The Prayer Book of Kelphias

  1. Accuracy
  2. Aid
  3. Animal Friendship
  4. Animal Growth
  5. Arrow of Weakness
  6. Arrows of Flame
  7. Arrow's Step
  8. Aspect of the Hawk
  9. Aspect of the Wolf
  10. Augury
  11. Barkskin
  12. Bless
  13. Break Curse
  14. Call Hunt
  15. Call Predator
  16. Chant
  17. Charm Predator
  18. Cloak Camp
  19. Combine
  20. Creeping Doom
  21. Detect Charm
  22. Detect Evil
  23. Detect Magic
  24. Detect Poison
  25. Detect Snares & Pits
  26. Endure Cold/Endure Heat
  27. Entangle
  28. Feign Death
  29. Find the Path
  30. Find Traps
  31. Frost Shaft
  32. Guardian Hawk
  33. Hawk Charm
  34. Hawk Eyes
  35. Heal Injury
  36. Hold Animal
  37. Holy Symbol
  38. Hunter's Cloak
  39. Hunter's Wisdom
  40. Identify Target
  41. Invisibility to Animals
  42. Kelphias's Certain Strike
  43. Kelphias's Hunting Hawk
  44. Light Step
  45. Locate Animals
  46. Locate Object
  47. Messenger
  48. Neturalize Poison
  49. Nose of the Wolf
  50. Pass Without Trace
  51. Protection From Fire
  52. Purify Food & Drink
  53. Remove Paralysis
  54. Resist Fire/Resist Cold
  55. Restore Sight
  56. Sanctify Hunt
  57. Sanctuary
  58. Scent Mask
  59. Silence
  60. Slow Poison
  61. Snare
  62. Speak with Predator
  63. Spike Growth
  64. Spiritual Arrow
  65. Spiritual Bow
  66. Stalk
  67. Steady Aim
  68. True Seeing
  69. Ward Camp
  70. Warning
  71. Warp Wood

Accuracy

Grace: 5
Reversible
Difficulty: 14
Range: 10 yards
Components: V, S, M
Duration: 4x per rank
Minimum Prayer Length: 5 seconds
Maximum Duration: 1 minute per rank
Area of Effect: 1 missile per rank
Resistance Roll: NA

Using this prayer, the priest can temporarily bless arrows or bolts, both normal and magical, to improve the chance of hitting distant targets. Upon invoking the prayer, the blessed arrow or bolt glows faintly to those with Faith SL 2 or more in Kelphias, making it easy to distinguish from normal missiles. For the duration of the prayer, add the Faith in Kelphias of the archer or crossbowman shooting the missile to the the range of the projectile, plus an additional bonus for each rank of the priest. The blessing remains on the projectile until the duration ends. Thus an opponent could fire the arrow or bolt back, if they can find it easily.

A priest of Kelphias gains his or her accuracy damage bonuses when firing an arrow with an Accuracy prayer acting on it, even if he or she did not take the full time to aim.

The reverse of this prayer, Inaccuracy, is invoked upon a creature, not a arrow. For the duration of the prayer, all arrows fired at the creature are treated as if the target were one range category farther away that it actually is. Point blank range becomes normal range, normal range becomes the first increment at -5%, etc. In addition, the recipient gains 1 point of additional Dodge versus arrow fire for every rank of Faith in Kelphias the recipient has, as well as for every rank of Faith in Kelphias the individual shooting the arrow has.

The prayer requires a mystical character to be inscribed on each arrow to receive the prayer's benefit. If a brush and ink are unavailable, the priest may opt to prick his or her finger and write the character in blood. For an Inaccuracy prayer, the recipient must have the inverted character drawn upon his or her forehead.

Aid

Grace: 10
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 4x + 4x per rank
Minimum Prayer Length: 5
Maximum Duration: 1 minute + 1 minute per rank
Area of Effect: Creature Touched
Resistance Roll: NA

The recipient of this prayer receives the benefit of a Bless prayer (see the prayer Bless) and gains a special bonus of 1d8 temporary stamina points for the duration of the prayer.

The material components of this prayer area tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, rapped around a sterile silver arrow head, plus the priest's holy symbol. The person effected by this prayer must carry the arrow head with them to gain the benefits.

