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 "H" - First Level |
Handfire
Schools: Alteration
Spheres: Combat
Area of Effect: The caster's hand
Casting Time: 4
Components: V, S
Duration: Special
Range: 0
Saving Throw: None
This spell causes one of the caster's hands (or the end of a chosen limb) to be surrounded by tiny winking motes of light that resemble a cluster of constantly renewed sparks. These motes of magic are neither hot nor flammable and do not harm nonliving material. Their light is bright enough to read by if the writing is very near (within the length of the caster's longest finger).
Any living creature struck by these motes (successful attack roll required) takes 1d4+3 points of damage (no saving throw). Undead creatures touched by handfire suffer 2d4+4 points of damage.
The handfire spell lasts for two attacks (regardless of how long after casting they are delivered) or until willed to dissipate by the caster. The handfire can strike twice in the same round if the caster comes into contact with two different creatures (for example, when the foes punch or run into the priest, rather than the caster trying to strike them). The handfire effect cannot be conducted along weapons or tools; direct contact with some part of a creature's body is required. No known Faerûnian armor can stop handfire, although certain magical barriers do.
The presence of active handfire does not prevent the casting of other spells or alter their effects. Discharge is automatic on contact with any living or undead being who is not the caster, so handfire can accidentally harm friendly creatures, or harm a thief or an attack even when the caster is asleep, if the active limb is disturbed. (Some priests clutch a magical item with a handfire-active hand as they fall asleep to prevent theft.)
Handfire that is willed out of existence sputters and fades in seconds, becoming harmless in an instant. If it has struck another being once, the caster can will it into his or her body, healing 1d4 points of any current damage. A caster can mentally choose the color of the handfire sparks (as a signal, for example), but cannot change this once the spell takes effect. |
Heat [1st level]
(Alteration) Reversible
Sphere: Sun, Weather
Range: 6 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 10-yard radius sphere
Saving Throw: Negates
This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (chill), causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect. |
Higley's Invisible Dog
(Conjuration/Summoning, Necromancy)
Sphere: Necromantic, Summoning
Range: 10 feet per level
Components: V, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell summons the spirit of a dead dog to act as the priest wishes for the duration of the spell. The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.). A non-combative dog is useful mostly for warning and will vanish after one warning or 1d6 hours + 1 hour per level, whichever comes first. A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d6 rounds + 1 round per level. Both have an Armour Class in inverse proportion to caster level up to level 10 (level 1: AC 10, level 2: AC 9, etc.). Past level 10 the dogs have AC 0. The material components of this spell are the priest's holy symbol, dog fur (for a non-combative dog) or a dog tooth (for a combative dog). |
Holy Channel
Schools: Conjuration/Summoning
Invocation/Evocation
Spheres: Summoning
Area of Effect: Special
Casting Time: 1 round
Components: V, S, M
Duration: 1 round'level
Range: Special
Saving Throw: Special
This spell creates a “channel” of magical energy between the caster and one other person, which enables the caster to cast spells through that person. The target person does not have to be a priest; in fact, it does not even have to be a spellcaster. The target does, however, have to be willing to serve as the caster’s channeler; if the spell is cast on an unwilling target, it fails. Also, no spell cast through the channel can harm the target in any way; a spell which would do so fails, and also destroys the channel. (Note that the reversed version of the spell is not subject to all of these restrictions--see below.)
When this spell is cast, the caster must spend a round concentrating on the target. If the target person is within view, this simply involves standing still and keeping the target in view while the spell is cast. If the target is not in view, the priest must somehow contact her to complete the spell. Telepathic contact, or a spell which sends a message remotely to the target, meets this requirement. There is no range limit to this contact, as long as the priest and the target are on the same plane of existence.
Once the target is contacted, and agrees to submit to the spell, the channel is opened at the end of the round. The priest is then in telepathic contact with the target, and can utilize all of the target’s senses as if he were in the target’s body, although no actions can be taken other than spellcasting. The priest can cast any spell he has memorized during the duration of this spell as if occupying the target’s location, using the sensory information gained from the target to judge range, targeting, areas of effect, and so forth. All spells cast in this way take effect just as if they were cast by the priest, except that the source is the target’s body.
During this spell, the priest’s own body is incapacitated; it cannot move or perform any other action, although it is clearly alive. The priest can receive no sensory information from his own body while the spell lasts. If the priest’s body is damaged or disturbed in any way (such as by a melee attack), the spell ends instantly. The priest can also end the spell prior to the expiration of its normal duration by an act of will.
