Witch Prayer List |
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Witch Prayer List "P" |
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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 "P"
- First Level
Pain
Schools: Necromancy
Spheres: Necromantic
Area of Effect: One creature
Casting Time: 2
Components: V, S, M
Duration: 1d4 rounds
Range: 60'
Saving Throw: Special
Pain causes a target to be hit with an intense amount of pain. The target is allowed a Saving Throw vs. Spells.
Failure - The target is forced to his knees in pain, - 5 to all actions for 1d4 rounds. 1d6 damage.
Success - -2 actions for 1d4 rounds
Material component is a drop of the witch's blood causing 1 hit point of damage. |
Painful Wounds (Necromancy)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Special
This spell causes any existing wounds (caused by a bleeding touch or any blow of 4 or more hit points of damage, or when the victim is at half its maximum hit points or less) to become excruciatingly painful. To hit the victim, the priest must roll to-hit, and if he misses, the spell is lost. The victim must make a saving throw versus paralysation or be unable to do anything but roll on the ground screaming in pain. The material component is a pinch of salt.
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Portent
Schools: Greater Divination,
Lesser Divination
Spheres: Chaos,
Divination
Area of Effect: Creature touched
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell enables the priest to tell something of his or another individual's future luck during the next 24 hours. This "luck" takes the form of an adjustment to an attack roll or a saving throw at some point in the future unknown to the subject.
When the spell is cast, the DM makes two die rolls in secret. First, 1d6 is rolled to determine the exact effect. The caster learns only the general result of poor, fair, or good.
1d6 General Exact
roll Result Result
1 Poor -3
2 Poor -2
3 Fair -1
4 Fair +1
5 Good +2
6 Good +3
Second, a 1d12 roll determines when the portent result takes effect. The 1d12 roll represents the number of the attack roll (either by or against the subject) or saving throw made by the subject that is affected by the portent. For example, if a 12 is rolled, then the 12th such roll receives the exact result as a modifier.
Such die rolls count only if they involve significant risk (that is, in combat or similar situations of consequence). The count is suspended if the subject contrives, for example, to perform saving throws against nonharmful effects in an effort to manipulate the outcome of the portent. Die rolls that do apply toward this count include saving throws made in combat or against magical effects, attack rolls made by the subject, and attack rolls made by an opponent against the subject. The DM can count other rolls such as proficiency checks or ability checks, in the face of danger. When the die roll designated by the portent is made, the result is adjusted upward or downward as indicated by the 1d6 roll. Thus, the subject is either more or less likely to score a hit, more or less likely to be hit, or more or less likely to succeed on a saving throw or similar check.
Regardless of the outcome, the effects of the portent do not extend beyond 24 hours after the casting. If the event has not occurred by that time, then it will not.
The material component is either a numbered wheel or tea leaves. |
Precipitation
Schools: Alteration
Spheres: Elemental, Air,
Elemental, Water,
Weather
Area of Effect: 30 ft diameter cylinder up to 60 ft high
Casting Time: 4
Components: V, S, M
Duration: 1 round
Range: 10 yards/level
Saving Throw: None
This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) will be extinguished. Small fires (tourches and campfires) will sputter and smoke for a round after the drizzling stops. Bonfires and most magical fires will be unaffected. Large magical fire effects ('fireball', 'wall of fire', 'flamestrike') cast into the area during the rain will create a warm fog that obsures vision in an area 60' in diameter. This lasts 2-5 rounds, half that in a breeze, and but one round in a strong wind.
The 'precipitation' spell has doubled effect in humid climes, causes only slight dampness in arid climes, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing. |
Predict Weather
Schools: Greater Divination,
Lesser Divination
Spheres: Divination,
Weather
Area of Effect: 9 sq mi.
Casting Time: 1 rd
Components: V, S, M
Duration: 2 hrs/level
Range: 0
Saving Throw: None
A druid casting a predict weather spell gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours of advance weather can be forecast. Thus, at 1st level, the druid knows what the weather will be for two hours; at 2nd level the druid knows the weather for 4 hours in advance, and so on.
The material component is the druid's holy symbol. |
Prevent Nausea
(Abjuration) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: 6 turns per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell will prevent the creature affected from getting nausea for the duration of the spell. The reverse of this spell, nausea, will cause nausea to the victim. |
Protection from Dirt
(Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1d4 turns + 1 turn per level over third
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None
This spell can hold up to 1d6 tons of dirt out of a 10-foot radius. The seductress and anyone in the area of effect will be protected from stones and dirt. The seductress can turn off the spell at will. This spell will protect from soil-based attacks, but not arrows, although the arrow will be clean if it enters into the sphere. This spell can also be used for land slides, cave-ins, dust storms, etc. The material component is a stained leather bag of dirt. |
Purify Food & Drink
(Alteration)
Reversible
Sphere: All
Range: 30 yds. Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 cu. ft./level, Saving Throw: None
in 10 sq. ft.
