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Eilstraee

 

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

A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z

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Prayers "L" - First Level

Leaf into Dagger
Schools: Alteration
Spheres: Combat, Plant
Area of Effect: Leaf touched
Casting Time: 4
Components: V, S, M
Duration: 3 rds
Range: Touch
Saving Throw: None

This spell causes a single plant leaf (of any variety, size, and condition) to shape itself into a nonmetallic, nonreflective, silent dagger in the caster's hand. The dagger acts as a razor-sharp, unbreakable dagger +2 that is considered magical for purposes of determining which creatures can be hit. The blade can be used without any proficiency penalty by the caster. It is weightless and vanishes if deliberately dropped by the caster; otherwise, it cannot be made to leave the caster's hand. The caster cannot be cut with this blade (and can thus use it on bindings constricting him or her with energetic impunity).
The caster can elect, but only at the end of the first round of the dagger's existence (that is, after using it only once as a handheld weapon), to employ it as a hurled weapon. It must be thrown in the second round and is then able to reach creatures up to 90 feet away with no range penalties. It strikes at a +4 bonus to attack, but loses its damage bonus and vanishes upon landing or striking something.

 

 
     
Prayers "L" - 2nd Level

Lighten Load (Alteration)
Sphere: Travelers
Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2
Area of Effect: 10-foot cube
Saving Throw: None

This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a lighten load spell.

This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items.

An object affected by lighten load can be used normally; the spell has no effect on an object's mass, texture, size, strength, or other physical features.

The material components are a feather and a slip of paper moistened by a soap bubble.

 

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Prayers "L" - 3rd Level

Laughing Water
Schools: Alteration
Spheres: Necromantic, Protection
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None

This spell transforms any liquid that is primarily water (even fouled water) into sparkling, gently glowing laughing water. The amount transformed can be any volume of water no larger than the caster's head.
Imbibing even a single drop of laughing water banishes all weariness for a day, and exhausted creatures that drink it become alert and energetic. Swallowing a mouthful cures insanity, blindness, and disease and instantly destroys monster and animal internal parasites and their eggs. Moreover, the drinker is rendered immune to all of these perils for 24 hours from the moment of swallowing. A double amount of laughing water can be substituted for holy water in all uses and rituals of the Eldathyn and other good human faiths.
Thisi water is named for another benefit. If laughing water is splashed on any being that is under or about to face Tasha's uncontrollable hideous laughter (2nd-level wizard spell), it negates all effects of the spell instantly. A subject of such a spell who is carrying or comes into contact with laughing water (even just a few drops in a locket vial) before, as, or just after the spell is cast, is immune to the magic (it is consumed rendering this protection).
If hurled in a breakable container, a vial of laughing water inflicts 4d6 points of damage on any undead creature it strikes.
The material components are a pinch of diamond dust, a seed from any green plant that is less than a year old, and the water to be altered.

Lava Monster (Conjuration/Summoning)
Sphere: Elemental (Earth, Fire), Summoning
Range: 40 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell will conjure up one 6 foot high lava monster. The monster will have 3+2 HD, MV 60 feet per round. It hits twice for 1d3 (blow) + 1d8 (fire) points of damage. A successful hit can cause paper or cloth to burn, and boil liquids (make saving throws). The lava monster can in a last ditch effort summon up all its power and throw a 10-foot diameter ball of magma up to 50 feet causing 3d8 points of damage. Anything immune to fire will take 1d3 points of damage from the light force of the blow. Any native to the plane of magma, earth, or fire can dispel the monster with a touch, including another lava monster. The monster will instantly harden if it moves more than 40 yards away from the priest. It can be hit by normal weapons. The material component for this spell is a rock and an open fire, the latter of which is not extinguished.

