Eilstraee |
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Major Spheres - All, Combat, Eilstree, Guardian, Proctection
Minor Spheres - Healing, Summoning, Travellers, Weather.
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Prayers "M" - First Level |
Magical Stone
(Enchantment)
Sphere: Combat
Range: Touch Components: V, S, M
Duration: Special Casting Time: 4
Area of Effect: 3 pebbles Saving Throw: None
By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used.
The material components are the priest's holy symbol and three small pebbles, unworked by tools or magic of any type. |
Make-up
(Invocation)
Sphere: All
Range: 0
Components: V, S
Duration: 1d4 hours + 1 hour per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell's sole purpose is to put on make-up, perfume, etc., by magical means. A boon when in a rush for a ceremony and need to look just right. |
Missile Flight
Schools: Alteration
Spheres: Elemental, Air
Combat
Area of Effect: 2 arrows/level
Casting Time: 4
Components: V, S, M
Duration: 2 rounds
Knockdown:
Range: 5 yards
Saving Throw: None
The missile flight spell is cast on a number of arrows with the intention of giving their users a better chance of hitting opponents. When the arrows are fired from bow there are small gusts of wind that help correct their flight and grant them a better chance to hit their intended target.
The missile must be within 5 yards of the caster to be affected and the enchantment lasts for 2 rounds, giving the arrows a +1 bonus to the to hit roll. If not used within those 2 rounds then the arrows lose the enchantment, though it can be cast again.
The material components for this spell are a miniature archery target, bow and arrow all made from silver and costs about 5 gp. |
Mistake
Schools: Illusion/Phantasm
Spheres: Protection
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: 3 rds + 2 rds/level
Range: 0
Saving Throw: Special
This spell creates a false impression in the mind of those interacting with the caster. A sentient being who views the priest must make a successful saving throw vs. spell (adjusted for Wisdom) to perceive the caster as he or she truly is. Failure means the being perceives the caster as someone else. The exact identity perceived is created by the affected being, but is one that is least likely to provoke an encounter or cause difficulty for the priest.
Creatures of semi-Intelligence or less (Intelligence 4 or less), supra-genius or better (Intelligence 19 or more) or with a Wisdom of 18 or higher are not affected by the spell. Creatures relying on senses such as scent to identify friends and foes and those who observe the priest casting the spell are not deceived by it.
If the caster is viewed by multiple creatures at once, the magic might create an impression that is the same for all or different for some, depending on which is least likely to provoke an encounter. The spell does not alter the caster in any way or create any visual illusion. While it does not ensure the caster remains undetected, it enhances the chance he or she is not. Each case is unique and adjudicated by the DM. The effects are not permanent. If an affected creature's attention is drawn back to the encounter after the spell expires, it will realize its been duped, although its Intelligence and Wisdom determines the degree to which the creature can figure out what it really saw. Those with high ability scores will remember more of the truth than those with lower scores, while those with low scores (7 or less) may simply think there was something odd.
For example, a priest casts this spell upon himself in order to infiltrate a camp of goblins and bugbears and rescue some prisoners. He appears unaffected to his companions who observe him casting the spell. If the priest walks past a bugbear guard, the bugbear might perceive him to be a goblin child who passes by its post several times every day to get water from a nearby stream. If the priest continues by a group of goblin warriors, they might perceive him as a particularly mean subchief who does not like to be disturbed. When the priest reaches the group of prisoners, they might perceive him as a cloaked figure resembling an ally who is obviously trying to free them while not raising an alarm.
The material components of this spell are the priest's holy symbol and small pieces of thin, see-through material that is placed across the eyes. |
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Prayers "M" - 2nd Level |
Maskstone
Schools: Illusion/Phantasm
Spheres: Guardian
Area of Effect: Square, 1 ft/level
Casting Time: 2
Components: V, S, M
Duration: 1 year/level
Range: Touch
Saving Throw: None
This spell alters the appearance of stone to hide seams, openings, traps, runes, doors, and so on. The priest touches the central point of the area to be masked, and visualizes what apperance is desired (hue, fissures, shape, and general appearance). The spell cloaks the stone with the visualized, long-term illusion. A caster of at least 6th level can cloak a second section of similar dimension, and a caster of at least 9th level, a third section.
Features of the stone under the maskstone spell remain physically unchanged. A known door can be felt for and located in 1d3 rounds. Unless it has been used by the searcher before, determining its method and direction of opening and the location of any locks or catches is extremely difficult without a dispel magic spell to end the cloaking effect. Only characters with thieving skills have the necessary expertise. These can find catches, locks, and traps on such doors at a -15% penalty to their find traps rolls; unlock locks at a -10% penalty to their open locks rolls; and remove found traps at a -10% penalty to their remove traps rolls.
A dwarf, duergar, gnome, xorn, or other subterranean dweller can tell by examination that the stone's surface has been magically masked, but not the nature of the true surface. Features affixed to the stone's surface (such as maps or inscriptions) are hidden by this magic. True seeing penetrates the spell.
The material components are an eyelash (from any creature) and a pinch of dust or sand.
The reverse of this spell, reveal stone, negates maskstone. If not used for this purpose, it clearly indicates secret or hidden doors, panels, cavities, storage niches, catches, locks, and other deliberately hidden features by momentarily illuminating them with a glowing outline. These features are revealed if the stone has a maskstone spell on it or if it is simply in poorly-lit or confusing natural conditions.
