Home Characters Rules & Reqs Encyclopedia Prydeinia Game Old Site Archives Links Contact the DM

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

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 "P" - First Level

Petrify Wood
Schools: Alteration
Spheres: Plant, Combat
Area of Effect: Weapon(s) touched
Casting Time: 1
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This spell petrifies nonliving wood; it cannot be used against living treelike monsters. If cast on a wooden weapon, the weapon acquires the properties of a weapon of stone, such as flint or obsidian. This effe4ctively reduces the weapon's attack penalty from -3 to -2, and its damage penalty from -2 to -1; the weapon is now also completely fireproof. The dweomer lasts until the spell's duration ends or until an enchanted missile strikes its target. Low-level priests often create their first magical weapons with this spell. One large or two small weapons can be affected by this spell (as per enchanted weapon). Weapons normally made of wood (clubs, staves, etc.) gain no additional benefits other than being made fireproof.
The material component is a chip of petrified wood.

Precipitation
Schools: Alteration
Spheres: Weather, Elemental, Water
Area of Effect: 30-ft cylinder up to 60 ft high
Casting Time: 4
Components: V, S, M
Duration: 1 rd
Range: 10 yds/level
Saving Throw: None

This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) are extinguished. Small fires (torches and campfires) gutter and smoke for a round after the drizzling stops. Bonfires and most magical fires are unaffected. Large magical fire effects (fireball, wand of fire, flamestrike) cast into the area during the rain are reduced in the damage they inflict by 2 points per die and create a warm fog that obscures vision in an area 60 feet in diameter. This lasts 1d4+1 rounds, half that in a breeze, and but one round in a strong wind.
The precipitation spell has doubled effect in humid climates, causes only slight dampness in arid climates, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing.
The material component is the priest's holy symbol.

Predict Weather
Schools: Greater Divination
Lesser Divination
Spheres: Divination, Weather
Area of Effect: 9 sq mi.
Casting Time: 1 rd
Components: V, S, M
Duration: 2 hrs/level
Range: 0
Saving Throw: None

A priest casting a predict weather spell gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours of advance weather can be forecast. Thus, at 1st level, the druid knows what the weather will be for two hours; at 2nd level the druid knows the weather for 4 hours in advance, and so on.
The material component is the priest's holy symbol.

Preserve (Abjuration, Alteration)
Sphere: Wards
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One pound or gallon per level touched
Saving Throw: None

By means of this spell, the priest may preserve one pound or gallon per level of any non-living, non-magical, non-animate material in its present state for an indefinite duration. Any subsequent use of the material immediately dispels the dweomer. The material component is one fluid dram liquid dust.

Prevent Spoilage
(Abjuration, Alteration)
Sphere: Plant, Protection, Wards
Range: 10 feet per level
Components: V, S, M
Duration: 1 year per level
Casting Time: 1 round
Area of Effect: One pound of material per level
Saving Throw: Negates
This spell prevents the spoilage of material (mostly food) due to time. In this aspect it is similar to the preserve spell of the wizard. It has an additional bonus: it changes the aspect of the material so that pests like rats and other vermin will not consume or even gnaw on the material - not even if they are very hungry. Thus, it prevents the spoilage of food due to vermin. It does not prevent spoilage if it is dropped into filth or other ugly stuff: it still has to be stored in the appropriate containers. It also prevents magical food from spoiling.
The material components are the holy symbol of the priest and a small glass containing jelly which has been sealed after cooking. This glass vanishes in the casting.

Protection from Dirt
(Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1d4 turns + 1 turn per level over third
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None
This spell can hold up to 1d6 tons of dirt out of a 10-foot radius. The priest and anyone in the area of effect will be protected from stones and dirt. The priest can turn off the spell at will. This spell will protect from soil-based attacks, but not arrows, although the arrow will be clean if it enters into the sphere. This spell can also be used for land slides, cave-ins, dust storms, etc. The material component is a stained leather bag of dirt.

Protection From Evil/Protection From Good
(Abjuration)
Reversible
Sphere: Protection
Range: Touch Components: V, S, M
Duration: 3 rds./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the priest uses holy water or burning incense.
This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged.

The material components for the reverse are a circle of unholy water or smoldering dung.

