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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

Water to Wine (Alteration)
Sphere: Creation, Elemental (Water)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell allows the priest to transform one glass of water per level to wine.

Weapon of the Earth
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: Special
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: None


This spell allows the caster to transform a normal chunk of stone into a weapon, However the affected stone must be of a volume relative to the weapon type it will assume; the spell fails if the amount of available stone is less than the volume of the desired weapon.
Despite being made of stone, the weapon inflicts normal damage for its type. Its stone corn. position makes it immune to metal-affecting magic and conditions like rust or corrosion, heat metal and crystalbrittle spells, and so on. On the other hand, the weapon is susceptible to stone-affecting spells such as stone to flesh, transmute rock to mud and the like. In any case, the weapon is considered magical for purposes of determining what creatures it can hit, but it provides no additional attack or damage bonuses.
When the spell expires the weapon returns to its normal form. Dispel magic and similar effects can make the weapon revert to a normal stone early if cast successfully.
The material components are the priest's holy symbol and a small chunk of iron ore.
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.
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

Woodland Ruse Woodland Wile
Spheres: Plant
Area of Effect: 20 yards
Casting Time: 2
Components: V
Duration: Instantaneous
Range: 10 yards
Saving Throw: See below

This spell causes the woods near the priest to rustle as if an animal were hiding in the vegetation or a gust of wind were blowing. Woodland ruse woodland wile is used to provide a distraction so that the caster might escape or gain initiative. Anyone within the area of effect must make a saving throw, modified as follows: animals receive a -1 penalty, chaotic targets
2nd Level

Warning
Schools: Lesser Divination
Greater Divination
Spheres: Divination
Area of Effect: 10-ft radius around creature touched
Casting Time: 2
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None

This spell heightens the sense of the recipient and his or her awareness of danger. The subject receives a favorable adjustment of 1 on surprise checks (3-in-10 becomes 2-in-10, and so on) from events originating within the area of effect. (For example, the subject can be surprised by a missile fired from outside the area of effect.)
Likewise, the individual cannot be easily struck from behind, since the subject becomes aware of any creature moving behind him or her within 10 feet. Further, the subject has a 30% chance to notice any trap or hidden danger (including invisible opponents) within the area of effect. Also, the chance of a foe successfully Hiding in Shadows or Moving Silently in the area of effect is halved.
The various warnings given by this spell are only noticeable to the recipient of the spell. It is that individual's decision to notify other members of an allied group should a warning be received.
The material component is a small metal figure sprinkled with the dust of a crushed

Warp Sense
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 60-ft path
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: Touch
Saving Throw: Special

The warp sense, a spell finds and analyzes the gates and portals of the planes. It allows the being touched to sense any gate or portal, active or not, along a 60-foot path, dead ahead. Scanning in a single direction (out of four in a complete circle) takes one full round, so the recipient can shift directions while scanning. However, the empowered creature cannot move in any other way without disrupting the spell; full concentration is required.
Once a portal is detected, the creature can try to deduce where the other end discharges and the key required to use the portal, if any. Each piece of information requires a separate saving throw and if either is failed, a; nothing further can be learned about that portal. The player can state which question will be asked first. If the creature has actually seen the portal in operation, a +2 bonus is applied to the check.

Warp Wood
(Alteration)
Reversible
Sphere: Plant
Range: 10 yds./level Components: V, S
Duration: Permanent Casting Time: 5
Area of Effect: Special Saving Throw: Special

When this spell is cast, the priest causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a warp wood spell is 10 yards for each level of experience of the caster. It affects approximately a 15-inch shaft of wood of up to 1-inch diameter per level of the caster. Thus, at 1st level, a caster might be able to warp a hand axe handle or four crossbow bolts; at 5th level, he could warp the shaft of a typical spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped missile weapons are useless; warped melee weapons suffer a -4 penalty to their attack rolls.

Enchanted wood is affected only if the spellcaster is of higher level than the caster of the prior enchantment. The spellcaster has a 20% cumulative chance of success per level of difference (20% if one level higher, 40% if two levels higher, etc.). Thus, a door magically held or wizard locked by a 5th-level wizard is 40% likely to be affected by a warp wood spell cast by a 7th-level priest. Wooden magical items are considered enchanted at 12th level (or better). Extremely powerful items, such as artifacts, are unaffected by this spell.

The reversed spell, straighten wood, straightens bent or crooked wood, or reverses the effects of a warp wood spell, subject to the same restrictions.

 

 

 

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.