Animal Friendship

Grace: 7
Difficulty: 14
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 15
Area of Effect: 1 animal
Resistance Roll: Spiritual (CHA)

With this prayer, the priest wins the loyalty of a predatory animal, provided that the priest's heart is true. The prayer functions only if the priest actually wishes to be the animal's friend. If the priest is not willing to treat the animal as a friend, the prayer fails, e.g. the priest intends to eat it, or to use it to set off traps, etc. Unless otherwise provoked, the animal will not attack or flee while the priest invokes this prayer. An animal's loyalty, once gained, is natural (not mystical or magical) and lasting.

The priest can teach the befriended animal three specific tricks or tasks for each point of Reason it possesses. Typical tasks are coming when called, rolling over on command, fetching, or shaking hands. They cannot be complex (complex tricks, such as accepting a rider, require the Animal Handling skill).

At any one time, the priest can have only a certain number of animals befriended to the character. The priest can have animal friends whose Hit Dice total no more than twice the priest's rank. The priest may dismiss animal friends to enable the priest to befriend new ones.

The priest must cement the friendship by sharing a Sanctified Hunt with the animal within 1 week for every rank of the priest. For every rank of the priest, the Animal Friend is considered to have 1 rank of Faith in Kelphias, but never higher than the priest's own Faith rank.

Animal Growth

Grace: 25
Difficulty: 18
Range: 40 ft plus 10 ft/Faith + 10 ft./Rank
Components: V, S
Duration: 10x Per Rank
Minimum Prayer Length: 2
Maximum Duration: 1 Minute Per Rank
Area of Effect: 30 ft sphere
Targets: Up to one animal/2 ranks Resistance Roll: Mental (WIL)

A number of predatory animals grow to twice their normal size when the priest invokes this prayer. This doubles each animal's height, length, and width, increasing its weight by a factor of eight. This increase in size has a number of effects:

Hit Dice: The animal's HD double, increasing its saves and base attack bonus accordingly.

Size: The animal's size increases one step. This increase reduces its Dodge (according to the new size), reduces its attack bonus (according to the new size), affects its ability to grapple, and so on. The animal gains an enlargement bonus to Strength and Health scores, and its damage with natural attacks increases. This prayer can not affect Colossal animals.

When the spell ends, the animal's hits return to normal, and all damage the animal has taken while enlarged is divided by 2.

The prayer gives the priest no special means of command or influence over the enlarged animals.

Arrow of Weakness

Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 10x Per Rank
Minimum Prayer Length: 2
Maximum Duration: 1 Minute Per Rank
Area of Effect: Arrow Touched
Resistance Roll: Mental (WIL)

By means of this prayer, a priest blesses an arrow to severely weaken the target. If the priest hits with the arrow, it will do normal damage. It will also weaken the opponent, reducing its Strength and thereby the attacks that rely upon it. The STR loses equals the priests Rank plus an additional random range up to the priest's Faith. Thus, a 3rd rank priest with Faith 8 could force the opponent to lose 3+1d8 points of STR for the duration of the prayer. If the target creature makes Will Resistance Roll, the prayer has no effect. This prayer does not effect combat bonuses due to magical items, and those conferring increased Strength function normally.

Arrows of Flame

Grace: 10
Difficulty: 15
Range: 0
Components: V, S, M
Duration: 20x + 5x per 2 Ranks
Minimum Prayer Length: 4
Maximum Duration: 4 Minutes + 1 Minute per 2 ranks
Area of Effect: 3' long, arrow-like shaft
Resistance Roll: None

With this prayer, the priest causes a blazing ray of red-hot fire to spring forth from his hand. This shaft-like ray is wielded as if it were an arrow. It may be fired from a bow as if it were a regular arrow, without setting fire to the bow. If the priest successfully hits with the Arrow of Flame, the creature struck suffers 1d4 + 4 points of damage. Undead suffer an additional bonus damage of +2 (i.e. 7-10 points of damage), as do creatures especially vulnerable to fire. Creature protected from fire, can reduce the damage inflicted by 2 (i.e., 1d4 + 2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the prayer.

The Arrow of Flame can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. Undead which are struck only by magical weapons are not affected by this prayer, unless they are vulnerable to fire. This prayer does not function underwater.

