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Prayers "H" - First Level

Heal Plants
Schools: Alteration
Spheres: Plant
Area of Effect: 10-ft/level square or 1 creature
Casting Time: 4
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None

This spell heals natural, nonmonstrous living plants of up to man-size within the area of effect. All damage from fire, frost, cutting, trampling, parasites, mold, fungus, or disease is cured. The spell purges all parasites and disease so that they cause no further damage. The spell does not heal large trees, it does not restore growth that has actually been destroyed, nor does it counteract the effects of poor soil or lack of water. The spell affects plants growing in a square area of 10 feet per side per level of the caster (10 x 10 feet at 1st level, 20 x 20 feet at 2nd level, and so on).
Alternatively, the druid can cast the spell and touch a single plantlike monster to heal it of 2d4 points of damage. Touching such a creature - even green slime or yellow mold - to discharge the spell does the caster no harm.
The material component for both forms is mistletoe.
The reversed spell, harm plants, leaves affected vegetation wilted and unproductive for the remainder of the growing season or causes 2d4 points of damage to a plantlike monster.

Heat [1st level]
(Alteration) Reversible
Sphere: Sun, Weather
Range: 6 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 10-yard radius sphere
Saving Throw: Negates
This spell causes the affected area to become warm, maintaining a constant temperature of 40 degrees C (96 degrees F). This is intended primarily as a heat source, not an attack, although if used against cold-based creatures, they will take 1d4 damage per round they remain in the area of the spell. The spell is reversible (chill), causing the area to lower in temperature to 0 degrees C (32 degrees F). Used against heat-based creatures, they will take 1d4 damage per round during the time they remain in the area of effect.

2nd Level

Hailstone
Schools: Invocation/Evocation
Spheres: Elemental, Water
Area of Effect: 1 creature or a 10 ft cube
Casting Time: 4
Components: V, S
Duration: Instantaneous
Range: 3 yds + 1 yd/level
Saving Throw: None

When a druid casts this spell, one large hailstone or a swarm of smaller stones burst from his or her finger, traveling in a straight line to the target creatures. The caster chooses which form the spell takes at the time of casting.
A) Large Hailstone. The caster creates one hailstone. This automatically hits one creature in a straight line from the caster for 1d4+1 points of damage. The large hailstone fractures on impact with a hard object (shield, helmet, metallic armor, a wall), inflicting 1 point of damage on any creature within 3 feet of the point of impact. The hailstone does not fracture on impact with soft surfaces. For every two experience levels the caster achieves above 2nd, one additional hailstone can be created (two at 4th, three at 6th, to a maximum of five at 10th level). These can be directed against different foes, provided all are at least partially within a 10-foot cube.
B) Hailstorm. The caster creates a swarm of smaller hail stones. These strike all creatures in a 10-foot cube for 1 point of damage. Each affected creature must also make a successful saving throw vs. spell or be temporarily stunned, losing its next action. At 6th level, the caster can affect a 20-foot cube, and at 10th level the area increases to a 30-foot cube.
This spell is ineffective underwater and when exposed to high heat (for example, a wall of fire provides complete protection). Since most of the hailstone effect is impact, it affects creatures immune to cold. Fire-based creatures with special vulnerability to cold-based attacks suffer from their normal penalty.

Healing Sleep (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: 4 hours + 2 hours per level
Casting Time: Special
Area of Effect: One person
Saving Throw: None

This spell causes the healing benefits of sleep to be threefold (i.e., 3 HP are healed per day rested). Additionally, this spell causes any and all curative spells cast during its duration to have maximum effect plus 1 HP. The individual to be affected must be able to sleep, and must be asleep during the spell's effect. The casting time of this spell is 6 turns minus the priest's level, with a minimum of one turn. The material component is the priest's holy symbol.

Hear Heartbeat
Schools: Greater Divination
Lesser Divination, Necromancy
Spheres: Divination
Necromantic
Area of Effect: 10' radius/ level
Casting Time: 1 round
Components: V, S, M
Duration: 1 turn + 2 rounds/level
Range: 0
Saving Throw: None

For the duration of this spell, a priest become completely deaf top all normal sounds and may only hear the noise of other creatures' beating hearts. The heartbeat of each person, animal, or monster in the area of effect is clearly distinct and may convey information about the being's proximity, direction, size, emotional distress, general health, and race or species. For instance, the heartbeat of a frail old wizard would be much softer and weaker than that of the invisible orge bodygaurd atanding behind him. This spell can provide quite confusing results if cast in the presence of numerous individuals (such as on a crowed city street) and is most effective when cast be a cleric in reletive suclusion. A priest never hears his or her own heartbeat with this spell. It is effectively masked out by the power of the hear heartbeat spell. Obviously, this spell is of little use with creatures without functioning hearts (such as plants or undead). The spell's range is diminished if more than one-inch thickness of wood, stone, or meatl lies between the caster and a subject. Each inch of a barrier's thickness should be treated as 10' of open space.
The material component is besswax mixed with a tiny drop of the priest's own blood (to block the sound of his or her own heartbeat). While casting the spell, the priset places the wax in his ears to blot out normal sound and trigger the magical effect. Note that the priest is completely obvilious to normal sound (such as talking or music) while the spell is in effect.