The material components for this spell are the priest’s holy symbol and a magical item. Such an item can be specially enchanted for the purpose of casting this spell; it must be of finest quality and workmanship (not less than 10,000 gp value before enchantment) and must be invested with magical power by a process similar to the charging of a rod or staff. The equivalent of one “charge” per level of experience of the priest must be embedded into the item, and this magical energy cannot be discharged or used for any other purpose. When the spell is cast, all of this energy is drained from the item to open the channel, and that item becomes permanently non-magical and worthless, and can never be used for this spell again. The caster of this spell can also use any “standard” magical rod, staff, or wand usable by priests for this spell, as long as it has at least one charge per level of experience of the priest; when the spell is cast, the item is drained as above, including any “excess” charges, and can never be recharged or used again.
The reverse of this spell, unholy channel, functions similarly in most respects; the differences are that the target need not be willing, and that spells cast through the unholy channel can harm the target. If unwilling, the target gets a saving throw vs. paralyzation to resist the opening of an unholy channel; if this save fails, however, the target has no further way of stopping the caster of the channel from using her body. If a spell cast through the channel kills the target, the spell ends and the priest’s mind is thrown back into his own body; however, the priest suffers no other ill effects except a brief disorientation (he can take no other actions during the round following the closing of the channel). Obviously, this application of the spell is normally used only by evil priests. |
Holy Mace (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 2
Area of Effect: One non-magical mace
Saving Throw: None
This spell will turn the priest's own mace into a +4 holy weapon. If the mace is given to anyone, it will turn to dust. If the priest keeps the mace, it will return to normal at the end of the duration. The mace must be sprinkled with holy water for the spell to take effect. |
|
|
|
|
Prayers "H" - 2nd Level |
Hurl Rock
Schools: Alteration
Spheres: Combat
Area of Effect: 1 rock (see below)
Casting Time: 1
Components: V, S, M
Duration: 1 rd
Range: 10 yds/level
Saving Throw: None
This spell allows a dwarf to suddenly and violently use telekinesis on a loose rock, hurling it as a missile. Only stone can be used (either natural stone or petrified objects). The stone must be loose; it cannot be part of a wall, rock face, or ceiling. The projectile strikes with the caster's THAC0. The range of this spell refers to the distance between the priest and the potential stone missile. The projectile can leap up to 30 feet vertically and up to 30 feet horizontally. Misses use the grenade-like missile table in the DMG to determine the point of impact.
The caster can move up to 2 cubic feet of rock per level. Rocks that are too large are felt as such; the priest can choose another rock in the same round. If the second rock is also too large, the spell is wasted.
At times it may be important to know what damage the missile itself sustains after being hurled; for instance, if it is a fragile, valuable object, or, say, a petrified companion. The missile suffers 2d4 points of damage from its use in this spell and double that damage if it falls more than 50 feet in the process. This shatters the missile if it is brought to 0 hit points. Assume rocky missiles to have an average total of 6 hit points per 2 cubic feet, so that a rock of the maximum size that a 3rd level priest can move (6 cubic feet) has 18 hit points.
Rock missiles that shatter spray shrapnel; all creatures within 10 feet of the landing site of a missile must successfully save vs. spell or suffer 1d4+1 points of damage.
Any item struck by the missile or its shrapnel (see above) must make an item saving throw vs. crushing blow. A being struck by the missile suffers damage as shown on the table.
The material component is a tiny pebble, held in the priest's hand and not consumed during casting. |
|
|
|
|
|
Prayers "H" - 3rd Level |
Helping Hand (Evocation)
Sphere: Travelers
Range: Special
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
When a priest is trapped or otherwise endangered, this spell can summon help. The spell creates a hovering, ghostly image of a hand about one foot high. The caster can command it to locate a character or creature of the caster's choice based on a physical description. The caster can specify race, sex, and appearance, but not ambiguous factors such as level, alignment, or class.
After the hand receives its orders, it begins to search for the indicated creature, flying at a movement rate of 48. The hand can search within a 5-mile radius of the caster.
If the hand is unable to locate the indicated creature, it returns to the caster (provided he is still within the area of effect). The hand displays an outstretched palm, indicating that no such character or creature could be found. The hand then disappears.
If the hand locates the indicated subject, the hand beckons the subject to follow it. If the subject follows, the hand points in the direction of the caster, leading the subject in the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before him. Once the hand leads the subject to the caster, it disappears.
The subject is not compelled to follow the hand or help the caster. If the subject chooses not to follow the hand, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to the caster, the hand disappears; the subject will have to rely on his own devices to locate the caster.
