Eilstraee |
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Major Spheres - All, Combat, Eilstree, Guardian, Proctection
Minor Spheres - Healing, Summoning, Travellers, Weather.
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Prayers "W" - First Level |
Wailing Wind
Schools: Alteration
Spheres: Elemental, Air
Weather
Area of Effect: Cube, 10 ft/level
Casting Time: 1 rd
Components: V
Duration: 1 turn/level
Range: 5 yds/level
Saving Throw: None
By means of this spell, a priest creates a magical warning system. When any creature larger than a common honeybee enters a guarded area (a passage, chamber, cavern, doorway, or cave mouth of up to the area of effect), a wailing, whistling blast of wind blows from the guarded area toward the casting priest. The priest designates the area to be protected verbally, and must be standing within 5 yards per level of the area to be protected when the spell is cast.
The wailing wind travels toward the caster as long as he or she is on the same plane as the guarded area, but fades out beyond 100 yards per level of the caster. The wailing wind has a distinctive tone that can be heard by all creatures capable of hearing. It transmits and magnifies any sounds (speech, movement, etc.) made by the triggering being at the time it is activated and thus it may give any listener a clue as to what sort of intruder approaches.
The spell cannot be modified to be activated only by specific beings or types of creatures. Once the guarded area is entered and the wailing wind rises, the spell is exhausted unless the caster was of sufficient level to allow another activation of the spell for another intruder. The wind itself lasts for 1 round per level of the casting priest once triggered although the caster can end it sooner.
A wailing wind can be activated more than once, depending on the level of its caster. As the level of the caster increases, the number of blasts of wailing wind occurring for different intruders at different times is also increased. A 1st- or 2nd-level caster creates only a single-blast wailing wind, a 3rd- or 4th-level caster creates a wind of two blasts; a 5th-or 6th-level caster creates a wind of three blasts, and so on with no known maximum |
Warning Shout
Schools: Alteration
Spheres: Protection
Area of Effect: ½-mi radius
Casting Time: 1
Components: V, S
Duration: Instantaneous
Range: 0
Saving Throw: None
A priest who casts a warning shout can project a single word loud enough to be heard outdoors approximately a half-mile away. The sound is magically amplified so that it is the same volume close to the spellcaster as it is at the edge of the spell's radius. Only one word can be projected using this spell (such as "Intruders!" or "Help!").
As a side effect, the spell wakens sleeping creatures in the area that can be naturally awakened by noise and are not extremely deep sleepers. These sleeping creatures may not know what woke them, at the discretion of the DM |
Water Sprint
Schools: Alteration
Spheres: Combat
Area of Effect: The caster
Casting Time: 4
Components: V, S
Duration: Special
Range: 0
Saving Throw: None
This simple spell triples the spellcaster's normal swimming movement rate for one round. After casting this spell, the priest must utilize this boost of speed within one hour per level of the spell-caster. When the spell duration expires or after the burst of speed is utilized, the spell effect ends immediately. |
Waterfloat
Schools: Alteration
Spheres: Protection
Area of Effect: 10-ft cube
Casting Time: 1
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: 10 yds/level
Saving Throw: Special
This spell prevents objects or creatures in the area of effect from sinking into water or other liquids.
The caster can affect a weight of 200 pounds, plus 100 additional pounds per level, divided between as many creatures or objects as he or she chooses to include in the spell. Affected objects and creatures bob to the surface and remain afloat for the duration of the spell, regardless of subsequent drifting.
Anything affected by this spell resists being pulled under with a buoyant force equal to its normal weight. If the spell is cast on an unwilling creature-for example, a merman trying to escape by diving-then a successful saving throw vs. spell negates the effect, though the creature counts toward the spell limit.
