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Witch Prayer List

 
Witch Prayer List "L"
 
 
 

Prayer Tables

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Class Abilities
Witch

Read / Detect Magic - At 3rd level the Witch gains the ability to automatically read and detect magic. These powers act exactly like the wizard spells of the same name. They are effective on priestly, wizard or witch magic. It is not effective on psionics, unless noted in the psionic discipline.

Lesser Occult Power - At 6th level the Witch receives one lesser occult powers (see Witches & Warlocks for more info on each of the powers)Minor Occult Power - At 9th level the Witch receives one minor occult powers (see Witches & Warlocks for more info on each of the powers)Medial Occult Power - At 12th level the Witch receives one medial occult powers (see Witches & Warlocks for more info on each of the powers)
Greater Occult Power - At 15th level the Witch receives one greater occult powers (see Witches & Warlocks for more info on each of the powers):
Superior Occult Power - At 18th level the Witch receives one superior occult powers (see Witches & Warlocks for more info on each of the powers):

Turn/Control Undead - The witch can affect undead as priest of the same level. The witch can use an expanded table which continues where the priest table stops (see Witches & Warlocks). An evil witch can control undead in stead of turning them.
Witch's weapons only - A witch can only be proficient with daggers, staffs, and the special ability "Familiar's Claws", if she has a familiar and if this ability has been granted to her.
Schools of Magic - Conjuration/Summoning, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Lesser Divination
Minor Spheres of Magic - Healing, Protection, Thought, Weather
Major Spheres of Magic - All, Astral, Charm, Creation, Divination, Elemental, All, High Secret Order (Witch), Necromantic, Summoning

Prayers "L" - First Level

Lesser Banishing Rite
Schools: Abjuration
Area of Effect: Caster
Casting Time: 1 round
Components: V, S
Duration: Special
Range: 0
Saving Throw: None

The lesser banishing rite allows witches to partially protect themselves from malign magic directed at them.
This rite requires the witch to be alone in an enclosed space such as a private room or within a magic circle of the appropriate type. If the witch is currently the target of ongoing magical attack, the witch receives an additional saving throw to resist the effect of the magic, and gains a bonus of +1 to that saving throw.
Note that most traditional magic spells do not qualify as "ongoing magical attack", because they are instantaneous in their effect. Attacks that do qualify are sympathetic magic and psionics attack from a distance. Also, if the witch is currently being hunted by an Invisible Stalker or Phantasmal Killer, the lesser banishing rite will give the caster a +1 bonus to saves vs. spells against this magical creature for the remainder of the day. In the first case, however, the spell has a duration of 6 turns. Finally, when casting the lesser banishing rite, witches can sense the direction and approximate distance (*1 mile) from which the attack is coming, but not who, or what, is who is attacking.
This spell was one of the first created by Selunite witches, and was requested to protect themselves, expecially the ones who were adventuring, by the effects of the sympathetic magic exerted by evil spelicasters.


Locate Animals or Plants
(Divination)
Sphere: Divination (Animal, Plant)
Range: 100 yds. + 20 yds./level Components: V, S, M
Duration: 1 rd./level Casting Time: 1 rd.
Area of Effect: 20 yds./level x 20 ft. Saving Throw: None

The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, the caster can face in only one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. (At the DM's option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.)

While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.

The material component is the caster's holy symbol.

Log of Everburning (Enchantment)
Sphere: Elemental Fire, Plant
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.

This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.

The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.

Love Bite
Schools: Necromancy
Area of Effect: 1 or more creature in a 10ft cube
Casting Time: 1
Components: V, S
Duration: 0
Range: 60 yards
Saving Throw: None

This spell allows the witch to attack distant targets using a magical love bite. The damage taken by the victim is 1d4 hit points. For every two extra levels of experience the witch gains an additional love bite, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, to a maximum of 5 at 9th level. This spell does not affect undead.

 

 

 
     
2nd Level

Lionheart
Schools: Abjuration, Illusion/Phantasm
Spheres: Charm
Area of Effect: 1 creature/3 levels
Casting Time: 5
Components: V, S, M
Duration: Special
Range: 10 yds
Saving Throw: None

This spell is a more powerful version of the 1st-level priest spell remove fear but, unlike that spell, is not reversible. The priest casting this spell instills the courage of a lion in each spell recipient. Every creature affected by this spell is immune to magical fear attacks for one turn and need never check morale while under its effects. In addition, if the recipient has recently failed a saving throw against a fear effect during the current day, the spell immediately ends the effect if it is still ongoing. For every three levels of the caster, one creature can be affected by the spell (one creature at levels 1-3, two creatures at levels 4-6, and so on). This spell has no effect on undead.
The material component is a tuft of hair from a lion or related creature (including wemics, werelions, lammasu, and so on).