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.
The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions. |
Purify Self
Schools: Alteration
Spheres: All
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell causes all grime, dirt, and stains to be removed from the caster and his vestments. It enables priests to present themselves in immaculate condition. All clothing worn by the caster is restored to its original intended color and it even retains any holy marks or adornments added after its creation. Wounds in the body of the caster are cleansed and infections are purified. One point of damage is healed if no curative spells have been previously applied to a wound, and all normal wounds are considered bound after this spell is cast.
Priesthoods for which the effects of this spell are inappropriate, such as those of the various deities of corruption, disease, and of the earth, employ variants of this spell and material components more appropriate for their faiths.
The material component is a piece of soap. |
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2nd Level |
Pain Armor
Schools: Alteration,
Necromancy
Spheres: Necromantic
Area of Effect: Caster
Casting Time: 2
Components: V, S, M
Duration: 1 round/level
Range: 0"
Saving Throw: Special
While this spell is in effect any creature who touches the caster with exposed flesh (to cast a spell, for example) will suffer the following:
On a Saving Throw Vs. Spells.
Failure - The target is forced to it's knees in pain, - 5 to all actions for 1d4 rounds, 1d6 damage.
Success - -2 actions for 1d4 rounds
The spell will not protect the caster from damage, nor does it have any effect on an opponent wielding a weapon, but it will effect undead. In any hand attacks, the caster adds one point of damage to the total. Material component is a drop of the witch's blood causing 2 hit points of damage.
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Planar Vision
(Divination)
Sphere: Astral, Divination
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: Sight
Saving Throw: None
Using this spell, the priest can perceive creatures in the Border Ethereal, out of phase beings (eg., phase spiders), dimension doors, creatures viewing his location through colour pools, and boundaries of planetravel-proof areas; he can also identify portals to other planes (but he cannot say what plane is on the other side). |
Poison Touch
Schools: Alteration,
Necromancy
Spheres: Combat,
Necromantic
Area of Effect: 1 creature
Casting Time: 5
Components: V, S
Duration: Special
Range: 0
Saving Throw: Neg.
This spell creates a flickering brown radiance around the caster's hand or another chosen limb. Within 5 rounds of casting poison touch, the priest must touch a chosen creature, or the magic fades and is wasted. A successful attack roll is required to touch the creature. If such a touch is made to any part of the creature (bare flesh contact is not required), the brown light flashes once and is gone, and the creature must make a saving throw vs. spell.
If the saving throw succeeds, the creature takes 1 point of damage and the corrosive magic eats a hole in any armor or garment worn, causing a disfiguring eruption of the skin beneath the touched area into raw welts, and then the spell ends. This wound inflicts a temporary loss of 2 points of Charisma, but the wound vanishes and the Charisma points are regained through normal rest or the use of curative magic (such as cure light wounds).
If the saving throw fails, the creature suffers 6 points of damage and is instantly slowed (as the 3rd-level wizard spell) until the end of the following round. On this second round, the creature must make another saving throw. If it succeeds, the creature suffers 1 point of damage, is corroded as discussed above, and the spell ends. If this second saving throw fails, the creature suffers 3d6 points of additional damage and must make a Constitution ability check and a Strength ability check. If both succeed, the spell ends without further effect. If one fails the creature falls unconscious and takes an additional 1d8 points of damage, but can be roused on the following round or later if still alive. If both checks fail, the creature takes an additional 10 points of damage\, falls into a coma instantly, and cannot be roused by any known means for 1d12+2 rounds.
Once a poison touch is delivered, the casting priest is free to take any other desired actions. |
Produce Flame
(Alteration)
Sphere: Elemental (Fire)
Range: 0 Components: V, S
Duration: 1 rd./level Casting Time: 5
Area of Effect: Special Saving Throw: None
A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round.
The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water. |
Protection From Charm
Schools: Abjuration
Spheres: Charm,
Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None
This spell adds a bonus of +1 per three levels of the caster to the recipient's saving throws against charm spells and all related effects. These include spells such as a suggestion, and magic jar; items such as a potion of human control, and spell-like effects, such as the gaze of a vampire or the song of a harpy or bard. It is not effective against charm attacks that allow no saving throw. A saving throw of 1fails regardless of the bonuses conferred by this spell. The maximum benefit allowed by this spell is +3 at 9th level.
