====== Wendele's Priestess Prayers ====== [ [[.:]] ] ===== Level 0 ===== // done: cleric, cloistered, domains (none), druid, paladin (none), ranger (none) // * Create Water: Creates 2 gallons/level of pure water. * Cure Minor Wounds: Cures 1 point of damage. * DIVINE BARD Dancing Lights: Creates torches or other lights. * DIVINE BARD Daze: Humanoid creature of 4 HD or less loses next action. * Detect Magic: Detects spells and magic items within 60 ft. * Detect Poison: Detects poison in one creature or object. * Flare: Dazzles one creature (-1 penalty on attack rolls). * DIVINE BARD Ghost Sound: Figment sounds. * Guidance: +1 on one attack roll, saving throw, or skill check. * Inflict Minor Wounds: Touch attack, 1 point of damage. * Know Direction: You discern north. * Light: Object shines like a torch. * DIVINE BARD Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep. * DIVINE BARD Mage Hand: 5-pound telekinesis. * Mending: Makes minor repairs on an object. * Message: Whispered conversation at distance. * DIVINE BARD Open/Close: Opens or closes small or light things. * DIVINE BARD Prestidigitation: Performs minor tricks. * Purify Food and Drink: Purifies 1 cu. ft./level of food or water. * Read Magic: Read scrolls and spellbooks. * Resistance: Subject gains +1 on saving throws. * Virtue: Subject gains 1 temporary hp. ==== TODO ==== === Divine Bard === * DIVINE BARD Summon Instrument: Summons one instrument of the caster’s choice. ===== Level 1 ===== // done: cleric, cloistered, druid, paladin, ranger// * RANGER Alarm: Wards an area for 2 hours/level. * RANGER Animal Messenger: Sends a Tiny animal to a specific place. * Bane: Enemies take -1 on attack rolls and saves against fear. * Bless: Allies gain +1 on attack rolls and saves against fear. * Bless Water: Makes holy water. * PALADIN Bless Weapon: Weapon strikes true against evil foes. * Calm Animals: Calms (2d4 + level) HD of animals. * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. * Charm Animal: Makes one animal your friend. * Command: One subject obeys selected command for 1 round. * Comprehend Languages: You understand all spoken and written languages. * Cure Light Wounds: Cures 1d8 damage +1/level (max +5). * Curse Water: Makes unholy water. * Deathwatch: Reveals how near death subjects within 30 ft. are. * Detect Animals or Plants: Detects kinds of animals or plants. * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. * Detect Snares and Pits: Reveals natural or primitive traps. * Detect Undead: Reveals undead within 60 ft. * Divine Favor: You gain +1 per three levels on attack and damage rolls. * Doom: One subject takes -2 on attack rolls, saves, and checks. * Endure Elements: Exist comfortably in hot or cold environments. * Entangle: Plants entangle everyone in 40-ft.-radius. * Entropic Shield: Ranged attacks against you have 20% miss chance. * Erase: Mundane or magical writing vanishes. * Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. * Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). * Hide from Animals: Animals can’t perceive one subject/level. * Hide from Undead: Undead can’t perceive one subject/level. * Identify: Determines properties of magic item. * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). * Jump: Subject gets bonus on Jump checks. * Longstrider: Your speed increases by 10 ft. * Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. * Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. * Magic Weapon: Weapon gains +1 bonus. * Obscuring Mist: Fog surrounds you. * Pass without Trace: One subject/level leaves no tracks. * Produce Flame: 1d6 damage +1/level, touch or thrown. * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. * Sanctuary: Opponents can’t attack you, and you can’t attack. * Shield of Faith: Aura grants +2 or higher deflection bonus. * Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger. * Speak with Animals: You can communicate with animals. * Summon Monster I: Calls extraplanar creature to fight for you. * Summon Nature’s Ally I: Calls creature to fight. * Unseen Servant: Invisible force obeys your commands. ==== TODO ==== === Black Guard === * Corrupt Weapon: Weapon strikes true against good foes. === Domains === FIRE * Burning Hands: 1d4/level fire damage (max 5d4). KNOWLEDGE * Detect Secret Doors: Reveals hidden doors within 60 ft. MAGIC * Magic Aura: Alters object’s magic aura. STRENGTH * Enlarge Person: Humanoid creature doubles in size. TRICKERY * Disguise Self: Disguise own appearance. ARTIFICE * Animate Rope: Makes a rope move at your command. CHARM * Charm Person: Makes one person your friend. GLORY * Disrupt undead: Deals 1d6 damage to one undead. MADNESS * Lesser confusion: One creature is confused for 1 round. RUNE * Erase: Mundane or magical writing vanishes. === Divine Bard === * Erase: Mundane or magical writing vanishes. * Expeditious Retreat: Your speed increases by 30 ft. * Feather Fall: Objects or creatures fall slowly. * Grease: Makes 10-ft. square or one object slippery. * Hideous Laughter: Subject loses actions for 1 round/ level. * Hypnotism: Fascinates 2d4 HD of creatures. * Magic Mouth M: Speaks once when triggered. * Silent Image: Creates minor illusion of your design. * Sleep: Puts 4 HD of creatures into magical slumber. * Ventriloquism: Throws voice for 1 min./level. ===== Level 2 ===== // done: cleric, cloistered, druid, paladin, ranger// * Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). * Align Weapon: Weapon becomes good, evil, lawful, or chaotic. * Animal Trance: Fascinates 2d6 HD of animals. * Augury: Learns whether an action will be good or bad. * Barkskin: Grants +2 (or higher) enhancement to natural armor. * Bear’s Endurance: Subject gains +4 to Con for 1 min./level. * Bull’s Strength: Subject gains +4 to Str for 1 min./level. * Calm Emotions: Calms creatures, negating emotion effects. * Cat’s Grace: Subject gains +4 to Dex for 1 min./level. * Chill Metal: Cold metal damages those who touch it. * Consecrate: Fills area with positive energy, making undead weaker. * Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). * Darkness: 20-ft. radius of supernatural shadow. * Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. * Delay Poison: Stops poison from harming subject for 1 hour/level. * Desecrate: Fills area with negative energy, making undead stronger. * Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. * Enthrall: Captivates all within 100 ft. + 10 ft./level. * Find Traps: Notice traps as a rogue does. * Fire Trap: Opened object deals 1d4 +1/level damage. * Flame Blade: Touch attack deals 1d8 +1/two levels damage. * Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. * Fog Cloud: Fog obscures vision. * Fox’s Cunning: Subject gains +4 Int for 1 min./level. * Gentle Repose: Preserves one corpse. * Gust of Wind: Blows away or knocks down smaller creatures. * Heat Metal: Make metal so hot it damages those who touch it. * Hold Animal: Paralyzes one animal for 1 round/level. * Hold Person: Paralyzes one humanoid for 1 round/level. * Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). * Make Whole: Repairs an object. * Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. * Reduce Animal: Shrinks one willing animal. * Remove Paralysis: Frees one or more creatures from paralysis or slow effect. * Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. * Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. * Shatter: Sonic vibration damages objects or crystalline creatures. * Shield Other: You take half of subject’s damage. * Silence: Negates sound in 20-ft. radius. * RANGER Snare: Creates a magic booby trap. * Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. * Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. * RANGER Speak with Plants: You can talk to normal plants and plant creatures. * Spider Climb: Grants ability to walk on walls and ceilings. * RANGER Spike Growth: Creatures in area take 1d4 damage, may be slowed. * Spiritual Weapon: Magic weapon attacks on its own. * Status: Monitors condition, position of allies. * Summon Monster II: Calls extraplanar creature to fight for you. * Summon Nature’s Ally II: Calls creature to fight. * Summon Swarm: Summons swarm of bats, rats, or spiders. * Tree Shape: You look exactly like a tree for 1 hour/level. * Undetectable Alignment: Conceals alignment for 24 hours. * Warp Wood: Bends wood (shaft, handle, door, plank). * Wood Shape: Rearranges wooden objects to suit you. * Zone of Truth: Subjects within range cannot lie. ==== TODO ==== === Domains === KNOWLEDGE * Detect Thoughts: Allows “listening” to surface thoughts. TRICKERY * Invisibility: Subject invisible 1 min./level or until it attacks. CREATION * Minor image: As silent image, plus some sound. MADNESS * Touch of madness: daze one living creature by making a successful touch attack. === Divine Bard === * Alter Self: Assume form of a similar creature. * Blur: Attacks miss subject 20% of the time. * Daze Monster: Living creature of 6 HD or less loses next action. * Glitterdust: Blinds creatures, outlines invisible creatures. * Heroism: Gives +2 on attack rolls, saves, skill checks. * Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. * Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). * Misdirection: Misleads divinations for one creature or object. * Pyrotechnics: Turns fire into blinding light or choking smoke. * Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC. * Scare: Panics creatures of less than 6 HD. * Suggestion: Compels subject to follow stated course of action. * Whispering Wind: Sends a short message 1 mile/level. ===== Level 3 ===== // done: cleric, cloistered, druid, ranger// * Animate Dead: Creates undead skeletons and zombies. * Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. * Blacklight: Creates an area of total darkness, but the caster can see normally. * Blindness/Deafness: Makes subject blinded or deafened. * Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. * RANGER Command Plants: Sway the actions of one or more plant creatures. * Contagion: Infects subject with chosen disease. * Continual Flame: Makes a permanent, heatless torch. * Create Food and Water: Feeds three humans (or one horse)/level. * Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). * RANGER Darkvision: See 60 ft. in total darkness. * Daylight: 60-ft. radius of bright light. * Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. * Diminish Plants: Reduces size or blights growth of normal plants. * Dispel Magic: Cancels spells and magical effects. * Dominate Animal: Subject animal obeys silent mental commands. * Glyph of Warding: Inscription harms those who pass it. * Helping Hand: Ghostly hand leads subject to you. * Illusory Script M: Only intended reader can decipher. * Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). * Invisibility Purge: Dispels invisibility within 5 ft./level. * Locate Object: Senses direction toward object (specific or type). * Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. * Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). * Magic Vestment: Armor or shield gains +1 enhancement per four levels. * Meld into Stone: You and your gear merge with stone. * Obscure Object: Masks object against scrying. * Plant Growth: Grows vegetation, improves crops. * Prayer: Allies +1 bonus on most rolls, enemies -1 penalty. * Protection from Energy: Absorb 12 points/level of damage from one kind of energy. * Quench: Extinguishes nonmagical fires or one magic item. * Remove Blindness/Deafness: Cures normal or magical conditions. * Remove Curse: Frees object or person from curse. * Remove Disease: Cures all diseases affecting subject. * Searing Light: Ray deals 1d8/two levels damage, more against undead. * Secret Page: Changes one page to hide its real content. * Sleet Storm: Hampers vision and movement. * Speak with Dead: Corpse answers one question/two levels. * Stone Shape: Sculpts stone into any shape. * Summon Monster III: Calls extraplanar creature to fight for you. * Summon Nature’s Ally III: Calls creature to fight. * Tongues: Speak any language. * Water Breathing: Subjects can breathe underwater. * Water Walk: Subject treads on water as if solid. * Wind Wall: Deflects arrows, smaller creatures, and gases. ==== TODO ==== === Paladin === * PALADIN Heal Mount: As heal on warhorse or other special mount. === Domains === CHARM * Suggestion: Compels subject to follow stated course of action. MADNESS * Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC. AIR * Gaseous Form: Subject becomes insubstantial and can fly slowly. KNOWLEDGE * Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. TRAVEL * Fly: Subject flies at speed of 60 ft. TRICKERY * Nondetection M: Hides subject from divination, scrying. === Divine Bard === * Blink: You randomly vanish and reappear for 1 round/level. * Charm Monster: Makes monster believe it is your ally. * Confusion: Subjects behave oddly for 1 round/level. * Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks. * Deep Slumber: Puts 10 HD of creatures to sleep. * Displacement: Attacks miss subject 50%. * Fear: Subjects within cone flee for 1 round/level. * Geas, Lesser: Commands subject of 7 HD or less. * Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. * Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. * Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. * Invisibility Sphere: Makes everyone within 10 ft. invisible. * Major Image: As silent image, plus sound, smell and thermal effects. * Phantom Steed: Magic horse appears for 1 hour/level. * Sculpt Sound: Creates new sounds or changes existing ones. * See Invisibility: Reveals invisible creatures or objects. * Sepia Snake Sigil: Creates text symbol that immobilizes reader. * Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls. * Tiny Hut: Creates shelter for ten creatures.