Lower Alcohol Addiction
(Abjuration)
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

This spell allows the priest to lower a person's alcohol addiction by 2 per class level in the drinking and amount levels. For example, a 5th level priest casts this spell on a addicted person (level 8 drinking, level 4 amount). The priest gets 10 to work with (5x2) and decides to lower the drinking level by 8 and the amount level by 2. Thus the addicted person now has a drinking level of 0 and an amount level by 2. A pretty good start for a speedy recovery

 

 

   
3rd Level

Laughing Water
Schools: Alteration
Spheres: Necromantic, Protection
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None

This spell transforms any liquid that is primarily water (even fouled water) into sparkling, gently glowing laughing water. The amount transformed can be any volume of water no larger than the caster's head.
Imbibing even a single drop of laughing water banishes all weariness for a day, and exhausted creatures that drink it become alert and energetic. Swallowing a mouthful cures insanity, blindness, and disease and instantly destroys monster and animal internal parasites and their eggs. Moreover, the drinker is rendered immune to all of these perils for 24 hours from the moment of swallowing. A double amount of laughing water can be substituted for holy water in all uses and rituals of the Eldathyn and other good human faiths.
Thisi water is named for another benefit. If laughing water is splashed on any being that is under or about to face Tasha's uncontrollable hideous laughter (2nd-level wizard spell), it negates all effects of the spell instantly. A subject of such a spell who is carrying or comes into contact with laughing water (even just a few drops in a locket vial) before, as, or just after the spell is cast, is immune to the magic (it is consumed rendering this protection).
If hurled in a breakable container, a vial of laughing water inflicts 4d6 points of damage on any undead creature it strikes.
The material components are a pinch of diamond dust, a seed from any green plant that is less than a year old, and the water to be altered.

Lava Monster
(Conjuration/Summoning)
Sphere: Elemental (Earth, 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 will conjure up one 6 foot high lava monster. The monster will have 3+2 HD, MV 60 feet per round. It hits twice for 1d3 (blow) + 1d8 (fire) points of damage. A successful hit can cause paper or cloth to burn, and boil liquids (make saving throws). The lava monster can in a last ditch effort summon up all its power and throw a 10-foot diameter ball of magma up to 50 feet causing 3d8 points of damage. Anything immune to fire will take 1d3 points of damage from the light force of the blow. Any native to the plane of magma, earth, or fire can dispel the monster with a touch, including another lava monster. The monster will instantly harden if it moves more than 40 yards away from the priest. It can be hit by normal weapons. The material component for this spell is a rock and an open fire, the latter of which is not extinguished.

Lava Splash
Schools: Alteration
Spheres: Elemental, Fire
Area of Effect: 10'x10' area
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: 50 yards
Saving Throw: Neg.

Lava splash seems to be a minor variation of an earthquake spell, although it affects only lava pools and streams, not the underlying hard ground.
When the Priest casts this spell, he causes a wave of lava to rise up and shower anything within a 25' radius. Victims suffer 3-18 points of damage, although a sav-ing throw vs. breath weapon reduces the damage by half. Victims in metal armor who fail their saving throw are treated in following rounds as if affected by a heat metal spell. Victims not in metal armor who fail their saving throw must make additional item saving throws for their clothing. If a character's clothing is ignited by a lava splash, he suffers an additional 1d6 points of damage per round for 3 rounds. The lava splash never harms a firenewt or giant strider. Indeed, a lava splash heals either creature as a cure serious wounds spell.
The material component for this spell is a fist size lump of volcanic rock, which is consumed in the casting. The spell may not be cast unless there is also a pool of lava within 50 yards of the caster.

Lay On Hands
(Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

This spell heals damage much like the paladin ability of the same name. When the priest casts lay on hands and touches the recipient, 2 points of damage per experience level of the priest are healed. See the 1st-level cure light wounds for any restrictions on what creatures can be healed.

The reverse of the spell, harmful hands, does 2 points of damage per level of the priest to opponents if a successful attack roll is made.