The reverse of the spell requires a scrap of gauze and a piece of phosphorus or a handful of iron filings. |
Message Mote
Schools: Illusion/Phantasm
Spheres: All
Area of Effect: Cloud up to 1 cu ft
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: 30 yds
Saving Throw: None
This spell does not take effect until the conditions stated during its casting are met (visual and audible triggers only, as detailed by the caster, like a wizard's magic mouth spell). Any amount of time can elapse between casting and triggering this spell, but the trigger spot for the undischarged magic must be the location of the caster when the message mote was cast or an item or object (which may be portable) touched during casting. An undischarged message mote cannot be magically detected or dispelled.
Once activated, a message mote manifests itself as a twinkling radiance (a single cloud of not more than 1 cubic foot in volume) of a hue, shape, and intensity chosen by the caster. It cannot be bliding or even equal to true sunlight, nor can its appearance change during its presentation, but it can mimic the features of a being or an item known to the caster. A message mote flies about on a route predetermined by the caster, at up to MV Fly 18 (B), within the stated spell range. If desired, its movements can convey meaning (for example, pointing out the location of a secret door, keyhole, or hiding place). It can also speak a message of up to 33 words in length. It cannot utter spells, words of activation, or any magical trigger phrases, but it does deliver a message in the voice of the caster, mirroring the volume at which they were delivered during casting. (The caster can, of course, assume an unnatural voice or employ mimicry, andt the message mote will reproduce that, too.) |
Moon Shield
Schools: Abjuration
Invocation/Evocation
Spheres: Protection
Area of Effect: The caster
Casting Time: 5
Components: V, S, M
Duration: 1 rd/level (maximum 2 turns)
Range: 0
Saving Throw: None
This spell creates an intangible shield of moonlight that floats along with the caster. It provides enough light to read by, cannot be made brighter or darker by the caster, and operates automatically. A moon shield gives its caster a saving throw vs. death magic against all undead aging, fear, level- and ability-draining attacks. If successful, the attacks fail (though any purely physical damage they cause is unaltered).
A moon shield also provides its caster with a +2 bonus to all saving throws against priest spells of the Sun sphere (where such spells allow saving throws) and provides a saving throw vs. spell against all attacks made on the caster by lycanthropes and by silver weapons. If these saves succeed, all damage done to the caster by such forces is reduced to 1 point per successful attack.
The material components of a moon shield spell are a piece of silver and a moonstone (both can be of any size, so long as they present at least one surface as large as the caster's smallest fingernail). |
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Prayers "M" - 3rd Level |
Magical Vestment
(Enchantment)
Sphere: Protection
Range: 0 Components: V, S, M
Duration: 5 rds./level Casting Time: 1 rd.
Area of Effect: The caster Saving Throw: None
This spell enchants the caster's vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.
The material components are the vestment to be enchanted and the priest's holy symbol, which are not expended. |
Mass Spoilage Prevention (Abjuration, Alteration)
Sphere: Plant, Protection, Wards
Range: 10 feet per level
Components: V, S, M
Duration: 2 years per level
Casting Time: 1 turn
Area of Effect: 3 cubic yards per level
Saving Throw: None
This spell has the same effect as prevent spoilage, but in a much larger area of effect with an increased duration. In addition to that it also prevents food from being spoiled even if it is dropped into a sewer - if it is washed or rubbed off even slightly, the filth will be removed and the food will be as good as it had been at the day of the spell casting. Obviously, if it is cast on already rotten food, it will not change its quality into good, but it will prevent further decomposition. Both prevent spoilage spells may be applied to easily decaying plant (or even mineral) poisons - if they are treated with this spell they will be untarnished by time. Once this spell runs out, the previously protected material will start to decay at its normal pace again.
The material components are the holy symbol of the priest and a piece of a grain storage sack which has somehow survived over one hundred years without magical prevention of its decomposition. |
Mental Prowess
Schools: Abjuration
Spheres: Protection
Area of Effect: 20-ft/level radius
Casting Time: 1
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None
This spell endows all living beings within the spell area at the instant the spell is cast with a bonus of +6 to saving throws vs. all mind-affecting spells and spell-like abilities. This includes, but is not limited to, the mind flayer's mental blast capabilities. The god Helm gives this spell only to his specialty priests on the Rings of Glyth, as well as to paladins of all other gods who currently belong to the Code Helm company. There is no exception to this rule. |
Mirror Vestments
Schools: Abjuration
Spheres: Protection
Area of Effect: The caster
Casting Time: 6
Components: V, S
Duration: 1 turn + 1 rd/3 levels (round down)
Range: 0
Saving Throw: None
This spell affects only the caster, outlining his or her clothes (and all worn or carried items, so long as they remain in physical contact) with an invisible aura that automatically reflects all magic of a specific wizard school or priestly sphere (chosen by the caster at the time of casting) back at their sources. Magical item effects that duplicate known wizard and priest spells are considered to be discharges of those spells for purposes of determining how a mirror vestments spell acts against them. The full force of the magic is returned to its point of origin.
Reflected spells are absorbed by the aura and then hurled back, causing no damage to the caster or anyone nearby. Destroying or removing any integral part of the clothing after this spell is cast on it or switching bodies so that a being other than the caster is wearing the mirror vestments instantly ends this spell. The aura created by this spell can handle any number of magics at once, and operates continuously until the spell expires, regardless of what is sent against it or the wishes of the caster. |
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