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 "S" - First Level |
Sacred Guardian
(Enchantment/Charm)
Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
By use of this spell, a priest becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the priest and the recipient. The recipient may be on a different plane of existence than the priest.
When this spell is cast by a priest of at least 3rd level, he receives a mental image of the endangered person's situation. At no time, however, does the priest know the person's location through the use of this spell.
The material component is a rose petal that has been kissed by the spell recipient. |
Sanctuary
(Abjuration)
Sphere: Protection
Range: Touch Components: V, S, M
Duration: 2 rds. + 1 rd./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None
When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on.
The components of the spell include the priest's holy symbol and a small silver mirror. |
Scribe
Schools: Alteration
Spheres: All
Area of Effect: Creates 1 copy
Casting Time: 1 rd
Components: V, S, M
Duration: 8 hrs maximum
Range: Touch
Saving Throw: None
By means of this spell, the priest's handwriting, if it happens to be poor, is greatly enhanced. Furthermore, the priest can write twice as rapidly as normal and still produce high-quality copying of a text or map. This spell decreases the chance of error by 25% in the copying of text, including maps. It can be used when fabricating a magical scroll.
The scribe spell lasts as long as the priest continues to copy or compose a text, with a limit of eight hours in any case. Any interruption of the copying ends the scribe spell. In the case of scribing a magical spell scroll, the interrupted spell is spoiled and useless, and the work must be begun again.
The material components are ink, quill and parchment (book or scroll). |
Sentry
Schools: Conjuration/Summoning
Spheres: Guardian, Travelers
Area of Effect: 120-ft-diameter sphere
Casting Time: 1 hr
Components: V, S, M
Duration: 8 hrs or until triggered
Range: 0
Saving Throw: None
This spell was created to aid in guard duty while most members of a group of travelers in the wild are sleeping. Like the 1st-level wizard spell unseen servant, this spell creates an invisible, mindless, and shapeless force. This force cannot fight and, unlike an unseen servant, it cannot affect its physical surrounding except as indicated below.
The priest casts this spell by walking the perimeter of the area of effect sprinkling pinches of sand every few feet and then returning to the center of the area of effect. Once the spell casting is completed, the shadowy sentry stands guard in the center of the area of effect and the caster immediately falls asleep.
If any visible object over 1 foot in length, width, or height that was not present during the casting of the spell enters the area of effect while the spell is in operation or if the spell is about to end, the shadowy force silently shakes the caster awake. When the caster awakes, the priest is wide awake and aware that something has triggered the sentry or that the spell has ended. The spell then immediately expires.
A visible object must be an object that a guard could have perceived with normal vision if he or she had been awake and on guard duty. Visible objects cannot be invisible, Hiding in Shadows, or hidden behind walls, trees, or earth.
If this spell is cast by a priest of 5th level or higher, the Sentry also has 60-foot infravision in addition to normal sight, and what is visible to it includes beings seen with that faculty.
The material components are the priest's holy symbol and a small bag of tine sand. |
Shillelagh
(Alteration)
Sphere: Combat, Plant
Range: Touch Components: V, S, M
Duration: 4 rds. + 1 rd./level Casting Time: 2
Area of Effect: 1 oak club Saving Throw: None
This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.
The material components of this spell are a shamrock leaf and the caster's holy symbol. |
Sixth Sense
Schools: Abjuration
Spheres: Protection
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: 1 hr
Range: 0
Saving Throw: None
By means of this spell, the priest is imbued with a sixth sense, alerting him or her to unexpected danger (to the priest or an ally) within ten feet of the caster's current position. Although the exact nature of the threat is never revealed, the priest does realize that something dangerous is about to occur a moment before the event unfolds. While so protected, the priest receives a +3 bonus to all surprise checks, and any ability check made to determine the success of an immediate reaction to a dangerous situation is made with a +3 bonus. For example, if the priest is working his way along a high mountain ledge, the magic of this spell might warn of a powerful gust of wind in time to grab onto an outcropping of rock, and the priest would receive a +3 bonus to her Strength check to hold on to the rock spur. Likewise, if an ally would step onto a hidden pit trap, the priest realizes his friend's danger in time to make a desperate grab for his arm and receive a +3 bonus to his Strength check to hold on. In addition, sixth sense provides a +3 bonus to saving throws made to avoid natural hazards such as rockfalls, avalanches, and so on.