Lesser Elemental Wall
(Alteration, Evocation)
Sphere: Elemental (All)
Range: 10 yards per level
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (templars may cast this spell in any form). It covers a 20-foot square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. As with minor elemental wall, lesser elemental wall covers a 20-foot square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition.
Element Properties

Air Creates a deafening wall of violently disturbed air that is two feet thick. Treat as per wall of sound (see the Complete Bard's Handbook, page 78). Namely, one side chosen by the caster produces such a roar that all communication (including verbal spell components) is disrupted within 30 feet. Those within 10 feet are deafened for 1d4 turns if they fail to save versus spell. The sound is heard on the other side, but is not disruptive. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw versus spell. Deafened creatures suffer -1 penalty to surprise rolls, a +1 penalty to initiative rolls, and they are 20% likely to miscast spells with a verbal component. A silence, 15-foot radius spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all silence spells that come into contact with it.

Water Creates a wall of "solid fog" that is up to 10 feet thick per level of the caster. Treat as a solid fog (page 163, Player's Handbook).

Fire Creates a billowing wall of black smoke that is 10 feet thick. Due to its noxious gasses, treat it as a stinking cloud (page 145, Player's Handbook), except those exposed to the cloud save with a -3 penalty. All vision within and through the wall is impossible.

Earth Creates a wall of swirling dust that is 10 feet thick. This wall has two effects. Treat as a blur for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook). Anybody coming into physical contact with the wall will suffer as per the "itching" version of irritation (page 142, Player's Handbook) - saving throws are at a -3 penalty regardless of the number of creatures entering the area of effect.

The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.

Lesser Strengthening Rite
Schools: Invocation/Evocation
Area of Effect: 1 person
Casting Time: 2
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None

This spell allows the witch to raise her own or some elses Strength, Constitution and hit points. Strength and Constitution scores will go up 1 point each. Hit points are raised 1 point per level of the witch. This magic will raise these scores to past their otherwise normal limits. This extra hardiness will last a number of rounds equal to the witch's level. The gained points will be lost after the last round. If this lowers the recipient's hit points below 0, then they remain at 1 hit point and are left unconscious for a number rounds equal to the remaining hit points. For example, Cassandra casts the Lesser Strengthing Rite on herself when confronting a hand of goblins. She is 7th level with 21 hit points remaining. The hit points move up to 28 and her STR and CON scores go up by one each. She battles the goblins and takes a total of 25 hit points. At the end of the seventh round she is at 3 hit points when loses her gained 7. She is left at 1 hit point and unconscious for 4 rounds.
The material component for this spell is a few leaves from the Spring Adonis plant.

Lethe
Schools: Enchantment/Charm
Area of Effect: 20' Spere
Casting Time: 2 rounds
Components: V, S, M
Duration: Permanent
Range: 25'
Saving Throw: Negates

Lethe, named after the river in the underworld, is a magickal version of the wizard spell Forget. There are some differences. The spell effects all within a 20' radius of the witch. She can decide who is and is not effected. The number of hours of memory removed is equal to the number levels of experence that the witch has. The victims will only remember having a feeling of "lost-time" and do not recall anything in the time period in question.
The memories can be returned if a Heal or Remove Curse spell is cast on the victim. The flood of lost memories will cause the victim to go unconscious for a number of turns equal to the hours lost.
The spell component is a vial of water taken from a old stagnent river.

Levitate
Schools: Alteration
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 turn/level
Range: 20 yds/level
Saving Throw: Neg.

The priest can levitate one creature, up to a limit of 100 pounds per level of the caster. If cast upon the priest, the priest can move 20 feet vertically per round; if cast on another creature, that creature can be levitated 10 feet per round (an unwilling creature gets a saving throw vs. spell to avoid being affected). No horizontal movement is allowed. The caster can cancel the spell as desired.
The material component is a kite's feather and Holy Symbol.

Life Drain
Schools: Necromancy
Spheres: Necromantic
Area of Effect: Creature touched
Casting Time: 6
Components: V
Duration: Special
Range: Touch
Saving Throw: ½

By casting this spell and touching another individual, a priest can fortify another's life force at the expense of another living creature. This spell allows the priest to drain 1d8 hit points, plus 1 additional hit point per level of the caster. The priest can immediately benefit from the hit points or transfer them to another individual within four rounds of the casting. The stolen hit points can increase those of the recipient beyond the normal maximum, though these extra hit points only last for up to one turn per the caster's level. Any damage suffered by the subject is first subtracted from these additional hit points.
Though predominantly employed by evil priests at the expense of innocents, the spell can be used by those of noble intent, but only if all participants act of their own accord. However, if the subject (the provider of the life force) is unwilling, a successful saving throw vs. spell means the spell was partially resisted and only half the hit points were drained (round up). Undead can neither benefit nor be harmed by life draining. It is possible, however, for an undead priest to drain hit points from a subject and bestow them upon a living ally.