 

 

 

     
3rd Level

Hailstorm (Alteration)
Sphere: Weather
Range: 30 yards
Components: V, S, M
Duration: 1 round
Casting Time: 6
Area of Effect: 15-foot cube
Saving Throw: 1/2

In the round following the casting of this spell, a hailstorm breaks loose in the area of effect, if and only if the spell is not cast in a desert or near the crater of an active volcano or the like. As long as there is a minimal amount of moisture in the air, it will be compacted to form hailstones that inflict 2d4 points of damage + 1 point per level of the priest casting the spell. All creatures are allowed saving throws versus spell for half damage. Those wearing plate mail, field plate or full plate suffer no damage at all, although their armour will be dented. If it is snowing or raining at the time of casting the amount of damage inflicted is 3d4 points of damage + 1 per level of the priest; and if it is actually hailing in the area of effect, damage is doubled to 4d4 points + 2 per level of the priest.

The priest needs his holy symbol to cast this spell, and either a small spherical piece of ice or a diamond worth at least 100 gp. The material component (not the holy symbol) is to be thrown into the air at the end of the casting time where it disappears.


Hands of Healing (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creatures touched
Saving Throw: None

When this spell is cast, the priest's hands start to give off a soft white glow. The glow indicates the presence of healing magic, which the caster can use to cure the wounds of other creatures than himself (for creatures that are unaffected by this spell, see cure light wounds). The healing charge rises with the caster's level: each hand can cure 1 point of damage for each experience level of the priest. A hand's healing charge must be used up all at once on a single creature. Moreover, a single creature will not benefit from the charges of both hands (consider the second charge lost in such a case). The benefits of Hands of healing are cumulative with those of the various cure ... wounds spells.

A priest can spend the two healing charges in a single round, provided he can touch the creatures he wants to heal. He can also keep the charges in his hands for up to 1 hour for each experience level he has. In the latter case, he is not allowed to attack other creatures physically or magically if he desires to retain the healing charges. If he does attack, the remaining charges disappear instantly. The material component is the caster's holy symbol.

Haunting Visions
Schools: Enchantment/Charm
Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 being
Casting Time: 6
Components: V, S, M
Duration: 2d4 + 2 rds
Range: 30 yds
Saving Throw: Special

This spell afflicts the recipient with the ability to see every possible consequence of every decision it can make. The multitude of overlapping visions perceived by the subject are nearly incapacitating, since every possible action might result in disaster somewhere down the line.
When this spell is first cast, the subject must succeed at a saving throw vs. spell to completely avoid its effects. If the saving throw is failed, then the haunted visions lasts for the complete duration and cannot be ended except with the use of a dispel magic incantation or similar magics.
While experiencing overlapping haunted visions, the subject cannot move faster than one quarter its normal walking movement rate, always loses initiative, and is always surprised in situations where a surprise roll is warranted. Spellcasting is impossible, and the subject can make a physical attack only if it makes a successful saving throw vs. spell. All such attacks have a -2 penalty. In addition, the affected subject has an Armor Class and saving throw penalty of -2 for the duration of the haunted vision.
The material components for this spell are the priest's holy symbol and a puff of smoke. The latter is usually generated by a match or torch and is blown in the general direction of the subject during the casting.

Hold Animal
(Enchantment/Charm)
Sphere: Animal
Range: 80 yds. Components: V, S
Duration: 2 rds./level Casting Time: 6
Area of Effect: 1-4 animals in 40-ft. cube Saving Throw: Neg.

By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of -4 on its roll; if two are subject, each receives a penalty of -2 on its roll; if three are subject, each receives a penalty of -1 on its roll; and if four are subject, each gets an unmodified saving throw.

A maximum body weight of 400 pounds (100 pounds for nonmammals) per animal per caster level can be affected--for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.

Copyright 1999 TSR, Inc.

Hold Poison
(Necromancy)
Sphere: Healing
Range: Touch Components: V, S, M
Duration: 1 day/level Casting Time: 1
Area of Effect: Creature touched Saving Throw: None

This spell is an improved version of slow poison, with a duration measured in days rather than hours. When cast upon a victim who has been poisoned by any means, hold poison arrests the venom and prevents it from doing any additional damage to the victim. (In most cases, the spell must be cast during the poison’s onset time in order to be effective.) Damage that has already been inflicted is not restored, but as long as the hold poison is in effect, the victim can be cured or healed of damage caused by poison by any normal means.

This spell can be used to indefinitely postpone the onset of a poison if the caster chooses to continue to cast it on the poisoned character before the previous hold poison wears off. However, each time a new hold poison is used to stop the venom’s advance for another few days, there is a 2% cumulative chance that the spell fails and the poison runs its course. Evil priests have been known to deliberately poison a person and then use this spell to grant the victim a stay of death for a few days. This can be an extremely effective threat if the victim doesn’t have access to a neutralize poison spell.

The material component is the priest’s holy symbol and a bud of garlic, crushed and smeared on the injury (or eaten if the poison was ingested).

Copyright 1999 TSR, Inc.