Eilstraee |
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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 "I" - First Level |
Impediment (Abjuration, Necromancy)
Sphere: Necromancy, Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Female mammal touched
Saving Throw: None
This spell enables the caster to prevent a female from becoming pregnant. Essentially, it impedes a fertilized ovum from implanting in the uterus. The casting of Impediment is not necessarily an evil act, but the DM should pay particular attention to the alignment of the caster as well as the social and political (especially religious) atmosphere. For example, a lawful good priest casting this spell on a teenager without the permission of her parents, church, etc. should be prepared for the wrath of his deity. A priest who worships a fertility god cannot cast this spell.
A neutral evil priest, nephew of the king, might repeatedly cast this spell on the queen in a secret attempt to usurp the thrown. A neutral good priest might cast this spell on all the maidens of the keep before its fall to the orc siege - although he cannot spare them from the horrors to come, at least he can prevent the bastardization that might result.
The material components are a drop of blood from the target's last menstrual period (or an ounce of her blood, from anywhere, that has been mixed with dust and dried in a silver chalice) and the priest's holy symbol. The priest invokes the name of his deity, touching his holy symbol to the blood. The woman must then consume it, usually mixing it with wine or some other fluid. The spell remains in effect until the first day of the woman's next menstrual period, or until a successful dispel magic is cast upon her. |
Iron Fist (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell will turn the priest's hands into solid iron, which may strike for 2d3 points of damage in unarmed combat. At the end of the duration the priest's hands return to normal. Any creature looking at the priest's hands for 1 round can detect the change on a successful Intelligence check. The creature only gets one chance to do this. The material component for this spell is a pair of gauntlets. |
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Prayers "I" - 2nd Level |
Improved Magical Tether
Schools: Invocation/Evocation
Spheres: Combat
Area of Effect: 1 object or living being
Casting Time: 4
Components: V, S
Duration: 3 rds + 1 rd/level
Range: 5 yds/level
Saving Throw: None
Similar to the First Level Prayer, this spell can be cast upon any nonliving object or living being within range. Upon casting, the spell creates an unbreakable magical tether graspable only by the spellcaster that stretches from the target object or being to the caster's hand (or hands). The differance here is that living creatures DO NOT have to voluntarily submit to the effects of this spell for the incantation has no effect. The target is allowed a saving throw vs Spells to avoid the tether or it automatically hits and binds them. By means of nonphysical tether, the priest can pull on the subject of the spell as if it were attached to a long, incredibly strong rope. The magical tether can be dropped if the caster wants to drop it, but otherwise it does not fall from the caster's grip. The magical tether cannot be positioned so as to cause damage to a living being, such as to stangle it.
This spell may be cast upon harpoons or other thrown weapons before hurling them in combat. If such a weapon lodges in its target, the priest may be able to drag the target closer, and if the weapon misses, the priest can easily retrieve it. If the weapon is not firmly embedded, however, it is likely to break free. The most typical use of this spell upon living creatures is on people who have fallen into the water and need to be pulled to safety. |
Inaudibility (Alteration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell causes the priest's movements to become completely silent for the duration of the spell. All sounds made by his equipment from the neck down are muted into inaudibility. Intentional shouting or spell casting can be heard, but will negate the inaudibility. Attacking completely negates the spell's effect (cf. invisibility). The material component is a piece of sea sponge. |
Inscribe Speech
Schools: Alteration
Conjuration/Summoning
Spheres: All
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 1 rd/level
Range: 3 yds
Saving Throw: None
This spell enables the words of the caster to be directly etched on a piece of paper, vellum, or papyrus. All the caster need do is speak the words, and they are inscribed in the language he or she is speaking on any appropriate writing surface within 3 yards. If the caster subsequently speaks a spell during the spell's duration, the sounds of the verbal component are transcribed phonetically, but other components of the spell are not transcribed, and the magical effect originally generated by the sounds is not called forth by anyone repeating the sounds.