Purify Food & Drink
(Alteration)
Reversible
Sphere: All
Range: 30 yds. Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 cu. ft./level, Saving Throw: None
in 10 sq. ft.
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.

The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.

Purify Self
Schools: Alteration
Spheres: All
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell causes all grime, dirt, and stains to be removed from the caster and his vestments. It enables priests to present themselves in immaculate condition. All clothing worn by the caster is restored to its original intended color and it even retains any holy marks or adornments added after its creation. Wounds in the body of the caster are cleansed and infections are purified. One point of damage is healed if no curative spells have been previously applied to a wound, and all normal wounds are considered bound after this spell is cast.
Priesthoods for which the effects of this spell are inappropriate, such as those of the various deities of corruption, disease, and of the earth, employ variants of this spell and material components more appropriate for their faiths.
The material component is a piece of soap.

     
Prayers "P" - 2nd Level

Pass Without Notice
Schools: Enchantment/Charm
Spheres: Travelers
Area of Effect: Creature or object touched
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: None

A priest makes use of this spell to avoid confrontations with brigands or other hostile individuals while traveling. The spell allows the caster to go unnoticed by any human, demihuman, or humanoid in the immediate area (up to 40 feet). While not rendered invisible, the caster can walk past such an individual without being perceived.
For the spell to succeed, the priest must maintain a steady slow pace and cannot make any sudden movements. Thus, such activities as running and engaging in melee are impossible. Also, the priest cannot make any sound louder than a whisper, so while passing without notice, the priest can cast no other spell.
For every three levels of experience, the priest can include an additional person under the effects of the spell, but all those to be affected must link hands for the duration of the spell. Any who release their grip from the others are immediately revealed.
The material component is the priest's holy symbol. The spell is also cast with the priest's eyes closed.

Poison Touch
Schools: Alteration, Necromancy
Spheres: Combat, Necromantic
Area of Effect: 1 creature
Casting Time: 5
Components: V, S
Duration: Special
Range: 0
Saving Throw: Neg.

This spell creates a flickering brown radiance around the caster's hand or another chosen limb. Within 5 rounds of casting poison touch, the priest must touch a chosen creature, or the magic fades and is wasted. A successful attack roll is required to touch the creature. If such a touch is made to any part of the creature (bare flesh contact is not required), the brown light flashes once and is gone, and the creature must make a saving throw vs. spell.
If the saving throw succeeds, the creature takes 1 point of damage and the corrosive magic eats a hole in any armor or garment worn, causing a disfiguring eruption of the skin beneath the touched area into raw welts, and then the spell ends. This wound inflicts a temporary loss of 2 points of Charisma, but the wound vanishes and the Charisma points are regained through normal rest or the use of curative magic (such as cure light wounds).
If the saving throw fails, the creature suffers 6 points of damage and is instantly slowed (as the 3rd-level wizard spell) until the end of the following round. On this second round, the creature must make another saving throw. If it succeeds, the creature suffers 1 point of damage, is corroded as discussed above, and the spell ends. If this second saving throw fails, the creature suffers 3d6 points of additional damage and must make a Constitution ability check and a Strength ability check. If both succeed, the spell ends without further effect. If one fails the creature falls unconscious and takes an additional 1d8 points of damage, but can be roused on the following round or later if still alive. If both checks fail, the creature takes an additional 10 points of damage\, falls into a coma instantly, and cannot be roused by any known means for 1d12+2 rounds.
Once a poison touch is delivered, the casting priest is free to take any other desired actions.

Preserve II
Schools: Abjuration
Spheres: All, Plant, Animal
Necromantic
Area of Effect: One Target
Casting Time: 1 round
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

A preserve spell enables the caster to retain some item fresh and whole until some later time when it is needed in a spell. Of course, the dweomer is ineffective in retaining the potency of material such as mistletoe, holly berries, and similar stuffs which must be gathered periodically. It is likewise ineffective in preserving the deceased for later resurrection. It is otherwise effectual. The sort of material which can be treated by a preserve spell depends upon the level of the caster:
Hard, relatively dry material: 2nd-4th level
Soft, Relatively wet material: 5th-7th level
Semi-liquid and liquid materials: 8th level & up

A container is necessary only in cases where a relatively high degree of moisture is concerned. The materail components of the spell are a pinch of dust, a bit of resin (or amber) and a drop of brandy.

