Witch Prayer List |
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Witch Prayer List "W" |
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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 "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.
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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 isthe priests holy symbol. |
Wind
Column
(Invocation/Evocation)
Sphere: Elemental Air
Range: 0 Components: S
Duration: 2 rds./level Casting Time: 1
Area of Effect: The caster Saving Throw: None
A
priest with access to this spell need not fear most routine falls, since
the casting of the wind column creates a pillar of strong winds to slow
his descent. The spell is most effective in areas or regions where a
strong breeze is available, such as the heights of a mountain or the
mast of a ship at sea. In areas of dead, calm air, it is much more difficult
to muster the windpower necessary to arrest the caster’s fall.
The caster’s rate of descent (and risk of damage) varies with
the strength of the prevailing winds, as shown below.
If
the wind is very strong, the caster can even choose to gain altitude
instead of falling, although he can rise no higher than 5 feet per level
above his original height before the wind column loses cohesiveness
and he starts to fall again. However, a priest could use this to leap
out a castle window and allow the winds to bear him to the roof of the
tower, if the conditions are right.
WInd
Strength |
Falling
Rate |
Damage
Sustained |
Very
Strong |
±2
ft./sec. (120 ft./rd.) |
None |
Strong |
4
ft./sec. (240 ft./rd.) |
None |
Moderate |
8
ft./sec. (480 ft./rd.) |
1
per 10 ft |
Light |
16
ft./sec. (960 ft./rd.) |
1d2
per 10 |
None |
32
ft./sec. (2000 ft./rd.) |
1d3
per 10 |
1
Maximum of 8 points
2 Maximum of 10d2
3 Maximum of 12d3 |
Witch Light
Schools: Alteration
Area of Effect: Staff or wand toched
Casting Time: 1
Components: V, S
Duration: 1 turn/level
Range: 10 sq.ft./level
Saving Throw: None
This is a High Secret Order spell available to all witches.
Similar to wizard and priest spell Light, Witch Light has a few minor differences. All that is required of the witch is a simple verbal command and to touch the surface she wants to light, typically it will be the end of her staff or wand. The light acts like a glowing torch. Objects outside of the area of effect can not be seen. Anyone looking at the light from beyond the area of effect will only see a dim glowing orb similar to a Faerie Fire or a Willow Wisp. The light has no effect on light sensitive creatures or undead. The light is bright enough for the witch to read by. The witch can dim or change the color of the light as needed. |
Wither
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 10 sq. ft. / level
Casting Time: 1
Components: V, S, M
Duration: Instantaneous
Range: 3"
Saving Throw: Special
This spell kills all normal vegetation within an area of 10 square feet per level of the caster. The shape of the effected area may be determined by the caster at casting time.
Tougher plants get a saving throw vs the effects of the spell. Normal trees get a saving throw of 11, while larger or older trees have a saving throw of 6. Special plants such as Treants suffer but 1D6 points of damage.
This spell is very offensive to all druids. Anyone casting this spell in a druid's presence will most certainly gain their wrath.
Material component is a drop of the witch's blood causing 1 hit point of damage.
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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 pearl. |
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. |
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
Subtlety: +4 Knockdown: d10
Sensory: Moderate visual Critical: Medium (1 hit) crushing
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 1d10
Watery 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. |
Weakness
(Abjuration, Alteration)
Sphere: Charm
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: None
This is a defensive spell which causes the target creature to lose 1d4-1 + 1 per level of the priest points of Strength. The creature's Strength cannot be lowered past 3 due to the effects of the spell. If the creature has exceptional Strength, then the loss of Strength is on a 10% per point ratio. A Strength of 18/01 to 18/09 will drop to 18 before dropping to 17.
Creatures that are successfully subjected to this spell, will tend to lose the urge to attack the priest if their Strength is dropped an appreciable amount. The material component of this spell is a drop of poison. Priests that are not allowed to use poisons aren't allowed to cast this spell either.
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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. |
Wound Closure
Schools: Alteration,
Necromancy
Spheres: Necromantic
Area of Effect: One creature
Casting Time: 5
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None
This spell closes the wounds of the recipient to prevent bleeding and infection, incidentally curing 1-4 hit points of damage, which the caster receives. All of the victim's wounds will be closed by a single casting, but further applications are possible to increase the healing effect. The spell can also be used on corpses to disguise the cause of death, but it does not work on non-corporeal or extra-planar entities. |
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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. |
Water Wyvern
Schools: Conjuration/Summoning
Spheres: Elemental, Water
Area of Effect: A body of water at least twice the caster's body volume
Casting Time: 6
Components: V, S, M
Duration: 4 rds
Range: 40 yds
Saving Throw: None
This spell causes a pre-existing body of water of at least twice the caster's body volume to animate in accordance with the caster's wishes. A wyvernlike mass of water is created, though it must be emphasized the term is based on shape resemblance. The spell only shapes unintelligent water and sets it to a task-it does not create a sentient or aware monster.
