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Prayers "E"
- First Level
Empathy
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide path, 30 ft long
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn
Range: 0
Saving Throw: None
This spell allows the caster to sense the basic needs, drives, and/or
emotions of any unshielded mind (hunger, thirst, fear, fatigue, pain,
uncertainty, rage, hatred, curiosity, hostility, friendliness, love,
and so on). The spell gives no result for creatures protected against
such detection, psionic creatures, or emotionless creatures (such as
slimes, oozes, jellies, golems, skeletons, zombies, etc.).
The reverse of this spell, mask emotion, conceals the emotions of the
protected creature for one turn.
The material component is the priest's holy symbol. |
Entangle
(Alteration)
Sphere: Plant
Range: 80 yds. Components: V, S, M
Duration: 1 turn Casting Time: 4
Area of Effect: 40-ft. cube Saving Throw: ½
By
means of this spell, the caster is able to cause plants in the area
of effect to entangle creatures within the area. The grasses, weeds,
bushes, and even trees wrap, twist, and entwine about the creatures,
holding them fast for the duration of the spell. Any creature entering
the area is subject to this effect. A creature that rolls a successful
saving throw vs. spell can escape the area, moving at only 10 feet per
round until out of the area. Exceptionally large (gargantuan) or strong
creatures may suffer little or no distress from this spell, at the DM's
option, based on the strength of the entangling plants.
The
material component is the caster's holy symbol
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2nd Level |
Earth
Affinity
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: 1 round/level
Range: 0
Saving Throw: None
As the spell is cast the caster gains
a affinity with stone and metal and is granted the ability to suffer
-1 from weapons made of stone and metal for a period of 1 round per
level of the caster. The priest can choose to lower the duration by
4 rounds and increase the reduction by another -1 to the damage.
Note that a weapon will still cause a minimum of 1 point of damage,
unless the damage roll indicated 1, in which case the priest suffers
no damage from the attack.
The material component is the priest's holy symbol and he must be standing
on solid ground for this to work. |
Earth
Anchor
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: 30-ft radius
Casting Time: 5
Components: V, S, M
Duration: 5 rds + 1 rd/level
Range: 10 yds
Saving Throw: Neg.
This spell magically binds living, corporeal creatures
to the ground upon which they stand. For the duration of the spell,
such a creature can slide back and forth at one-third its movement rate;
however, no part of its body in contact with the ground can be lifted
away from the earth. Those potentially affected by this spell can forgo
their saving throws if they decide.
Those in the affected area when the spell is cast (or entering it later),
are allowed a saving throw vs. spell to avoid the effect. Any creature
in the area of effect that brings other parts of its body in contact
with the ground finds those parts anchored as well. Any creaure leaving
the area of efffect is no longer bound by the earth anchor. Those reentering
the area must make a new saving throw, even if a previous one was successful.
The spell operates through boots, armor, clothing, and other gear worn
by affected creatures.
The material components of this spell are the priest's holy symbol and
a small amount of mud. |
Elemental
Whirlpool (Conjuration/Summoning)
Sphere: Elemental (Water), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
This spell conjures up a small whirlpool,
5 feet high, and 3 feet wide at the top. This miniature water elemental
has AC 5, 2 HD, MV 190 feet per round, hits twice for 1d4 and can be
struck by normal weapons. In water combat this can confuse up to 100
small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant
fish. On land, anyone trapped inside the whirlpool must make a saving
throw versus spell or suffer 1d2 points of drowning damage. Spending
more than 15 consecutive rounds in a whirlpool without the aid of some
magical water breathing spell or device, will force a saving throw versus
death magic. If the subject fails, he will fall unconscious. If he is
not aided within 3 rounds he will die. Should he remain in the pool,
but save, he will continue to take damage each additional round, and
continue to make saving throws. Spells have a 40% chance of success
within the whirlpool. The whirlpool can easily put out non-magical fires
of any type. Any native of the elemental plane of water can easily dissolve
the whirlpool with a touch, including another whirlpool. |
Endure
Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell is similar to the 2nd-level
endure water (q.v.). It is completely alike, save that it offers protection
from natural phenomena that are connected to dust, instead of water.
The definition of dust is very easy: think of a lovely big sandy desert
and then think of wind and presto: you got it (come to think of it,
it is normally used only in deserts and on the plane of dust).
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Endure Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell is similar to the 2nd-level
endure water (q.v.). It is completely alike, save that it offers protection
from natural phenomena that are connected to ice, instead of water.
Ice includes such nasty things such as ice storm, walking on harsh and
refrozen snow, sliding down very sharp icicles, etc. |
Endure
Water (Abjuration)
Sphere: Elemental (Water), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
This spell is similar to the 1st-level
endure cold or heat. It causes the protected creature to take no damage
from natural phenomena that are connected to water. If a magical force
simulating these phenomena (see below for examples) hits the protected
creature, this spell may subtract 10 HP of damage after the saving throws
are rolled. After reducing the damage once in this way, the spell ends.
Otherwise, the spell ends when the duration runs out. In contrast to
endure cold or heat, this spell does not end if another elemental force
hits the protected creature; the spell ends only if its duration runs
out or if the creature is hit by the appropriate magical force (even
if it causes less than 10 HP of damage). The material component is the
holy symbol of the priest.