The material component is the priest's holy symbol. |
Weapon Bless
Schools: Conjuration/Summoning
Spheres: Combat
Area of Effect: 1 weapon
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
With the weapon bless spell, the priestis able to prepare one weapon for combat against a particular foe. Upon casting the spell, he carefully writes on the weapon the identity of the foe and several sutras to give the weapon power. Although the exact name of the creature need not be known, the identity must be specific, identifying only a single individual or creature. Stating the weapon is to be used against "a kappa" is not sufficient. However, stating the weapon is to be used against "the kappa who lives in Dusty Miller's millpond" is a precise enough identification. Thereafter, that weapon is +5 on the first attack and damage roll against that particular foe. The weapon is considered a magical one for the purposes of striking creatures that can be hit only by magical weapons. The effects of the weapon bless are not additive with those of already magical weapons, i.e. if cast upon a +2 weapon, the effect is still +5, not +7. Furthermore, if the weapon is used to strike another creature while the spell is in effect, the blade is wiped clean and the spell is lost.
The material component is a writing brush and ink made from dragon's blood. |
Weathertell
Schools: Greater Divination,
Lesser Divination
Spheres: Divination,
Weather
Area of Effect: Special
Casting Time: 3 rds
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell enables the caster, who must be able to see the sky and listen to the winds, to predict the general weather conditions for the upcoming 1 hour per level of the caster. These are the natural weather conditions at the caster's current location (and probably the nearby area) assuming that no magical manipulation occurs. Thus, this spell could predict a natural rain shower that is coming in three hours, but could not predict a magically created storm tomorrow morning. The caster discovers the general wind speed and prevailing direction of the wind that will be extant for the indicated time period. Specific timing of gusts and wind shifts is not available, however. Similarly, the caster discovers whether it will be precipitating, what type of precipitation it will be, and approximately how hard any precipitation will fall. Exceptional weather pat-tarns (such as tornadoes) are revealed to the caster, but he or she cannot predict their path with any accuracy. Finally, the spell also reveals if magic is currently acting on the weather at the instant the spell is cast, but not in what way it is being affected.
The material component is a miniature weather-vane carved of wood or made from metal. |
Weighty Chest (Alteration)
Sphere: Wards
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1
Area of Effect: 5-foot cube
Saving Throw: None
This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5'x5'x5' cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 (1d4+1) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell. The material component is a lead ball. |
Whisperward
Schools: Alteration
Spheres: Guardian,
Weather
Area of Effect: Special
Casting Time: 1 turn
Components: V, S, M
Duration: Until triggered
Range: 0
Saving Throw: None
This ward can be applied to a single item or closure (such as a book, door, or lid), or it can ward an area up to 60 feet in diameter. The caster can key it to an individual, alignment, or condition in much the same way as a magic mouth spell. If the ward is triggered, a faint whispering breeze alerts the caster, who must be within 1 mile per level of the
caster to be alerted.
The material component is the priest’s holy symbol |
Wind Column
(Invocation/Evocation)
Sphere: Elemental Air
Range: 0 Components: S
Duration: 2 rds./level Casting Time: 1
Area of Effect: The caster Saving Throw: None
Subtlety: +1 Knockdown: None
Sensory: Moderate visual Critical: None
A priest with access to this spell need not fear most routine falls, since the casting of the wind column creates a pillar of strong winds to slow his descent. The spell is most effective in areas or regions where a strong breeze is available, such as the heights of a mountain or the mast of a ship at sea. In areas of dead, calm air, it is much more difficult to muster the windpower necessary to arrest the caster’s fall. The caster’s rate of descent (and risk of damage) varies with the strength of the prevailing winds, as shown below.
If the wind is very strong, the caster can even choose to gain altitude instead of falling, although he can rise no higher than 5 feet per level above his original height before the wind column loses cohesiveness and he starts to fall again. However, a priest could use this to leap out a castle window and allow the winds to bear him to the roof of the tower, if the conditions are right.