A water wyvern can rise up (to a maximum of 12 feet above the water surface) and strike at tar-gets of the caster's choosing with a "bite" of crushing water that inflicts 2d8 points of damage, and strikes once per round. It is AC 3, MV swim 12, has 33 hit points (dealing it more damage than that total causes it to collapse, ending the spell), and has a THAC0 of 13. The size of the "wyvern" created may vary, but its useful properties do not.
The caster of a water wyvern can choose to ride upon it or direct it to carry others. As a steed, the water wyvern achieves a wet solidity, surging along under the creatures it bears like a galloping horse. It forms a stable platform for the casting of swift, simple spells (those requiring no material components other than a holy symbol or surrounding water and with a casting time of 5 or less). If the "wyvern" carries only one rider (a single creature, plus worn or carried gear, of less than 300 pounds total weight), it can use its bite attack as directed by the caster. If it carries two or more creatures or more than 300 pounds weight, it can be only a mobile platform and has no attacks. A water wyvern can carry a maximum of two creatures, or three if one is its caster.
No one but its caster can stop or steer a "wyvern." It will only bite as directed by the caster-but as long as the caster is within range, the caster need not be riding it or in direct contact with it to command it.
If the creator of a water wyvern undertakes any other spellcasting or wills the "wyvern" to cease to exist, it instantly melts away, slumping back into the surrounding waters as the magic dissipates.
The material components are a tooth from any sort of animal, and three scales from any aquatic creature. |
Weather Prediction
(Divination)
Sphere: Weather
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 1 rd.
Area of Effect: The caster Saving Throw: None
Subtlety: +5 Knockdown: None
Sensory: None Critical: 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. |
Wheel of Bones
Schools: Alteration
Spheres: Necromantic
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell transforms bone fragments into a fast-spinning pinwheel of many bones that whirl about a limb of the caster chosen during casting. The caster cannot grasp anything with that limb or cast any other spell without ending the wheel of bones, which fades instantly into nothingness when it expires. The caster can will the spell to end at any time.
A wheel of bones inflicts 1d6+4 points of damage when a priest hits a foe with it by making a successful attack roll with the limb it surrounds. The wheel of bones can also fire bone shards once per round in addition to any melee attack the caster can make. The melee attack is made with the priest's normal THAC0. Hurled shards always strike at THAC0 7, regardless of the priest's own attack prowess. They cause 1d4 points of damage each, and 1d3 of them fly at the desired target. While caster designates the target of a shard attack, he or she has no control over how many shards are hurled at it. The missile range of these shards is 5 (short)/10 (medium)/15 (long) yards, and they can be fired at point blank range at neither a penalty or a bonus.
The damage and duration of a wheel of bones is unaffected by the number of shards it fires, and the caster of the wheel is never harmed by the spell's bone shards, regardless of where they fly, ricochet, or strike.
The material components are at least two bones or bone fragments from any source. |
Whip of Pain
Schools: Necromancy
Spheres: Combat,
Necromantic
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: Special
This spell creates a whiplike, flexible line of force emanating from the fingertips of the caster's hand (or, if lacking a hand from the end of what-ever is left of the caster's arm). This crackling, coiling line of purple sparks is wielded as a whip and uses its caster's THAC0 to attack. It strikes opponents up to 10 feet distant.
The whip of pain functions as a +2 magical weapon for purposes of which creatures it is able to affect. When the wielder successfully strikes a creature, the whip makes a loud snapping sound and the creature must make a saving throw vs. spell and a Constitution ability check. If the saving throw fails, the creature suffers 4d4 points of damage; if it succeeds, the creature suffers only half damage. If the ability check succeeds, the creature feels only enough pain to suffer a -1 penalty to its next attack roll. If it fails, the creature is wracked by pain on the remainder of the current and all of the next round. This worsens its Armor Class by 1, gives a -2 penalty to attack rolls, and makes it impossible for the creature to concentrate enough to cast any spells.
The whip of pain fades away when the spell expires, is dispelled, the caster wills it to, the caster falls unconscious, or the caster commences any other spellcasting. The wielder can trigger magical items like wands with his or her other hand with-out ending this spell.