The material component is holy water. |
Protection From Orisons
Schools: Abjuration
Spheres: All
Area of Effect: Creature or object touched
Casting Time: 1 rd
Components: V, S
Duration: 9 hrs + 1 hr/level
Range: Touch
Saving Throw: None
By casting this spell, the priest receives immunity to the effects of orisons cast by other priests, acolytes, or creatures that use the orison spell. The spell protects the caster, or one item or person that he touches (such as a book or a drawer). Any orison cast against the protected person or item dissipates with an audible popping sound. Any unwilling creature touched (via an attack roll) is allowed a saving throw vs. spell to escape the effect.
Notes: Common where orisons are used.
Special Note: Protection from orisons also protects against cantrips, and protection from cantrips functions against orisons as well. |
Protection vs. Elementals
Schools: Abjuration
Spheres: Elemental, All
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None
This spell grants the affected creature protection versus elementals. True elementals will not be able to attack the recipient of the spell as in the case of a protection versus evil spell. However, the spell is broken if the affected creature attacks the elemental. The spell can only be used for one elemental type at a time. The material component of the spell depends on the type of elemental the caster wants the affected creature to be protected from, it is a small piece of the concerned element, be it a small rock, a bit of water. |
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3rd Level |
Phantom Plow
Schools: Invocation/Evocation
Spheres: Elemental, Earth
Area of Effect: Furrow, 20-ft length/level
Casting Time: 6
Components: V, S
Duration: Special
Range: 10 yds/level
Saving Throw: Special
This spell turns aside the earth in a deep furrow in a straight line as indicated by the caster that extends from next to the caster's feet (or beneath the caster if he or she is not touching the ground) to a distance of 20 feet per level. The furrow stops if it encounters consecrated ground, and it does not form at all if the intended path lies entirely within consecrated ground. If a furrow is directed against a wall, it stops, but it strikes the wall as does a ram (see Table 52: Structural Saving Throws in the DMG).
All earth bearing an active or latent dweomer that is touched by the spell glows with a brilliant crimson faerie fire for 1d4+1 rounds. All creatures standing on the ground opened by the furrow suffer 1d4 points of damage (half if a successful saving throw vs. spell is made). Affected creatures must make a successful saving throw vs. fall for all glass or crystal items worn or carried, or the items break.
Creatures buried in, or burrowing or phasing through the earth suffer 4d4 points of damage from the phantom plow, with no saving throw. |
Probe Enemies
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S
Duration: 1 rd
Range: 10 yds/level
Saving Throw: None
When probe enemies is cast, all hostile entities within the spell's range, and in the priest's line of sight, are probed by the spell's magic. While the duration lasts, the caster must maintain concentration: if the caster is distracted (i.e., suffers damage, casts another spell, initiates melee, and so on), the spell fails, and no information is learned. Once the duration has run its course, however, the caster will know which opponent is most powerful, or which foe poses the greatest threat to the priest, if no single enemy can be regarded as more powerful than any other. Note, however, that the spell does not tell the caster why or what makes a given creature more powerful than another, only that it is more powerful in some way.
While this spell offers no saving throws to those it inspects, magic resistance still applies, as do magical effects that impede the effectiveness of Divination magic (e.g., amulet of proof against detection and location). In such instances, the probe enemies spell will choose the most powerful opponent who is not so obscured. |
Protection From Amorphs
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None
This prayer protects the recipient from the attacks of any of the various amorphous monsters, including slimes, jellies, oozes, puddings, gelatinous cubes, and slithering trackers. To qualify as an amorphous creature, the monster must have an amorphous or fluid body, attack through acids or secretions of some kind. Most are native to the Prime Material Plane and are formless, primordial beings, as opposed to creatures such as elementals. The monster cannot stand the touch of the barrier surrounding the protected character, and its natural attacks automatically fail. Ranged attacks by these creatures also fail.
If the protected character makes an attack against the monster, or if he forces the barrier against the monster, the spell ends and he is no longer protected.