WInd Strength |
Falling Rate |
Damage Sustained |
Very Strong |
±2 ft./sec. (120 ft./rd.) |
None |
Strong |
4 ft./sec. (240 ft./rd.) |
None |
Moderate |
8 ft./sec. (480 ft./rd.) |
1 per 10 ft |
Light |
16 ft./sec. (960 ft./rd.) |
1d2 per 10 |
None |
32 ft./sec. (2000 ft./rd.) |
1d3 per 10 |
1 Maximum of 8 points
2 Maximum of 10d2
3 Maximum of 12d3 |
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Prayers "W" - 2nd Level |
Water Whip (Evocation)
Sphere: Combat, Elemental (Water)
Range: 0
Components: V, S, M
Duration: 5 rounds + 1 round per 2 levels
Casting Time: 6
Area of Effect: One 10-foot long whip
Saving Throw: None
With this spell, the caster causes a crystal clear blue whip to form in his hand - the weapon is made entirely of water. If the caster successfully hits with the water whip in melee, the target suffers damage equal to 1d2 (or 1 for Large creatures) + 1 point per level of the caster. Thus, an 8th-level priest will do either 9 or 10 points of damage. If the priest hits with a natural 20, he has succeeded in disarming his opponent; the target still takes damage. A creature attacking with only natural weapons (teeth and claws, for example) cannot be disarmed in this manner.
Any creature especially susceptible to water damage suffers double damage. Note: double damage does not apply to creatures susceptible to holy water, such as undead (the water that composes the whip is not holy water).
Although magical in origin, it is not considered a magical weapon unless cast by high level priests (tenth level or greater). That is, for casters of tenth level or greater, the water whip is considered a weapon, +1; for casters of twentieth level or greater, it is considered a weapon, +2; and so on.
In addition to the caster's holy symbol, the spell requires a leaf from any water-dwelling plant as a material component. |
Weapon Shift
Schools: Alteration
Spheres: Combat
Area of Effect: 1 weapon
Casting Time: 5
Components: V, S, M
Duration: 2 rds + 1 rd/level
Range: Touch
Saving Throw: None
This spell enables the caster to transform a particular weapon into an entirely different weapon. However, the spell has several important limitations, as follows:
First, the final product must be a weapon that the caster can use without penalty, with regard to both class restrictions and proficiency status.
Second the weapon to be changed must be of similar size, and composed of the same material, as the weapon it will become. For example, a wooden club cannot be turned into a steel short sword though a steel short sword could be transformed into a steel club. Likewise a quarterstaff could be transformed into a short bow, as they are of similar size.
Third, weapons that carry a magical dweomer, even if it is only temporary (for example, Nystul's magic aura, light, etc.) cannot be affected by this spell. Casting it on a magical weapon simply wastes the spell.
Fourth, the transformed weapon receives no bonuses to attack or damage rolls, nor is it able to strike creatures that can be hit only by magical weapons. The altered weapon radiates magic if detected, however.
Finally, the caster must keep the weapon in hand for the duration of the spell or else it immediately reverts to its true form. Thus, the caster cannot pass the weapon to another being, nor cast spells that require somatic components or perform actions that require two hands.
Weapon shift can be negated if subjected to a successful dispel magic or more powerful effect.
The material component is the priest's holy symbol. |
Whip of Flame
Schools: Invocation/Evocation
Spheres: Combat
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 7 rds
Range: 0
Saving Throw: None
This spell creates a blazing whip or flexible line of flames extending for 12 feet from one of the caster's hands (or, if lacking a hand from the end of whatever is left of the caster's arm). The whip of flame is wielded using the caster's THAC0, and it strikes once per round. Although this weightless lash behaves like a whip, and burns brightly enough to see by, the flames are actually an illusion, and cannot ignite anything. The weapon is an intangible line of force, not an actual cord that can wrap around things, be grasped, or be cut.
A whip of flame causes damage by transmitting heat, searing whatever it touches for 1d8+3 points of damage per strike. Metal weapons and armor transmit full damage to their wearers, but leather armor or the padding typically worn under metal armor reduces damage by half, rounding fractions down, for the first strike of the whip of flame; there-after, such garments are hot enough to transmit full damage to their wearers.
Note that creatures can pass through the lashing whip without being slowed or hampered in any way, but in turn they have no effect on it. Beings who rush through the stretched-out whip or other-wise deliberately come into contact with it take its full damage even if it has already struck another creature on the same round.
The whip of flame fades away when the spell expires, the caster wills it to, or the caster commences any other spellcasting.