For the duration of the prayer, the priest can continue to fashion arrows of flame. The time required to reform an arrow after one has been fired is 3 seconds. An Arrow of Flame may not be fast-drawn, nor may the arrow be fired by someone other than the priest.

When fired from a Spiritual Bow, the priest gains the added benefit of an Accuracy prayer on each Arrow of Flame fired. Furthermore, the benefits of a Bless prayer apply, if the priest makes a successful Faith check of difficulty 8.

The priest automatically cancels the prayer as soon as he or she attempts any activity which may not be preformed with an arrow drawn and knocked.

In addition to the priest's holy symbol, the prayer requires a piece of quicklime as a material component.

Arrow's Step

Grace: 20
Difficulty: 17
Range: 0
Components: V, S, M
Duration: Instantaneous
Minimum Prayer Length: 9
Area of Effect: The priest and one arrow
Resistance Roll: None

After invoking this prayer, the priest fires the arrow while stepping forward, instantly transferring the priest to the place the arrow lands. The priest always arrives at exactly the spot the arrow lands, or as near to the place as the priest can exist intact.

Aspect of the Hawk

Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 200x Per Rank
Minimum Prayer Length: 3
Maximum Duration: 1 Hours Per Rank
Area of Effect: Subject Touched
Resistance Roll: None

This prayer bestows the Aspect of the Hawk upon the subject. The subject acquires a limited version of a hawk's abilities. The eyes of the subject change, and are endowed with superior distance eyesight that also grants expert weapon use. For the duration of this prayer, the subject makes all visual Perception checks with a +5 bonus. The clarity of distance perception increases so that visibility doubles, even for nightvision or infravision. This advantage improves accuracy at great distances, with the subject gaining a bonus to range equal to the priest's rank.

This prayer also grants a very limited form of levitation. The subject moves normally over any surface, but so lightly that no tracks are left behind. The subject can also move across a fluid as well as a solid surface, but the movement rate is reduced to one-half the subject's normal move, as the subject must step carefully. The prayer will not enable a subject to walk across turbulent water or ocean waves, however, since the chaotic motion of the fluid disturbs the levitation field. The prayer actually makes the subject unable to activate pit traps. This prayer will also increase the movement rate of the subject by 50 percent for the duration of the prayer, when traveling over normal surfaces.

The subject may even make supernatural leaps and jumps, 1 for every rank of Faith in Kelphias of the subject. The jumps may only be made when the creature is moving at least at a jog pace. They may be up to 30 feet long, plus 1 foot for every rank of the priest. The maximum height is ten feet, +1 foot for every rank of the priest.

The material component of this prayer is golden replica of a hawk, which is not consumed by the prayer, and the wing feather of a hawk, which is consumed.

The benefits of this prayer do not stack with those from the Hawk Eyes prayer.

Aspect of the Wolf

Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 150x Per Rank
Minimum Prayer Length: 4
Maximum Duration: 30 Minutes Per Rank
Area of Effect: Creature Touched
Resistance Roll: None

This prayer bestows the Aspect of the Wolf on the recipient. This grants them the sharpened sense of smell of a wolf. He receives +5 to all PER checks where smell may be used, as well as +5 to all skill checks where a such a strong olfactory sense would help, such as tracking. Recipients of an Aspect of the Wolf will almost invariably be aware of invisible creatures near by. Smelling their presence and determining precise location are different things altogether.

Recipients of this prayer suffer a -5 to all Resistance Rolls versus gas or smell based attacks, however they receive a +5 to all Resistance Rolls from color based light attacks, i.e. Color Spray.

Aspect of the Wolf also bestows a wolf's great speed and endurance. The subjects movement is increased by 50% for walking and jogging. When running all out, the prayer bestows an additional bonus plus one for every three ranks of Faith in Kelphias the subject has. For the duration of the prayer, the subject will not tire from any physical activity. Furthermore, for every 30 minutes of this prayer not spent fighting or running flat out, the recipient may recover 1d3 points of stamina.

Animals may senses the Aspect of the Wolf, and most animals will shy away from, if not flee. Wolves will accept the subject as a wolf, and will either challenge it for entering their territory, or accept the subject as a member of the pack.

