A gentlyl applied frost whip can also freeze windows shut, stop pipes, freeze water, ruin fruits and vegetables, and render items fragile or surfaces slippery. |
|
|
|
|
|
Prayers "F" - 3rd Level |
Forceward
Schools: Abjuration
Spheres: Wards
Area of Effect: Sphere of 10-ft-radius/level
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: Special
This spell creates an immobile, spherical area of protection. The air within glows faintly. This radiance is barely visible in full sunlight, but the area is clearly lit in darkness. When forceward is cast, all creatures except those touched or named by the priest in the spellcasting must make a successful saving throw vs. spell or be forced away from the caster. Those failing are forced back 10 feet per level of the caster. Missiles and spells can be launched freely into and out of the warded area. The forceward remains stationary; it does not move with the caster.
Creatures forced outside the protected area can try to break in. One attempt per creature per round is allowed, and successful saving throw vs. spell at a -3 penalty means the creature breaks through. Any creature breaking through the ward can move and act freely within its confines, but cannot confer freedom from the forceward upon others, even by attempting to drag them along.
Any creature can freely leave the warded area but must make a successful saving throw vs. spell (with the -3 penalty) to reenter, even if originally designated as protected when the spell was cast or if successful in breaking through earlier.
The forceward ends instantly if the casting priest leaves its confines, is slain or rendered unconscious, or wills the ward out of existence. The caster can engage in spellcasting without affecting the forceward; concentration is not required to maintain it. A successful dispel magic spell destroys a forceward instantly.
The material components are a string of gems, rock crystals, or glass beads, plus the caster's holy symbol. |
Fostered Protection
Schools: Abjuration
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None
Fostered protection can be cast only on creatures that already possess some level of natural magic resistance. Other beings simply aren't affected by the spell. Also, this spell does not affect magical resistance granted by magical items or other outside sources.
When cast on a magic-resistant creature. fostered protection increases the resistance by 2% per level of the caster for the duration of the spell. Under no circumstances can the target creature's magic resistance exceed 95%.
The material component for this spell is a drop of blood from a magic-resistant creature (not the caster's or the subject's own blood). |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|