The material components are the priest's holy symbol and a drop of sweat. |
Spittle
Schools: Alteration
Spheres: Combat
Area of Effect: 1 creature
Casting Time: 1
Components: S
Duration: 1 attack
Range: 10 yds
Saving Throw: Neg.
This spell allows the priest to generate a disgusting spittle that can paralyze any creature it touches. The priest must make successful attack, and the creature is considered to be is at short range. Any creature struck must make a successful saving throw vs. spell or lose the use of the area struck (see the table below). The attack can be used but once, and the spell ends if not used within 5 rounds of the casting. All effects last ld4+1 rounds. The DM might alter the hit location chart to account for creature facing or non-humanoid body type.
Spittle Hit Location Table
1d8,
Roll Area Struck Effect
1 Head Unconscious
2-4 Body Paralyzed
5 Weapon Arm No attacks
6 Non-weapon Arm No shield bonus
7-8 Leg Movement reduced 50%; lose defensive Dexterity bonuses |
Striking (Alteration, Enchantment)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 4
Area of Effect: The caster's weapon
Saving Throw: None
When striking is cast, it causes the caster's weapon to become enchanted to do double normal weapon damage when it strikes. For example, a dagger would do 2d4/2d3 instead of 1d4/1d3, while a two-handed sword would do 2d10/6d6. Any plusses to the caster's to-hit and damage rolls are not doubled, only the basic weapon damage is. Bonuses, if any, are added afterwards.
If this spell is cast upon a weapon created by a conjured weapon spell, there will be an additional +1 bonus to all to-hit and damage rolls. The weapon then counts as a + (caster's level/4) weapon for purposes of special defense (round fractions down).
The material component for this spell is the caster's holy symbol, which passes the enchantment to the weapon, while the caster invokes the blessing of the god. |
Stumble
Schools: Enchantment/Charm
Spheres: Combat
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: 20 yds
Saving Throw: Neg.
This spell causes one creature within its area of effect to stumble. While victims are affected by a stumble spell, they suffer a -4 penalty to their attack rolls, their movement rate is halved, and they loses all bonuses due to Dexterity. If a creature rolls a successful saving throw vs. spell, he or she is completely unaffected.
The material component is a drop of oil.. |
Summon Midwife (Conjuration/Summoning)
Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell will summon the nearest midwife. The midwife will get the summons. She is under no obligation to respond to the summons, but very few midwives will ignore it unless unfortunate circumstances prevail. |
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Prayers "S" - 2nd Level |
Sanctify
(Conjuration/Summoning) Reversible
Sphere: All
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 10 yard 0 10 yard square/priest
Saving Throw: None
This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests.
After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area.
Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.
Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher.
Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds (8+2+2+2).
Sanctify is often used in conjunction with focus to protect the grounds of a temple or encourage men defending a castle.
The material components are the priest's holy symbol and a handful of dirt from the grounds of an existing temple of the same faith.
The reverse of this spell, defile, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level.
The material components for the reverse are the priest's holy symbol and a handful of earth from a grave. |
Seeking
Schools: Enchantment/Charm
Invocation/Evocation
Spheres: Combat
Area of Effect: 1 missile/3 levels of the caster, up to maximum of five
Casting Time: 2
Components: V, S
Duration: 1 turn
Range: 100 yds
Saving Throw: None
The seeking spell takes the normal laws of momentum and gravity, and then twists them slightly in a way that is favorable to the caster of the spell.
The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin, one per three levels, to a maximum of five missiles. When the missiles have been enchanted, the caster can either use them or distribute them to his or her companions.