If there is more than one subject within a 5-mile radius that meets the caster's description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand will not seek out a second subject.
The ghostly hand has no physical form. The hand can be seen only by the caster and potential targets. It cannot engage in combat or execute any other task aside from locating the subject and leading him back to the caster. The hand will not pass through solid objects, but can pass through small cracks and slits.
The material component is a black silk glove. |
Higher Curse
Schools: Necromancy
Spheres: All
Area of Effect: One creature
Casting Time: 2
Components: V
Critical:
Duration: Permanent (until dispelled)
Knockdown:
Range: Special
Saving Throw: Negates
This spell allows the priest to place one of four curses on the victim:
Ageing. +5 years to age.
Bane. Discomfort, uneasiness, inability to sleep well.
Hex. -1 to to-hit rolls and saving throws.
Ugliness. Reduce Appearance subability by 2d6 (down to a minimum of 3).
The priest must be able to see the victim to curse him. The priest cannot actually pick one of the above effects: the effect is determined at random. |
Hold Undead
Schools: Abjuration
Spheres: Protection
Area of Effect: Up to 4 undead creatures in a 20-ft cube
Casting Time: 3
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds/level
Saving Throw: Neg.
With this spell, the cleric is able to hold 1 to 4 corporeal undead creatures - even those not normally affected by hold spells. The creatures are held rigidly immobile and in place for five or more rounds. If a held creature is attacked while under the influence of the spell, the hold is broken.
The effect is centered on a point selected by the savant, and it affects corporeal undead selected by the caster within the area of effect. If the spell is cast at three or four undead, each gets a normal saving throw vs. spell; if only two are selected, each rolls the saving throw with a -1 penalty; if the spell is cast at but one creature, the saving throw suffers a -2 penalty. Saving throws are adjusted for Wisdom. The spell has no effect on undead creatures that make their saving throws.
Held undead cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the creature's condition due to, for example, exposure to daylight. The priest casting the hold undead spell can end the spell with a single utterance at any time; otherwise, the duration is five rounds at 5th level, six rounds at 6th level, seven rounds at 7th level, and so on.
The material component is the priest's holy symbol. |
Circle of Secrets
Schools: Alteration
Spheres: All
Area of Effect: Special
Casting Time: 3
Components: V, S
Duration: Concentration
Range: Special
Saving Throw: None This cooperative magic spell allows a minimum of two and a maximum of twelve priests to make themselves and a number of allies undetectable by normal means. The priests stand or sit in a circle (two priests position themselves face-to-face, while three make a triangle) so that they are within arms' reach of each other. They then close their eyes and concentrate. The DM may rule that both priests must follow the same deity, or they may be followers of allied deities.
The spell's magic changes the appearance of each priest into some natural terrain feature for as long as the priests maintain their concentration. The terrain feature is dictated by the deity worshipped and the situation (a priest of Erik in a forest, for example, might look like a tree, but might appear to be a cactus in the desert).
While the spell lasts, the priests look, feel, and smell like the object of their transformation. They remain aware of their surroundings and are able to hear and smell activities around them. They do not actually polymorph into these magical forms, however. A priest who assumes the form of a boulder, for example, can feel rough or smooth like a boulder, but isn't actually as hard as rock.
All passersby, even those searching for the priests, are affected by the magic. Unless greatly motivated, even those familiar with the ground often assume that these natural features are normal for the landscape. Those suspicious of the landscape ("Hey, that boulder wasn't here a minute ago!") are allowed a saving throw vs. spell with a -1 bonus for every priest participating in the circle of secrets. Success means the individual knows the natural features weren't there previously (but does not actually see the priests); failure means the individual dismisses his or her suspicions.
In addition to their own forms, the casting priests can affect one additional individual for every two priests casting the spell. These additional individuals stand between the priests or within the circle and change shape along with the priests. These beings need not concentrate or remain still, but cannot move out of their places.
Any participant who moves significantly or breaks the circle reverts to normal. As long as two or more priests maintain their concentration, however, the rest of the circle remains disguised, no matter how many beings are enclosed. Thus, six priests could cast the spell to include three allies, then four of the priests could move away to pursue other activities. Two priests must remain in concentration to safeguard themselves and the three allies.
A true seeing spell or gem can penetrate a circle of secrets. Detect magic shows only that magic is present, but not the nature of the magic. |
Clay Golem
Schools: Necromancy
Spheres: Guardian,
Necromantic,
Summoning
Area of Effect: 1 clay golem
Casting Time: 3
Components: V, S
Duration: 10 rds.