The material component is a hair from the head of a wolf.

Augury

Grace: 10
Difficulty: 15
Range: 0
Components: V, S, M
Duration: Special
Minimum Prayer Length: 40 x
Area of Effect: Special
Resistance Roll: NA

The priest invoking an augury prayer seeks to divine whether an action in the immediate future (within one-half hour) will be for the benefit of, or harmful to, the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury prayer can be used to find if weal or woe will be the immediate result. If the prayer is successful, the GM yields some indication of the probable outcome: "weal," "woe," or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 50%, plus 1% for each rank of the priest invoking the prayer, e.g., 51% at 1st rank, 52 % at 2nd, etc, plus 1% for each rank of Faith the priest has, plus +15% if the augury concerns perception or archery, plus 20% if the augury concerns hunting or vengeance. The Game Master determines any adjustments for the particular conditions of each augury. Likewise, a party invoking several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.

The material component for augury is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 100 gp value (which are not expended in invoking).

Barkskin

Grace: 12
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 16x + 4x per rank
Minimum Prayer Length: 5
Maximum Duration: 4 minutes + 1 minuter per rank
Area of Effect: Creature Touched
Resistance Roll: NA

When a priest invokes the Barkskin prayer upon a creature, its skin becomes as tough as bark or boiled leather, increasing its base Armor Points by 5 plus the Faith in Kelphias of the subject. Every ranks of the priest bestows an additional AP. In addition, Resistance Roll rolls vs. all attack forms except magic gain a +1 bonus. This prayer can be placed on the priest or on any other creature he touches. Note that while this prayer will provide protection in addition to armor, it only helps after contact has been made, and thus provides no defense against touched based attacks.

In addition to his holy symbol, the priest needs a special treated piece of hardwood bark, on which he must rub a bit of the blood of the target creature drawn by the priest's holy symbol.

Bless

Grace: 3
Difficulty: 13
Range: 60 yards
Components: V, S, M
Duration: 6x
Minimum Prayer Length: 5 seconds
Maximum Duration: 6 minute
Area of Effect: 50 ft cube
Resistance Roll: NA

Upon uttering the Bless prayer, the priest raises the morale of friendly creatures by +1 and any Resistance Rolls they make against fear effects by +1. Furthermore, it raises their attack rolls by +5%, with an additional bonus to archery fire of +5% + +1% for every rank of Faith in Kelphias possessed by the recipients. This additional bonus may not exceed the rank of the priest or the rank of his or her Faith.

A Blessing, however, affects only those not already engaged in melee combat. The priest determines at what range (up to 60 yards) he will invoke the prayer. At the instant the prayer is completed, it affects all allied creatures in a 50-foot cube centered on the point selected by the priest (thus, affected creatures leaving the area are still subject to the prayer's effect; those entering the area after the invoking is completed are not).

A second use of this prayer is to Bless a single item (for example, an arrow for use against a unholy opponent). The weight of the item is limited to one pound per priest rank and the effect lasts until the item is used or the prayer duration ends.

Multiple Bless prayers are not cumulative. In addition to the verbal and somatic gesture components, the Bless prayer requires the blood of a fresh kill to be streaked onto the edges of the Priest's holy symbol. If no kill is present, the priest may use either the priest's own blood or tears.

This prayer can be reversed by the priest to be a Curse upon the enemy creatures that lowers their morale by -1 and their attack and Resistance Rolls by -1. In addition, arrow fire by creatures under the influence of a Curse from a priest of Kelphias receives an additional penalty to arrow fire of -5% plus -1% per rank of Faith of the priest. All damage done by arrows fired by those under the influence of a Curse of Kelphias are reduced by 1 (but never less than 1). The Curse requires a dull and rusted arrow to be broken at the invocation time. If the priest does not have one available, the Curse may still be inflicted if the priest will bite one of his or her own arrowheads off an arrow, and hold it in his or her mouth for the Curse's duration.

Any arrow blessed by the priest of Kelphias receives a bonus +1%/rank of priest for 1 day/rank to its attack roll. One rank is removed for each act of defilement preformed while the arrow is carried. Note however that the maximum effective bonus is limited to the Faith in Kelphias that the bearer has. The same bonus may be applied to a bow Blessed by a priest of Kelphias, but only if the possessor of the bow has at least Faith of rank 8.