Priest Lock
Schools: Alteration
Spheres: Protection
Area of Effect: 1 portal up to 12 sq ft/level
Casting Time: 4
Components: V, S
Duration: Permanent
Range: Touch
Saving Throw: None

By means of this 2nd-level priest spell, a priest can place a magical protection on any window, door or portal. The door will open for anyone who speaks the password that was put into place by the priest who priest locked the door.
The password can be a single word or several sentences. The priest has complete freedom in choosing the password, including the language in which it must be spoken. The password works only if it is spoken in the language the priest designates. The language does not need to be the native tongue of the spellcaster.
A pries locked door can be opened by breaking, or a successful knock or dispel magic spell, just as a wizard lock. The priest can negate the spell by speaking the password in reverse. This allows the priest to cast a new spell in order to change the password.
The caster must set a duration that the door, once opened, will remain unlocked, up to the caster's level in rounds. The priest can also place a time delay on the release of the door, which cannot exceed 10 rounds.
For example, a priest casts a priest lock on the door to her room. She specifies in the spell that the door will be released two rounds after the password has been spoken and the door will remain unlocked for five rounds after that. Her native language is Common, but her password is a phrase spoken in the Dwarven language.

Protection From Aging
Schools: Abjuration
Spheres: Time, Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 3 rds/level
Range: Touch
Saving Throw: None

While protected by the effects of this spell, the recipient is immune to unnatural aging and attack forms, such as the sight of a ghost. The spell does not protect against natural aging or willingly accepted aging effects, such as that inflicted by a haste spell.
The material components of this spell are the priest's holy symbol and a powdered black sapphire worth at least 50 gp.

Protection From Charm
Schools: Abjuration
Spheres: Charm, Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This spell adds a bonus of +1 per three levels of the caster to the recipient's saving throws against charm spells and all related effects. These include spells such as a suggestion, and magic jar; items such as a potion of human control, and spell-like effects, such as the gaze of a vampire or the song of a harpy or bard. It is not effective against charm attacks that allow no saving throw. A saving throw of 1fails regardless of the bonuses conferred by this spell. The maximum benefit allowed by this spell is +3 at 9th level.
The material component is holy water.

Protection From Orisons
Schools: Abjuration
Spheres: All
Area of Effect: Creature or object touched
Casting Time: 1 rd
Components: V, S
Duration: 9 hrs + 1 hr/level
Range: Touch
Saving Throw: None

By casting this spell, the priest receives immunity to the effects of orisons cast by other priests, acolytes, or creatures that use the orison spell. The spell protects the caster, or one item or person that he touches (such as a book or a drawer). Any orison cast against the protected person or item dissipates with an audible popping sound. Any unwilling creature touched (via an attack roll) is allowed a saving throw vs. spell to escape the effect.
Notes: Common where orisons are used.

Special Note: Protection from orisons also protects against cantrips, and protection from cantrips functions against orisons as well.

Protection from Disease (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, thepriest bestows total invulnerability to disease. The creature can't contract, become a carrier, or pass on any disease he may already have. This spell doesn't cure disease: it merely prevents its transfer. When a person is subject to this spell, a glowing light appears on the subject's palm. This is to assure the person has this protection on. Therefore, a person can't untruthfully say: "Let's have sex, I have protection on". The material component of this spell is a scoop of mould (a generic form of penicillin).

 

Prayers "P" - 3rd Level

Prayer
(Conjuration/Summoning)
Sphere: Combat
Range: 0 Components: V, S, M
Duration: 1 rd./level Casting Time: 6
Area of Effect: 60-ft. radius Saving Throw: None

By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once.

The priest needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.

Protection From Amorphs
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This abjuration protects the recipient from the attacks of any of the various amorphous monsters, including slimes, jellies, oozes, puddings, gelatinous cubes, and slithering trackers. To qualify as an amorphous creature, the monster must have an amorphous or fluid body, attack through acids or secretions of some kind. Most are native to the Prime Material Plane and are formless, primordial beings, as opposed to creatures such as elementals. The monster cannot stand the touch of the barrier surrounding the protected character, and its natural attacks automatically fail. Ranged attacks by these creatures also fail.
If the protected character makes an attack against the monster, or if he forces the barrier against the monster, the spell ends and he is no longer protected.
The material component is a mixture of rare salts sprinkled in a small circle around the creature to be protected.