When shot or hurled at a target, the missiles unerringly seek the target. The missiles can go around objects or corners if the target was visible when the spell was cast, but they cannot pass through solid obstructions. For example, if the target creature closes a door, the missiles slam into the door and cannot be removed until the spell wears off.
While the missile must be hurled or fired within its normal range, it cannot be outrun, except by extraordinary means. If the target plane shifts, teleports, blinks, or uses some other means of instantaneous transport, the missile can no longer home in on the target. It falls to the ground, useless.
This spell is not an automatic guarantee of success. Rather, it ensures that archers and slingers, when firing into melee, will not accidentally hit those who are on their side. This spell is especially useful for battles or shots in narrow corridors. Someone firing the arrow or bullet who can see the target can fire for normal damage without fear of injuring comrades. |
Silence, 15' Radius
(Alteration)
Sphere: Guardian
Range: 120 yds. Components: V, S
Duration: 2 rds./level Casting Time: 5
Area of Effect: 15-ft.-radius Saving Throw: None
Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc. |
Specialisation (Alteration, Invocation)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 5
Area of Effect: The priest's weapon
Saving Throw: None
When specialisation is cast, a small part of his god's power is invested into the priest. This power allows the priest to fight better in combat. The benefit the priest receives is specialisation in the god's preferred weapon, if the god has one. Otherwise, the benefits apply to a weapon of the priest's choice. This specialisation occurs whether or not the priest is proficient with the weapon. There are no minuses to hit because of non-weapon proficiency penalties. The material component of this spell is a miniature version of the god's preferred weapon. Note: priests tend to be proficient with their own god's preferred weapon. |
Spiritual Hammer
(Invocation)
Sphere: Combat
Range: 10 yds./level Components: V, S, M
Duration: 3 rds. + 1 rd./level Casting Time: 5
Area of Effect: Special Saving Throw: None
By calling upon his deity, the caster of a spiritual hammer spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer's chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target's AC for shield and Dexterity.
As soon as the caster ceases concentration, the spiritual hammer spell ends. A dispel magic spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell.
The material component of this spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast
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Spiritual Spear (Invocation)
Sphere: Creation, Combat
Range: 10 yards per level
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
By casting this spell, the priest calls into existence a force field resembling a spear. This spear hits for 1d6 points of damage (1d8 versus large creatures). It also hits as a magical weapon with a bonus of +1 for every 6 levels of the caster, including fractions, with a maximum of +3 (at twelfth level or higher). The material component for this spell is a golden needle. |
Steelskin
Schools: Alteration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 4
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: Touch
Saving Throw: None
By means of this spell, the caster transforms the hide of a creature into an alloy of flesh and steel. The added protection gives a +l bonus to Armor Class for every three levels of the priest (round up), to a maximum bonus of +5. However, the steelskin reduces the recipient's Dexterity to two-thirds of normal (rounded down) with a corresponding adjustment to Dexterity-related abilities.
The material components are the priest's holy symbol and a forged steel rod. |
Stormvoice
Schools: Alteration
Spheres: Weather
Area of Effect: Special
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: Special
Saving Throw: Neg.
This spell enables the caster to speak with the voice of a storm. The caster can be heard clearly at 10 times normal distance. All creatures within a 20- foot radius of the caster must roll successful saving throws vs. spell or be deafened for 1d4 rounds and be knocked from their feet. |
Summon Swarm (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 30 yards + 10 yards per level above fifth
Components: V, S, M
Duration: 1 round + 1 round per level above third
Casting Time: 2
Area of Effect: 1-yard per level radius sphere
Saving Throw: None
This spell is similar to insect plague, but the insects summoned are of a specific type (with specific effects) for example:
Insect Effect
Flies 15% + 2% per level chance of causing disease
Locusts 2 HP per round to creatures caught in the swarm, and infestation of food
For a more detailed description, see the 5th-level priest spell insect plague.