The material components are one of the caster's hairs and a flaming branch, spark, or lump of charcoal. |
Wind Lash
Schools: Alteration
Invocation/Evocation
Spheres: Weather
Area of Effect: 1 being
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 5 yds/level
Saving Throw: ½
This spell creates an invisible, weightless whip of hard-edged air extending from a limb of the caster. With this construct, the caster can strike with his or her normal THAC0 at one chosen opponent, causing 2 points of damage per level per successful attack. In any round in which the wind lash successfully strikes, any target spellcasting with a casting time of more than 1 is ruined, and the target creature must make a successful saving throw vs. paralyzation or be hurled to the ground, taking an additional 1 point of damage and forcing all fragile carried items to make a saving throw vs. fall.
The caster can switch targets at will, but switching targets takes a round, during which time no one can be attacked by the wind lush. The nature of the wind lash is such that only the chosen creature is struck. Other beings are aware of the spell because it emits terrifying snarling wind noises and may even blow away small, light objects such as cap-feathers and parchments that are not securely tipped (but they suffer no damage). If the spell-caster casts another spell while this spell is still in effect, the wind lash dissipates immediately. A wind lash-wielder can employ magical items simultaneously with a lash if they can be wielded with one hand. |
Withdraw
(Alteration)
Sphere: Protection
Range: 0 Components: V, S
Duration: Special Casting Time: 5
Area of Effect: The caster Saving Throw: None
By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell. |
Wyvern Watch
(Evocation)
Sphere: Guardian
Range: 30 yds. Components: V, S, M
Duration: up to 8 hrs. Casting Time: 5
Area of Effect: 10-ft. radius Saving Throw: Neg.
This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the "wyvern." Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster, until freed by the spellcaster, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.
The material component is the priest's holy symbol. |
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Prayers "W" - 3rd Level |
Ward Against Wererats
Schools: Abjuration
Spheres: Wards
Area of Effect: 1 portal
Casting Time: 3 turns
Components: S, M
Duration: Special
Range: 0
Saving Throw: Nil
This magical sigil, when inscribed ontoa door or other portal, prevents wererats from passing through. A wererat who touches the warded portal suffers a jolt of electricity that inflicts 1d8 points of damage per level of the caster, with no saving throw. When the ward is triggered, its magic dissipates and the wererat - if still alive - is able to pass freely.
To cast this spell, the priest must carefully inscribe its complex patterns into the portal to be protected. The priest must then inlay its lines with a gemstone powder made from an amber stone worth at least 100 gp and a tiny portion of a jacinth. A single jacinth can be used for up to ten wards, while a complete amber stone is needed for each ward.
The spell lasts until the ward is triggered. Other wards certainly exist to ward off other lycanthrope types, varying both in the pattern of the sigil and in the mineral required for the inlay. |
Weather Prediction
(Divination)
Sphere: Weather
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 1 rd.
Area of Effect: The caster Saving Throw: None
By casting this spell, the priest can predict the weather conditions at his location for a period of time equal to one day per level. The caster becomes aware of the prevailing conditions, trends, and weather systems that may affect his present location. Temperature, wind speed and direction, cloud cover, and precipitation can all be predicted with 95% accuracy for the next day, less 10% for each day after that. In other words, the priest’s prediction is 95% accurate for the first day, 85% accurate for the second, 75% accurate for the third, and so on. In addition, magical or supernatural phenomena cannot be predicted.
Priests of powers concerned with weather may use this spell to determine the best time for certain ceremonies or observances. Other priests find weather prediction useful for planning journeys or selecting campsites. |
Wind and Rain Protection
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: None
By use of this spell, apriest can make one creature immune to wind or any form of precipitation. In essence, a shell is created around the creature that no form of precipitation (including rain, sleet, snow, fog, hail, meteorites, or any other natural objects falling from the sky) can pass through. The shell also reduces the speed of any wind touching the protected creature by 10 MPH per level of the druid. Any form of magical wind or precipitation is unaffected by this spell, but spells that summon up a natural wind or storm are affected. Any air elementals attacking a protected creature receive a -7 on all attack rolls, and the protected creature gets +5 on all saving throws against magical precipitation that inflicts damage, as well as against air elementals.
This spell in no way protects against lightning or temperature extremes.
The material component is a fan-shaped leaf, which is crushed in the casting, and a diamond of 500 gp or greater value, which is destroyed in the casting. |
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