The material components are a drop of unholy water and one of the caster's hairs. |
Wind and Rain Protection
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: None
By use of this spell, a priest can make one creature immune to wind or any form of precipitation. In essence, a shell is created around the creature that no form of precipitation (including rain, sleet, snow, fog, hail, meteorites, or any other natural objects falling from the sky) can pass through. The shell also reduces the speed of any wind touching the protected creature by 10 MPH per level of the druid. Any form of magical wind or precipitation is unaffected by this spell, but spells that summon up a natural wind or storm are affected. Any air elementals attacking a protected creature receive a -7 on all attack rolls, and the protected creature gets +5 on all saving throws against magical precipitation that inflicts damage, as well as against air elementals.
This spell in no way protects against lightning or temperature extremes.
The material component is a fan-shaped leaf, which is crushed in the casting, and a diamond of 500 gp or greater value, which is destroyed in the casting. |
Wind Blast
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: Instant
Range: 20 feet
Saving Throw: Neg.
With this spell the priest creates a powerful gust of wind. The wind encompass an area whose size is 5' cube per 2 levels of the priest, arranged as the priest would like, but no less than 10' long. |
Wind Servant
(Conjuration/Summoning)
Sphere: Elemental (Air)
Range: 20 yds./level Components: V, S
Duration: 1 rd./level Casting Time: 6
Area of Effect: Special Saving Throw: None
This spell allows the priest to exert fine control over air currents and winds, possibly extinguishing small fires or manipulating light objects as he sees fit within the spell’s range. Generally, the priest is limited to one discrete action per round since he must focus his wind servant tightly on any given task. The wind servant can affect objects or creatures weighing up to 1 pound per caster level, twice as much if the object is reasonably light or airy (a cloak, scroll, or haystack, for instance), or 10 times as much if the object is designed to be carried by the wind, such as a ship’s sail or a bird in flight.
If an object is within the spell’s weight limit, the caster may direct the wind servant to carry it along in gusts and air currents at a flying movement rate of 12 (E). If the object leaves the limits of the spell’s range, the wind servant fails, and the object drops or falls normally from that point. Flying creatures of size M or smaller can be forced to land or be driven away by use of the spell if they fall within the weight limit, or slowed by 50% if they exceed the weight limit. Employing the wind servant against an arrow or light missile adds a penalty of –4 to the attack roll.
In dusty, snowy, or sandy regions, the caster can instead use wind servant to create a vicious zephyr of stinging dust around an enemy. This zephyr inflicts damage equal to the opponent’s base AC less 2d6 points and creates a –2 penalty to the victim’s attack rolls. For example, an enemy in leather armor +1 (AC 7) would suffer 7 – 2d6 damage if attacked by means of this spell. Note that any use of the wind servant requires the priest’s undivided attention; he can take no other actions while directing the spell. |
Windbearer
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 6
Components: V, M
Duration: 1 turn +1 rd/level
Range: 10 yards/level
Saving Throw: Special
This spell creates a pillar of air 5' in diameter and up to 5' tall per level of the caster. The vertical dimension is decided at the time of casting. The pillar of air exerts an upward force of 40 pounds per level of the caster. If this is sufficient to counter the weight of an object or creature entering the area, the latter will rise vertically to the top of the column in a single round. Unwilling creatures are allowed a saving throw vs. spell to avoid the effect. The caster can vary the height of the pillar from the possible maximum to a minimum of 5' by concentrating for one round.
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Witch Writing
Schools: Illusion/Phantasm
Area of Effect: One page of text / level
Casting Time: 6
Components: V, S, M
Duration: 1 day/level
Range: 0
Saving Throw: None
Witch Writing is similar to the wizard spell Illusionary Script, however the writing done by a Witch Writer will appear to be in the reader's common language, the message is completely different however. In order to read the writing one needs to speak the word of release or meet the conditions in which reveal the message. Typically the witch will choose a specific event like the first moonrise of the new year or the blood of an innocent man must be spilled on it. As with Illusionary Script, the Witch Writing can be subjected to a dispell magic to break the spell. The script saves vs. magic as the witch who wrote it. The witch can always read her own witch writing.
At the duration of the spell the script, both illusionary and actual, become illegible if the release word has not been spoken.
Unlike the Illusionary script spell, Witch Writing is cast on materials used. The witch can write up to a number pages equal to her own level. The spell cannot be used to protect scrolls or other magical writing, it is generally used to send messages from one witch to another.
The witch writes her message, but thinks of another which is what appears when anyone else reads the enspelled message.
The material components for this spell are a special dual tipped writing pen (or quill), which is not consummed and a special ink of lemon juice and silver dust, about 30gp per page.
NOTE: A witch is not likely to enspell her own Book of Shadows with this writing. The durations is not long enough for real security and the potential damage is to too great. |
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