The material components for this spell are squid ink, a hawk's feather, and papyrus. |
Iron Vigil
(Alteration)
Sphere: Guardian
Range: 0 Components: V, S
Duration: 1 week + 1 day/level Casting Time: 1 turn
Area of Effect: The caster Saving Throw: None
This spell allows the priest to ignore hunger, thirst, and extremes of climate for an extended period of time. While the spell is in effect, the priest requires no food or drink. He is effectively immune to exposure, dehydration, and heat or cold injury, since no naturally occurring climatic condition will cause him harm. (Lightning, floods, tornadoes, earthquakes, and other such hazardous phenomena can still cause physical injury, of course.)
During the iron vigil, the priest is able to ignore the need to sleep by choosing to meditate instead. While meditating, the priest can keep watch on his surroundings, but he suffers a +1 penalty to any surprise checks. If the character wishes to memorize spells, he must sleep normally.
At the vigil’s end, the priest must eat and drink; if no food or water is available, the character must make a Constitution check once every four hours at a cumulative –1 penalty or fall into a coma and perish within 1d3 days if he receives no aid. He also requires at least four hours of rest for each day that he did not eat, drink, or sleep during his vigil. |
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Prayers "I" - 3rd Level |
Ice Spikes
Schools: Alteration
Spheres: Combat,
Elemental, Water
Area of Effect: The caster's fist
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell brings into being a ball of rock-hard ice around one of the caster's fists, a ball that bristles with spikes, resembling an exaggerated replica of the head of a mace. The magic of the spell protects the fist from all damage while the spell lasts (it can be ended at any time by the silent will of the caster). It improves the caster's THAC0 (for smiting blows with the fist only) by 2 points. A blow from an ice spikes fist does 1d4+4 points of damage, and the fist is considered a +2 magical weapon for purposes of determining what it can hit. Note that the spell effect precludes most spellcasting and the performance of many other activities (such as climbing at the usual rate, casting additional spells, tying knots, and so on).
If the caster willingly sacrifices some of his or her own hit points, the damage done by a single attack with the ice spikes fist can be augmented by a like amount. For example, if 4 hit points are sacrificed by the caster, the blow they empower inflicts 1d4+8 points of damage. Hit points sacrificed are not lost if the attack misses, and are restored by normal rest or healing magic. (A sacrifice is not automatically assumed for the next blow of the fist after a miss; the caster decides separately for each fist attack.)
Whenever an augmented fist attack strikes a natural or magical mass or wall of ice (regardless of how many points have been sacrificed), the caster of the ice spikes spell must make two saving throws vs. spell. If both succeed, the mass of ice shatters and collapses. If only one roll is successful, the struck ice is marred enough to form a handhold, but takes no additional damage. If both throws fail, the target ice is entirely unaffected.
The material component is an icicle or sliver of ice of any size and origin. |
Invisibility Purge (Abjuration)
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 10-foot square/priest
Saving Throw: None
All invisible creatures who enter an area enchanted with invisibility purge instantly become visible. Invisibility -related spells do not take effect within the boundaries of the enchanted area, and magical devices such as potions of invisibility do not function. Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carried into the warded area also become visible.
Invisible creatures or persons within the area of effect when invisibility purge is cast remain invisible; however, if such creatures exit the area of effect and later re-enter, they instantly become visible. Such creatures also lose any natural ability to turn invisible as long as they remain within the area of effect.
A creature who consumes a potion of invisibility outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect; if the duration of the potion of invisibility has not yet expired when he exits the area of effect, he becomes invisible again outside the area.
Creatures who are invisible in their natural state or have no visible form (such as invisible stalkers) are not affected by this spell.
The material components are the priest's holy symbol and a silver mirror no more than three inches in diameter.
The invisibility purge can be cast as a cooperative magic spell. The potency of this spell can be increased if several priests cast it at the same time. The duration of the spell is then equal to one turn per level of the most powerful priest, plus one turn for every contributing priest. Each priest also increases the area of effect by one 10'x 10' square (these areas must be contiguous). Thus, a 9th-level priest and two 5th-level priests could create a 30'x 10' invisibility purge area having a duration of 11 turns. |
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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.
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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.
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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.
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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. |
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