Lesser Guardian Hammer
Schools: Alteration
Spheres: Guardian
Area of Effect: Special
Casting Time: 1 turn
Components: V, S, M
Duration: Instantaneous when triggered
Range: Touch (area to be guarded)
Saving Throw: None

A lesser guardian hammer is an invisible hammer-shaped field of force that appears when a guarded door, lock, threshhold, or area is disturbed (even years after the spell was cast). When activated, it flies through the air to strike the nearest living creature (if more than one is closest, determine the one struck randomly). A guardian hammer strikes only once, but does not miss. When striking, it appears momentarily as a glowing, translucent hammer and then fades away into nothingness. Its unavoidable strike inflicts 2d12 points of damage. The being struck must make a saving throw vs. petrification to avoid being knocked down.
A lesser guardian hammer can be destroyed before activation by a successful dispel magic cast on the guarded area, or by totally destroying the guarded area without entering it (for example, by disintegration). The presence of an antimagic shell or its equivalent can suppress the ward, preventing activation. Once activated, the lesser guardian hammer bypasses all magical and physical barriers. It cannot be destroyed, reflected, or diverted by any means, although magic resistance functions normally.
The material components for this spell are a drop of sweat or spittle or a tear from the caster, a hair (from any creature), and a pebble.

Lesser Spellsong
Schools: Alteration, Invocation/Evocation
Spheres: Creation
Area of Effect: As spell created
Casting Time: 1 rd
Components: V, S
Duration: As spell created
Range: As spell created
Saving Throw: None

This spell enables the caster, by song and supplication to Eilistraee, to cause an effect equivalent to any desired priest spell of 3rd level or less to occur. In effect, the priest casts the spell with normal effects, range, duration, saving throws, and so on, but without the usual gestures or material components.
The caster must be able to move (hands and shoulders at least) and sing, free of magical silencing. If any such silencing occurs before the spellcasting ends, the DM may allow partial spell effects to occur, or the spell may be wasted. Priestesses of Eilistraee are trained to sing when in pain and can sing while dodging about in combat.
While material components are not required of the caster, those that require material components in excess of 100 gp in value require an additional round of singing added to the casting time for each 100 gp value (or fraction thereof) of the original spell. Spells that specify that the material component cannot be eliminated or substituted for cannot be created with the lesser spellsong spell.

DM Note: Of course, "any desired priest spell" in the above description means "any desired priest spell granted by Eilistraee." The DM should monitor the spell effects requested and might consider additional conditions of a reasonable nature if a bypassed nonmonetary component is a significant general restriction on the use of a spell.

Light Step (Alteration)
Sphere: Travellers
Range: 0
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

The recipient of this spell gains the ability to cross silently over flat surfaces at a normal pace (or still fluids at half-normal pace) without activating pressure-based traps or leaving any tangible trace. The material component is some dust to be sprinkled on the surface to be crossed.

Line of Protection
(Abjuration) Reversible
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30-yard line
Saving Throw: Neg.

This cooperative spell requires at least two priests to cast the spell simultaneously. During the casting, the priests determine whether the line will be stationary or portable.

If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at each end of the line, thereby anchoring it.

After the spell is cast, a shimmering field of force appears between the two anchors (the sigils or priests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the translucent field, while recognizable, are hazy and indistinct.

The field causes 1d3 points of damage to all creatures passing through it; evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw suffer no damage. Creatures that can fly over the field, burrow under it, or teleport to the other side are immune to damage.

If the spell is cast in its portable form, the priests can move at half their movement rates (limited to the rate of the slower priest). The priests can take no other action, since all their energy is spent in walking and maintaining the field.

Once created, the field cannot be increased or decreased in length and must remain straight. The priests could maneuver by pivoting, but could not walk toward each other or bend the field around a corner. If the line of sight between the two priests is blocked by any object of greater than 5' diameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.

As a cooperative spell, several priests can link together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four priests could form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined above. The DM may apply movement penalties depending on the complexity of the pattern.

The material components are the priests' croziers, staves, or religious standards, held aloft by each caster.

The reverse of this spell, line of destruction, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.

     
     
 
 
 
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