Protection from Charm, 10-foot Radius (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 10-foot radius sphere
Saving Throw: None

While this spell is in operation, all creatures in the area of effect have a percentage immunity to all forms of charm (spell, item, or whatever) equal to 20% plus 5% per level of the priest (up to a maximum of 90%). Thus, if cast by a 5th-level priest, any creature in the area of effect targeted by a charm spell would not need to make a saving throw if 45 or lower was rolled on percentile dice. The material component is a miniature cloth blindfold.

Protection from Constriction (Abjuration)
Sphere: Protection
Range: 30 yards
Components: V, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None

When cast, a protection from constriction spell will mitigate crushing damage taken each round from a single attack form. Up to one hit point per level of the priest is deducted from crushing damage. Note that this does not mitigate damage from crushing weapons or falling; it will protect against constriction, bear hugs, Bigby's crushing hand, or any similar gradual compression. Example: a 6th-level priest under the effect of this spell is hugged by an owlbear on three consecutive rounds for 3, 10, and 7 points of damage. Damage accrued over each round would be 0, 4, and 1 HP, respectively. The material component is a hard-boiled egg anywhere on the spell recipient.

Protection From Earth
Schools: Abjuration
Spheres: Elemental, Earth
Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

The effect of a protection from earth spell differs according to whether the caster or another creature is the recipient of the spell. In either case, the spell lasts no longer than one turn per caster level. Also, this spell does not confer the ability to freely move through stone or earth.
If the spell is cast on the caster, it grants complete invulnerability to damage and wounds inflicted by stone and earth (thrown stones, falling rocks, earth elemental attacks, crushing stone walls, avalanches, being buried alive, and so on . The invulnerability lasts until the spell absorbs 12 points of earth damage per level of the caster or one turn per caster level (whichever comes first), at which time the spell is negated. If the spell is cast on another creature, it reduces damage sustained by earth attacks by 50% and confers a saving throw bonus of +4 to the die roll against such attacks.
The material component is the priest's holy symbol.

Protection From Fire
(Abjuration)
Sphere: Protection, Elemental (Fire)
Range: Touch Components: V, S, M
Duration: Special Casting Time: 6
Area of Effect: 1 creature Saving Throw: None

The effect of a protection from fire spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

If the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as burning hands, fireball, fire seeds, fire storm, flame strike, and meteor swarm; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, at which time the spell is negated.

If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.

The caster's holy symbol is the material component.

Protection from Frost (Abjuration)
Sphere: Elemental (Air), Paraelemental (Ice), Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

This spell is in all respects similar to protection from fire, except that it protects the creature touched against cold attacks.

Protection from Lycanthropes, 10-foot Radius (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None

This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from lycanthropes. The material component of this spell is a small silver dagger.

Protection from Petrification (Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One creature touched per level
Saving Throw: None
Author: Unknown

This spell gives a +4 bonus on all saving throws versus any petrification attack for each creature touched. The material component is a jellyfish tentacle.

Protection from Undead, 10-foot Radius (Abjuration)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None
Author: Charles Anthony Leone <clg2+@andrew.cmu.edu>

This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from undead.

Protection From Winds
Schools: Abjuration
Spheres: Elemental, Air
Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

The effect of a protection from winds spell differs according to whether the caster or another creature is the recipient of the spell. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete invulnerability to damage and ill effects inflicted by natural winds (no matter how strong), gust of wind spells, and similar threats, including the effects of the maddening winds of Pandemonium. The invulnerability lasts until the spell has absorbed 12 points of wind damage per level of the caster or one turn per caster level, whichever comes first.
If the spell is cast upon another creature, it reduces damage sustained by wind attacks by 50% and confers a saving throw bonus of +4 to the die roll against such attacks, as well as full protection against Pandemonium's winds.
The material component is the priest's holy symbol.

     
     
 
 
 
Copyright (c) 2006 WebsiteName. All rights reserved.