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Prayers "S" - 3rd Level |
Sap Strength (Necromancy, Summoning)
Sphere: Necromantic, Summoning
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
This spell duplicates a shadow's Strength drain. The priest must roll to hit, and if he fails to hit, he himself must save versus death magic or be drained of a point of Strength. This spell does not trigger a negative plane protection, and it will affect creatures normally immune to undead energy drains. When used against undead with energy drain abilities, the priest must save versus death magic or lose twice as many energy levels as normal. When used against normal living victims, if the victim fails a saving throw versus death magic, they lose a point of Strength. People drained to a 0 Strength die and come back one day later as a free-willed shadow. The material component of this spell is a piece of ice. |
Shadow Sword
Schools: Illusion/Phantasm
Spheres: Combat,
Sun
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell creates a shadow sword that must be physically wielded by the spellcaster. The type, speed, size, and weight of the shadow sword can be equal to any type of sword the spellcaster is familiar with. (For example, if the caster has seen and practiced with a long sword, he or she could create a shadow long sword. If the caster has never seen and worked with a khopesh, he or she could not create a shadow khopesh.) This spell does not
confer proficiency in the chosen weapon.
A shadow sword functions in all ways as a magical sword +l of the selected type. In addition, it functions with a +2 attack and damage bonus against ogres, trolls, goblinkin, giantkin, and giants. It functions with a +3 attack and damage bonus against undead creatures.
If at any time the casting priest releases the shadow sword (something the casting priest can only do voluntarily) or the shadow sword enters an area of absolute darkness, the spell immediately expires. If a light, continual light, continual darkness, or similar spell is cast directly on a shadow sword, both the shadow sword and the cast spell are immediately canceled.
The somatic component involves the caster reaching a gauntleted hand into an area of deep shadow and drawing forth the shadow sword. The material component is the priest's holy symbol (a gauntlet) in which the shadow sword must be wielded. The gauntlet is not consumed in the casting. |
Shadowcloak
Schools: Alteration
Spheres: Protection,
Sun
Area of Effect: 10-ft-radius amorphous cloud
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: Touch
Saving Throw: None
This spell creates a semisolid fog of amorphous shape that is centered on the caster or a single touched spell recipient being and moves with that being to hide him or her completely from view. In bright conditions, a rolling, roiling moving cloud of shadow can readily be seen, concealing only the spell recipient's precise identity, but in darkness, an unsuspicious observer is only 15% likely to think something is amiss with what he or she is seeing (darkness) and a successful Intelligence ability check must still be made to reach a decision that something is certainly unusual and that it is more or less at such-and-such a spot.
A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes, so that all attacks against the user occur at a -3 attack penalty and a damage penalty of -1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires) so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.
Torches, fire, smoke, and magical radiances are unaffected by contact with a shadowcloak spell, but in turn have no effect on it and do not force it to part or light up its gloom. An observer outside a shadowcloak can detect the presence of a light source inside a shadowcloak because it lightens the dark appearance of the fog around it to a light gray-but the observer would not be able to see other things within the shadowcloak itself.