Range: 60'
Saving Throw: None
The caster calls up a creature of clay from loose earth on which blood has been spilled anytime in the last 24 hours. Within this limit, the golem appears in the location of the casters choice within range. The clay golem does not check morale. The golem attacks the caster's enemies until ordered to cease, the duration expires, or the golem is slain. The caster can also give the golem simple commands, including gaurd, tote, follow or scout.
|
Cloudburst
Schools: Alteration
Spheres: Elemental, Air,
Elemental, Water,
Weather
Area of Effect: 30 ft diameter cylinder up to 60 ft high
Casting Time: 6
Components: V, S, M
Duration: 1 round
Range: 10 yards/level
Saving Throw: None
This spell precipitates a rush of water out of the air, instantly drenching everything in the area of effect. Normal fires will be extinguished. Permanent magical fires will go out, but will re-light in 1-2 rounds (weapons in 1 round). Fire-based spells of first or second level are negated immediately.
Fire-based spells of third level or higher are also negated, but will create a steam cloud with a 120' diameter. Those within the steam cloud are scalded for 1-3 points of damage per round (twice this for cold-based creatures). The steam cloud lasts 2-5 rounds, half that in a breeze, and but one round in a strong wind.
This spell has doubled effect in humid climes, causes a haevy dampness in arid climes, produces slush and sleet at temperatures near freezing, and creates up to 10" of snow if temperature is below freezing.
|
Conceal Item
Schools: Illusion/Phantasm
Spheres: Protection
Area of Effect: 1 item
Casting Time: 1
Components: V, S, M
Duration: 1 turn + 1 rd/level
Range: Touch
Saving Throw: None
This magic enables the caster to render a single item utterly undetectable. The item can be any nonliving thing smaller than the caster's total body mass, as long as the caster carries or touches it. The spell conceals even magical and alignment auras, and shows true seeing a blank, wavering area of white fog where the item is.
This spell is usually used to conceal a carried magical item or weapon. Priests of Vhaeraun typically use it to hide holy symbols (when cast on any holy symbol, spell duration is tripled). Developed by a priestess of Lolth, this spell has been requested of Vhaeraun by most of his priests and granted to them, also.
Its material component is a small handful (about 2 ounces) of the dust of any powdered gemstone (cheap stones, such as quartz, work fine). |
Corpse Explosion
Schools: Invocation/Evocation
Necromancy
Spheres: Combat,
Necromantic
Area of Effect: 1 corpse
Casting Time: 3
Components: V, S
Duration: Instantaneous
Range: 120'
Saving Throw: 1/2
The caster targets any single corpse in range, which explodes! The explosion inflicts 1d6 points of damage per caster level to all creatures in a 10' radius (save vs. spell for half damage), to a maximum of 6d6 points. Animated undead do not count as corpses until destroyed, and corpes that have been affected by this spell cannot be tageted by this spell again. |
Create Campsite
(Conjuration/Summoning) Reversible
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. |
Crown of Cold
Schools: Invocation/Evocation
Spheres: Combat
Elemental, All
Area of Effect: Caster
Casting Time: 5
Components: V, S, M
Duration: 1 round + 1 round/level
Range: 0
Saving Throw: None
The crown of cold surrounds the caster with ripples of cold, blue light. All innately evil creatures (including fiends, undead, evil spirits, and evil faeries, but not evil-aligned characters or petitioners) within 10 feet of the caster suffer 2d4 points of damage per round. Even creatures who are usually resistant or impervious to cold suffer half damage from this effect, and those who normally suffer half damage from cold sustain full damage from it, as the magical energy the spell releases is not entirely cold-based. Evil creatures (such as yugoloths) that normally suffer double damage from cold-based attacks suffer 4d4 points of damage per round while within 10 feet of this effect.
The material components of the spell are the priest's holy symbol and a small piece of ice or sliver of cold-wrought iron. |
Cure Blindness or Deafness
(Abjuration)
Reversible
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: Special
lBy touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease.
Its reverse, cause blindness or deafness, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results.A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.
|
Cure Disease
(Abjuration)
Reversible
Sphere: Necromantic
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: None
This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.The reverse of the cure disease spell is cause disease. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical:
Debilitating: The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.Fatal: This wasting disease is effective immediately. Infected creatures receive no benefit from cure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.
The inflicted disease can be cured by the cure disease spell. Lycanthropy cannot be caused. |
Cure Medium Wounds (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
This spell is a more potent version of cure moderate wounds. The spell cures (or causes) 3d8+3 HP per application. Otherwise, this spell is the same in all respects as a cure light wounds. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|