Break Curse

Grace: 15
Difficulty: 16
Range: Arrow Shot
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 9
Area of Effect: Target Struck
Resistance Roll: Special

Upon invoking this prayer, the priest is usually able to break a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the break curse prayer does not break the curse from a cursed shield, weapon, or suit of armor, for example, although the prayer typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this prayer, or may be countered only by a priest of a certain rank or more. A priest of 10th rank or more can cure lycanthropy with this prayer by invoking it on the animal form. The were-creature receives a Charisma Resistance Roll and, if successful, the prayer fails and the priest must gain a rank before attempting the remedy on this creature again. Often, this prayer must be invoked in conjunction with other conditions to counter truly powerful curses.

When a priest invokes this prayer, he or she draws an arrow, and invokes a special blessing upon it. As a result, it has a chance to neutralize or negate the curses within the area of effect it comes in contact with as follows:

First, it has a chance to break prayers and spell-like effects (including device effects and innate abilities) from creatures or objects if the power derives from an unholy being and is harmful to the recipient. Second, it may disrupt the invocation or use of these in the area of effect at the instant the break curse is invoked.

Each effect in the prayer's area is checked to determine if it is broken. The chance is a resisted check based on the priest's rank versus the combined rank of the spell or effect and its caster or invoker. Thus, a 5th rank priest who attempts to break a 1st rank prayer invoked by a 1st rank priest of Dolerum has skill resisted by a difficulty of 2, and thus automatically succeeds. However, the same 5th rank priest attempting to dispel a 3rd rank prayer invoked by a 5th rank priest must roll 12 or lower (skill 5 resisted by 5+3=8). For considerations of the prayer break curse, any penalties to a priest's Faith checks are also applied to his or her rank.

A break curse can affect only a specially cursed item if it is targeted directly upon the item and the priest touches it. This renders the curse non-operational for 1d10 seconds per rank of the priest. An item possessed or carried by a creature has the creature's mental Resistance Roll against this effect, otherwise it is automatically rendered non-operational. Note that an item's physical properties are unchanged: a non- operational curse chain is still a chain. Also note that if the item is not being carried by a living being, it must be struck directly, and will suffer whatever ill effects and arrow striking it may inflict (shatter, puncture, etc.).

Artifacts and relics are not subject to this prayer, but some of their spell-like effects may be, at the gamemaster's option.

The priest must begin the prayer after he or she has drawn and knocked the arrow. When the prayer is completed, the arrow must be let lose at the target. Only magic the arrow comes into contact with may be dispelled. The prayer does not discriminate; all curses on the target will be checked. However, curses invoked or cast by those with Faith in Kelphias are less likely to be effected. For every rank of Faith above 4, 1 is added to the effective rank of the caster or invoker of the magic. The reverse of this is true, however, if that blessing is the specific target of the break curse prayer. In that case, the priest is considered one rank higher for every rank of Faith the caster or invoker had in Kelphias above 4.

Call Hunt

Grace: 10
Difficulty: 15
Range: 1 Mile Per Rank
Components: V, S, M
Duration: 60x Per Rank
Minimum Prayer Length: 10
Maximum Duration: 1 Hour Per Rank
Area of Effect: 1 Creature Per Rank
Resistance Roll: Spiritual (CHA)

When this prayer is invoked, the priest designates one creature as the subject of the hunt. The priest then calls the hunt on that creature. One predatory animal per rank of the priest will respond to the call. However, only one kind of animal is called for every 4 full ranks of Faith of the priest (i.e. 1 kind of animal at Faith 4-7, 2 at Faith 8-11, etc.). The animals are allowed a Charisma Resistance Roll to resist coming. However, every animal who has answered the call already imposes increased the difficulty of Resisting by 2.

Once the animals have answered the Call of the Hunt, they may leave the range of the prayer without breaking the prayer's effects. For the duration of the Hunt, all animals under the influence of a Call Hunt prayer have a Faith in Kelphias equal to the priest who called the hunt. Furthermore, they receive +1% to all attack for every rank of the priest, as well as +1 to all Resistance Rolls for every 4 ranks the priest has.