Endure water is for those that don't
fancy to be pounded by huge waves on the ocean, those that don't like
to get wet in the rain (or in the sea), those that don't like to be
flooded by a transmute dust to water, which is normally quite a killer
spell (one cubic yard of water normally weighs nearly one ton), etc. |
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3rd Level |
Earth Sense
Schools: Greater Divination
Lesser Divination
Spheres: Elemental, Earth
Area of Effect: 30 ft/level
Casting Time: 1 rd
Components: V, S, M
Duration: 3 turns/level
Range: 0
Saving Throw: None
This spell empowers a priest to key his sense into the surrounding earth or stone structure to monitor the conditions of the area. This spell can be used to monitor all the earth and stone in a spherical volume with a radius of 30 feet per level of the caster. The priest can note anything unusual or important happening within the area of effect through a vague feeling of unease or impending danger. Once the feeling is experienced, the priest can try to concentrate on determining the specific ting that has set off the feeling of alarm. The chance of identifying the specific event is 5% per level of the caster. Only one identification roll can be made for each event that may trigger the feeling. If the roll fails, the priest is unable to determine the exact problem, but does identify the general area where the problem is occurring.
Once the spell is cast, the dwarven priest must remain quietly in place to continue concentrating on the spell. If the priest moves more than 10 feet from the spot where the spell was cast or engages in strenuous activity such as melee, the spell is broken.
Many different things can set off the feeling of alarm. Digging or sapping in the area, movements by burrowing creatures, spells or magic that currently affect the earth, nonsilent movement across the earth or through a nearby passage, strenuous physical activity (such as melee) occurring on a section of the earth, or an impending natural disaster are all things that can trigger the sense of alarm. A natural disaster that sets off the alarm could be unstable geological conditions that foreshadow a mine collapse or natural earthquake, a natural gas pocket about to explode, or volcanic or geyser activity that could become dangerous.
Earth priests often maintain a line of sentries in a stronghold and use this spell to monitor anything that may signal an impending attack. Priests might note a section of castle wall being undermined, an attempt to batter through a castle gate, invaders scaling a fortress wall, or a passwall spell suddenly cast on a section of stone wall. The material components for this spell are the priest's holy symbol and a small sample of earth or stone from the area to be monitored.
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Earthenair
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: 1 creature (up to 10-ft-sphere)
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: 60 yds
Saving Throw: ½
This spell causes the earth surrounding the target creature to surge upward and inward in a violent eruption of dirt and rock. The number of rocks created by the spell is 1d4 plus the level of the caster. Each rock causes 1 point of damage to the target, dispelling spellcasting and counting as one successful attack for purposes of the stoneskin spell. The rocks are considered magical weapons for purposes of determining whether a creature can be damaged by them.
This spell does not work if the creature is standing on a solid stone surface (such as bedrock, not flagstone) unless the caster is 10th level or higher. The earth remains somewhat scarred where earthenair is cast unless it is physically tidied up after the spell is finished.
The material component for the spell is the priest's holy symbol and a handful of pebbles that are hurled toward the target creature.
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Ease Labor
Schools: Alteration
Spheres: Healing
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell enables a priestess to mitigate the pains of giving birth. By laying both hands on a pregnant female's belly (or above her womb), the priest can ease labor pains, correct complications like a breech birth, and otherwise make labor as easy and painless as possible. The spell lasts throughout the birth process as long as the priest maintains contact with the mother and/or child.
The reverse of this spell, inflict labor, afflicts a creature with all the pains of labor. For the reversed form, the spellcaster need not maintain contact with the target creature beyond the initial touch, which requires a successful attack roll if the creature is not immobile, restrained, or unaware. Males get no saving throw vs. the reversed form of this spell, and females are allowed a saving throw vs. spell to avoid the effect only if they have given birth at least once previously. Pregnant creatures of any kind cannot be affected. The effects are split into three phases. The first two phases last three rounds each, and the final phase lasts one round per the caster's level to a maximum of nine rounds.
In the first phase, the creature feels violently nauseated and cannot cast spells, communicate, or attack. It can only defend itself or move at half normal movement rate.
In the second phase, the creature is fatigued and cannot perform any action requiring significant amounts of energy. Physical combat is not possible, nor is running, but spellcasting is possible, as is defending oneself or moving at a normal movement rate.
In the third phase, the creature suffers increasing amounts of pain. For each round this phase lasts, the creature suffers increasing amounts of temporary hit point damage and a temporary loss of Strength. In the first round, the creature suffers 1 point of damage, in the second round 2 points, in the third round 4 points, etc. Strength drops at a similar rate (1 point, 2 points, 4 points, etc.). When Strength or hit points drop to zero, the creature falls unconscious for the rest of the spell's duration. Spellcasting, physical attacks, and movement are not possible during this phase.
Strength and hit points lost to this spell are regained at the same rate they were lost after the spell ends.
The material component for this spell is an acorn. |
Enhanced Hearing
Schools: Alteration
Spheres: Divination
Area of Effect: One creature
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None
The recipient of that spell gains an incredibly acute hearing. Enhanced Hearing gives the recipient a 90% chance of hearing noises. His acute hearing also allows him to be surprised only on a 1I on a 10-sided die, unless the opponents are magically silenced, in which case, the surprise chance is normal. This spell makes the recipient's ears go red, The ways of the gods are truely bizarre sometimes. The material component of the spell is the priest's holy symbol. |
Enhanced Sight
Schools: Alteration
Spheres: Divination
Area of Effect: One creature
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None
The recipient of this spell will benefit from an incredibly accurate sight for the duration of the spell. The visual acuity is 50 times better, from both short and long range objects. Thus, the recipient of the spell will be able to recognize people from 50 times the normal distance and will be able to detect things 50 times smaller, like the flaws In an apparently perfect jewel. The material component of the spell is a pair of glasses, the glasses are not consumed by the spell. |
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