Line of Protection/Destruction
(Abjuration) Reversible
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30-yard line
Saving Throw: Neg.

This cooperative spell requires at least two priests to cast the spell simultaneously. During the casting, the priests determine whether the line will be stationary or portable.

If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at each end of the line, thereby anchoring it.

After the spell is cast, a shimmering field of force appears between the two anchors (the sigils or priests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the translucent field, while recognizable, are hazy and indistinct.

The field causes 1d3 points of damage to all creatures passing through it; evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw suffer no damage. Creatures that can fly over the field, burrow under it, or teleport to the other side are immune to damage.

If the spell is cast in its portable form, the priests can move at half their movement rates (limited to the rate of the slower priest). The priests can take no other action, since all their energy is spent in walking and maintaining the field.

Once created, the field cannot be increased or decreased in length and must remain straight. The priests could maneuver by pivoting, but could not walk toward each other or bend the field around a corner. If the line of sight between the two priests is blocked by any object of greater than 5' diameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.

As a cooperative spell, several priests can link together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four priests could form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined above. The DM may apply movement penalties depending on the complexity of the pattern.

The material components are the priests' croziers, staves, or religious standards, held aloft by each caster.

The reverse of this spell, line of destruction, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.

Locate Object
(Divination)
Reversible
Sphere: Divination
Range: 60 yds. + 10 yds./level Components: V, S, M
Duration: 8 hrs. Casting Time: 1 turn
Area of Effect: 1 object Saving Throw: None

This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.

The casting requires the use of a piece of lodestone.

The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.

Neither application of the spell affects living creatures.

Love I
Schools: Enchantment/Charm
Spheres: Charm
Area of Effect: 1 person
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Special
Saving Throw: Negates

This spell requires some intimate item belonging to the intended victim for it to work, such as a lock of hair, nail clippings, locket or the like. The spell is chanted over the item and it will cause the character to whom it belongs to fall in love. The witch can choose whether this person is the next appropriate person the victim sees, or a compatible but specific person of the witches' choice, or even the witch herself if she is attractive to the target. The duration is as per the 1st level wizard spell charm person. The effect of this spell cannot be removed only broken as per the conditions for the charm person spell.

Lure
Schools: Necromancy
Spheres: Charm, Necromantic
Area of Effect: The caster
Casting Time: 6
Components: V, S, M
Duration: 1 hr/level (maximum 1 day)
Range: 0
Saving Throw: Special

This spell causes a single feature or matching pair of features (such as eyes) of the caster's body to alter to exactly match in shape and hue the equivalent features of another living being whom the caster has personally seen at some time in the past. The change is actual, and the altered features are instantly usable, performing as if the caster was entirely used to them. The spell does not alter Strength, Dexterity, or the like, but can temporarily increase or decrease Charisma (if the Dungeon Master permits). For example, if the caster alters his eyes to resemble those of an eagle or a creature whose eyes are on stalks, or modifies his feet to web his toes, others would obviously react to him differently than before the transformation.
Multiple lure spells can affect a single creature at the same time. Lure spells end upon the death of the affected creature or when the magic expires. A lure spell can be removed sooner by a successful dispel magic spell.
Some adventuring priests use this spell to temporarily gain beast powers or to change a single hand or limb for purposes of disguise, but most Sunites employ it to lure members of the opposite gender by increasing their personal comeliness (hence the name of the spell). When the caster employs this spell personally, no saving throw is necessary, but when it is cast to affect another creature, both the caster and the recipient must successfully save vs. spell or the spell fails and is wasted. If the recipient is unwilling, failure is automatic.
The material components are a drop of holy water and a scrap (of any size) of the caster's skin.

Lust
(Enchantment/Charm) Reversible
Sphere: Charm
Range: 50 yards
Components: V, S
Duration: 1d3 rounds + 1 round per level
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: Negates

This spell will cause a male to kiss and hug the nearest person and not let go. The target will follow his victim until the duration of the spell. The seductress must be careful not to cast this spell near herself. The reverse of this spell, hate, will cause the target to attack the closest person (this may even be the caster) in the area for no reason. If he kills this target, he will attack more victims until the spell has expired.

 


 

 
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