The material component is a mixture of rare salts sprinkled in a small circle around the creature to be protected. |
Protection from Charm, 10-foot Radius (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 10-foot radius sphere
Saving Throw: None
While this spell is in operation, all creatures in the area of effect have a percentage immunity to all forms of charm (spell, item, or whatever) equal to 20% plus 5% per level of the priest (up to a maximum of 90%). Thus, if cast by a 5th-level priest, any creature in the area of effect targeted by a charm spell would not need to make a saving throw if 45 or lower was rolled on percentile dice. The material component is a miniature cloth blindfold. |
Protection From Cold
Schools: Invocation/Evocation
Spheres: Elemental, Air,
Elemental, Water
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
The effects of a protection from cold spell differ according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete immunity to: freezing temperatures (immersion in icy water, icy blasts of wind, and so on); exposure to magical frosts such as freezing dragon breath; spells such as frost fingers, chill metal (reverse of heat metal), Snilloc's snowball, Snilloc's snowball swarm, ice storm, wall of ice, cone of cold, Otiluke's freezing sphere, winter wolf breath, ice toad and brown mold cold radiations, and so on. The invulnerability lasts until the spell has absorbed 12 points of ice or cold damage per level of the caster, at which time the spell is negated. If the spell is cast upon another creature, it gives invulnerability to normal freezing temperatures, gives a +4 bonus to saving throws vs. cold attacks, and reduces damage sustained from magical cold attacks by 50%.
The material components of this spell are the priest's holy symbol and a small sliver of ice. |
Protection from Earth
Schools: Abjuration
Spheres: Elemental, Earth, Protection,
Elemental, Air
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
The effect of a protection from earth spell differs according to whether the caster or another creature is the recipient of the spell. In either case, the spell lasts no longer than one turn per caster level. Also, this spell does not confer the ability to freely move through stone or earth.
If the spell is cast is cast upon the caster, it grants complete invulnerability to damage and wounds inflicted by stone and earth (thrown stones, falling rocks, earth elemenatl attacks, crushing, crushing stone walls, avalsnches, being buried alive, and so on). The invulnerability lasts until the spell has absorbed 12 points of earth damage per level of the caster or one turn per caster level (whichever comes first), at which time the spell is negated.
If the spell is cast upon another creature, it reduces damage sustained by earth attacks by 50% and confers a saving throw bonus of +4 to the die roll versus such attacks.
The material component is the priest's holy symbol. |
Protection From Fire
(Abjuration)
Sphere: Protection, Elemental (Fire)
Range: Touch Components: V, S, M
Duration: Special Casting Time: 6
Area of Effect: 1 creature Saving Throw: None
The effect of a protection from fire spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as burning hands, fireball, fire seeds, fire storm, flame strike, and meteor swarm; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, at which time the spell is negated.
If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.
The caster's holy symbol is the material component. |
Protection from Frost
(Abjuration)
Sphere: Elemental (Air), Paraelemental (Ice), Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
This spell is in all respects similar to protection from fire, except that it protects the creature touched against cold attacks.
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Protection from Lycanthropes, 10-foot Radius
(Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None
This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from lycanthropes. The material component of this spell is a small silver dagger. |
Protection from Petrification
(Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One creature touched per level
Saving Throw: None
This spell gives a +4 bonus on all saving throws versus any petrification attack for each creature touched.
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Protection from Undead, 10-foot Radius (Abjuration)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None
This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from undead. |
Protection From Winds
Schools: Abjuration
Spheres: Elemental, Air,
Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
The effect of a protection from winds spell differs according to whether the caster or another creature is the recipient of the spell. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete invulnerability to damage and ill effects inflicted by natural winds (no matter how strong), gust of wind spells, and similar threats, including the effects of the maddening winds of Pandemonium. The invulnerability lasts until the spell has absorbed 12 points of wind damage per level of the caster or one turn per caster level, whichever comes first.
If the spell is cast upon another creature, it reduces damage sustained by wind attacks by 50% and confers a saving throw bonus of +4 to the die roll against such attacks, as well as full protection against Pandemonium's winds.
The material component is the priest's holy symbol. |
Psychic Immolation
Schools: Conjuration/Summoning
Spheres: Elemental, Fire
Area of Effect: Special
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: Special
This spell summons a small creature from the Elemental Plane of Fire that devours mental energy. This being can be hurled as a missile at a psionic opponent. If a hit is scored (at a +1 bonus to hit) the psionic creature is immediately engulfed in emerald flames. A nonpsionic creature is not affected. A psionic creature loses 10 psionic points and 1 point of fire damage per round for the duration of the spell. A successful saving throw vs. spell means the psionic creature has sated the summoned creature in a single round.
The elemental creature can be struck by magical weapons of +1 or better enchantment (AC 4) and dispersed by a total of 18 points of damage. |
Pyrotechnics
(Alteration)
Sphere: Elemental (Fire)
Range: 160 yds. Components: V, S, M
Duration: Special Casting Time: 6
Area of Effect: 10 or 100 (TS) fire Saving Throw: Special
A pyrotechnics spell draws on an existing fire source to produce either of two effects, at the option of the caster.
First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for 1d4+1 rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.
Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.
The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water. |
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