 

 

 

Watery Fist
(Conjuration/Summoning)
Sphere: Elemental (Water)
Range: 60 yds. Components: V, S, M
Duration: 1 rd./level Casting Time: 5
Area of Effect: Special Saving Throw: None

This spell conjures a coherent pseudopod of water from any suitable body of water at least 5 feet across and 2 feet deep (for streams) or 10 feet in diameter and 2 feet deep (for ponds or pools). The pseudopod can stretch up to 10 feet plus 1 foot per caster level from its source, so a 3rd-level priest could command watery fist to strike at a creature hovering thirteen feet above a lake or standing on the shore 13 feet from the water. The pseudopod obeys the priest’s mental commands, although the priest must concentrate each round in order to maintain control of the watery member.The pseudopod is incapable of fine manipulation, but it can be used to make bludgeoning or constricting attacks. When used to strike at opponents, it attacks with the caster’s THAC0 and inflicts damage as shown below. The priest may add his magical attack adjustment (from his Wisdom score) to his THAC0, but Strength-based adjustments or special weapon skills don’t help the priest to control watery fist. The pseudopod may be able to make rear or flank attacks if the priest can direct it into the proper position.If used to encircle and constrict, the pseudopod must first make an attack roll as described above, inflicting damage based on the priest’s level. However, in following rounds, the pseudopod automatically strikes its grappled target for constricting damage, +1 point per round of constricting. In other words, in the first round the victim sustains listed damage, in the second round he sustains listed damage +1, in the third he sustains listed damage +2, and so on. The pseudopod holds its target with an effective Strength equal to the priest’s Wisdom score.Caster Striking Constricting
Level Damage Damage
1–4 1d6 1d3
5–8 1d10 1d6
9–12 1d12 1d8
13+ 2d8 1d10Watery fist can be released by the priest any time he cares to stop concentrating on maintaining it. The pseudopod immediately resumes its normal state, possibly drenching a grappled creature or extinguishing a small fire if the caster wishes. The pseudopod is AC 6 and has 15 hp plus 1 hp per caster level, but it can only be damaged by magical weapons, fire, or cold; all other attacks simply pass through the water. Transmute water to dust, part water, lower water, and Otiluke’s freezing sphere all destroy watery fist on contact.

The material component is a vial full of blessed water or a sprig of mistletoe that is thrown onto the body of water from which the fist will be summoned.

Water Witch
Schools: Greater Divination
Lesser Divination
Spheres: Elemental, Water
Area of Effect: Special
Casting Time: 3 turns
Components: V, M
Duration: Until water is found
Range: Special
Saving Throw: None

The priest must first find two wooden or metal rods no more than 2 feet long and 1/8 inch thick. One is held in each hand, level with the body, as the priest begins to walk. When water is detected, the rods are attracted to each other; they form an "X" over the spot. The sticks are only magical for the duration of the spell, and the caster is guaranteed to find any quantity of water of at least 2d6 gallons no more than 1 foot below ground level. The water will be muddy, so each thirsty creature has to drink twice the amount normally needed. Disturbing the caster breaks the spell; the caster can abandon it at any time, as well.

Whisperleaf
Schools: Alteration
Spheres: Plant
Area of Effect: 1 oak branch
Casting Time: 5
Components: V, S, M
Duration: 4 rds + 2 rds/level
Range: Touch
Saving Throw: None

This spell transforms the still-living branch of an oak tree into a stout wooden spear that the priest can easily remove from the tree and use in combat. The spear created by this spell is a +l magical weapon. The caster must wield the spear, it does not fight on its own. When the spell ends, the spear reverts to its original form, but cannot be rejoined to the original tree. The bonus increases by +l when the caster reaches 5th level and again at 10th, to a maximum of +3
The material component is the priest's holy symbol.

Wild Deer Speed
Schools: Alteration
Spheres: Animal
Area of Effect: The caster
Casting Time: 5
Components: V, S, M
Duration: 1 turn + 1 rd/level
Range: 0
Saving Throw: None

A priest casting this dweomer gains the ability to run at great speed for the duration of the spell. The priest can move at a rate of 15 without tiring. The priest can jump over ground obstacles up to twice his height tall and twice his height broad during normal movement without breaking stride. A normal jump is increased by a distance up to twice the caster's height as well.
The material component is scrapings from the hooves of a fleet herbivore (deer, antelope, etc.).

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.

3rd Level

Water Breathing
(Alteration)
Reversible
Sphere: Elemental (Water, Air)
Range: Touch Components: V, S
Duration: 1 hr./level Casting Time: 6
Area of Effect: 1 creature Saving Throw: None

The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character.

The reverse, air breathing, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.

Water Walk
(Alteration)
Sphere: Elemental (Water)
Range: Touch Components: V, S, M
Duration: 1 turn + 1 turn/level Casting Time: 6
Area of Effect: Special Saving Throw: None

By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient's feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow. The recipient's rate of movement remains normal. If cast under water, the recipient is borne toward the surface.

For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature.

The material components for this spell are a piece of cork and the priest's holy symbol.

Water Window
Schools: Greater Divination
Lesser Divination
Spheres: Divination, Elemental, Water
Area of Effect: 5 x 5 ft sq
Casting Time: 1 rd
Components: V, S, M
Duration: 1 hr
Range: 10 ft
Saving Throw: None

This spell allows the caster to gain information from a quantity of water. Once the spell is cast, the water begins to show the images of objects and creatures that have been reflected in its surface over the past 24 hours. The caster can make specific requests such as "show me the last man who passed by here, " and the water will show the appropriate reflection. Should the request be impossible to fulfill, the water becomes opaque gray until another request is made or the spell expires.
Should the caster use the spell on flowing water, such as a river, the caster must keep up with the water in order to view the reflection. Other-wise, the flowing water shows images of what happened upstream (where the actual water was when the objects were reflected in it). If there was no light to produce a reflection, the water shows only darkness under the effect of this spell.
The spell requires a suitable body of water.

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.