To the user and any others present and bearing consecrated holy symbols of Mask, the shadow-cloak borders appear as a slight hazy shimmering in the air, but no darkness is apparent. The spell does not affect the vision and combat abilities of such beings. |
Smoke Cloud (Conjuration/Summoning)
Sphere: Elemental (Air, 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 summons a weak 3 HD smoke elemental. It hits twice for 1d4+1 points of damage and has a movement of 190 feet per round. The smoke will choke anyone within 10 feet for 1d3 rounds. Any creature from the para-elemental plane of smoke, fire, or air can dissipate it with a touch. If the cloud moves more than 40 feet away from the caster at any time, it will instantly dissipate. The material component is, not surprisingly, a wisp of smoke. |
Snow Man (Conjuration/Summoning)
Sphere: Elemental (Air, Water), 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 conjures up a 5 foot snow man. The snowman has 3 HD, MV 90 feet per round, and one attack for 2d6. It can be hit by normal weapons, and can freeze potions with a touch. It can put out normal fires and torches. It can also cause a small snowstorm in its range (40 yard radius from priest) that lasts for 1d4 rounds, making all creatures in the storm blind. Any being from the planes of ice, air, or water can destroy the snowman with a touch, including another snowman. If the snowman moves more than 40 yards away from the caster it will instantly melt. The material component for this spell is a bit of snow. |
Sparkling Sword
Schools: Invocation/Evocation
Spheres: Combat
Area of Effect: Caster's melee weapon
Casting Time: 1 rd or 1 rd/level
Components: V, S, M
Duration: Special
Range: 0
Saving Throw: None
When this spell is cast, the caster's weapon (usually a sword for specialty priests of Avoreen) takes on a bright, sparkling silver glow. The spell has two forms, one of which is chosen at the instant of casting.
A) Smite. For a maximum of one round and one attack after the casting, the caster has a +2 bonus to hit and +3 bonus to damage with the affected weapon. The spell allows the caster to strike creatures hit only by +2 or better magical weapons. If the attack misses, the spell is wasted.
B) Sparkle. The caster has a +l bonus to attack and damage rolls with the affected weapon. This effects lasts for 5 rounds, plus 1 round for each experience level above 5th the caster has. The spell allows the caster to strike creatures hit only by +1 or better magical weapons.
When either version of the spell expires, the affected weapon must make a successful saving vs. crushing blow or be ruined. If there is 10 gp or more worth of silver in the weapon, its hilt, its decoration, the weapon receives a +2 bonus on the saving throw.
The material component is a pinch of sulfur, which is tossed upon the weapon. |
Spell Shield
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S
Duration: 5 rds
Range: Touch
Saving Throw: None
This spell protects a single being against all magic in the following ways: The recipient receives a +3 bonus to all saving throws vs. spell; the recipient is rendered immune to all Illusion/ Phantasm and Enchantment/Charm spells for the duration of the spell shield (previously existing magics of this sort are permanently broken by the shield), and the shield absorbs ld2 points from each die of damage inflicted by any spell that does affect the shielded being. |
Squeaking Floors (Evocation)
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 hour/level
Casting Time: 3
Area of Effect: 10-foot square/level
Saving Throw: None
A surface affected by squeaking floors squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster's level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long).
The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds.
Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to fly or otherwise avoid direct contact with the affected surface will not activate the squeaking floor.
The material component is a rusty iron hinge that squeaks when moved. |
Storm Shield
Schools: Abjuration
Spheres: Protection
Weather
Area of Effect: Special
Casting Time: 6
Components: V, S
Duration: 6 rds + 1d4 rds
Range: 10 yds/level
Saving Throw: None
This spell creates a floating, weightless, mobile barrier of solid air that blocks all damage from winds, lightning, normal missiles, and heat or cold. A storm shield attracts all electrical discharges within 30 feet and absorbs them so that no harm is done to nearby beings. It automatically neutralizes any extreme of heat (including fire), or cold (including ice), that it comes into contact with, but does so only once for each extreme. A storm shield neutralizes a second encounter or round of contact with either extreme heat or cold, but as it does so, the storm shield itself dissipates, ending the spell.
A storm shield is always about 6 inches thick and occupies a square, flat area of 10 square feet per level, stopping where it encounters solid obstacles. It can be fitted into a narrow passage or opening, so as to seal it entirely or be made to fold in on itself if the caster so wills to make a smaller barrier that can be moved about in narrow confines without becoming stuck. The caster can move the shield by force of will at MV 12 (B) and turn or tilt it as desired, until he or she engages in other spellcasting, whereupon control over the shield is lost, and it remains stationary until the spell expires.
A storm shield is effective from all sides, but it only deflects normal missiles; a sword or other weapon can be thrust through it with no effect on either the shield or the attack.
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