The Hunt will proceed to hunt and kill the subject of the hunt. If the subject of the Hunt escapes by the end of the prayer's duration, then the priest must provide an alternate subject to pacify the Hunt, or become the subject of the Hunt himself.

The material component of the prayer is a piece of hair, flesh, or blood of the subject of the hunt, to be burned with some freshly drawn blood of the priest.

Call Predator

Grace: Variable (see description)
Difficulty: Variable (see description)
Range: Special (see description)
Components: V, S, M
Duration: 1x Per Rank
Minimum Prayer Length: 20
Maximum Duration: 5 Minutes Per Rank
Area of Effect: Variable (see description)
Resistance Roll: Spiritual (CHA)

This prayer summons a predator who attacks the priest's enemies. It appears where the priest designates, or as close as reasonably possible, 2d10 seconds after the prayer ends. It attacks the priest's opponents to the best of its ability. If the priest can communicate with the creature, the priest can direct it not to attack, to attack particular enemies, or to perform other actions. Called predators act normally following the last round of the prayer, and usually leaving as soon as reasonable. Unless otherwise provoked by the priest or his or her allies, the predator will not attack or harass the priest or his or her allies.

The difficulty of the prayer, and the grace needed to invoke it depend on teh type of predator called. The priest normally chooses a target dificulty and grace cost, and a random represenative of that challenge rank shows up. The priest may choose to request a specific predator, increasing the difficulty by +2, possibly increasing the grace cost as well.

Call Predator
Type Grace Cost Difficulty Predator Called
I 5 14
  • Dog
  • Hawk
  • Viper, Tiny
II 10 15
  • Eagle
  • Shark (medium-size)
  • Viper, Small
  • 2 Type I
III 15 16
  • Bear, black
  • Crocodile
  • Leopard
  • Shark, Large
  • Snake, constrictor
  • Viper, medium-size
  • 3 Type I
  • 2 Type II
IV 20 17
  • Dire wolf
  • Giant Eagle
  • Giant Owl
  • Lion
  • Viper, large
  • 4 Type I
  • 3 Type II
  • 2 Type III
V 25 18
  • Bear, brown
  • Shark, Large
  • Snake, Giant Constrictor
  • Tiger
  • Viper, Huge
  • 5 Type I
  • 4 Type II
  • 3 Type III
  • 2 Type IV
VI 30 19
  • Crocodile, Giant
  • 6 Type I
  • 5 Type II
  • 4 Type III
  • 3 Type IV
  • 2 Type V
VII 35 20
  • Dire Tiger
  • 7 Type I
  • 6 Type II
  • 5 Type III
  • 4 Type IV
  • 3 Type V
  • 2 Type VI
VIII 40 21
  • 8 Type I
  • 7 Type II
  • 6 Type III
  • 5 Type IV
  • 4 Type V
  • 3 Type VI
  • 2 Type VII
IX 45 22
  • 9 Type I
  • 8 Type II
  • 7 Type III
  • 6 Type IV
  • 5 Type V
  • 4 Type VI
  • 3 Type VII
  • 2 Type VIII

Chant

Grace: 10
Difficulty: 15
Range: 0
Components: V, S
Duration: Time of Chanting
Minimum Prayer Length: 5
Maximum Duration: NA
Area of Effect: 30-foot radius
Resistance Roll: NA

By means of the Chant prayer, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the Chant prayer is begun, all attacks by those in the area of effect who are friendly to the priest gain +5%, while damage rolls and Resistance Rolls gain a +1 bonus. Enemies of the priest suffer a -5% and -1 penalty respectively. This bonus/penalty continues as long as the priest continues to chant the mystic syllables and is stationary. An interruption, however, such as an attack that succeeds and causes damage, grappling the chanter, or a Silence prayer, breaks the prayer. Multiple chants are not cumulative; however, if the Prayer prayer is spoken while a priest of Kelphias is Chanting, the effect is increased to +10/2 and -10/2.

Charm Predator

Grace: 15
Difficulty: 15
Range: 80 yards
Components: V, S
Duration: Special
Minimum Prayer Length: 5
Maximum Duration: Special
Area of Effect: 1 person or mammal
Resistance Roll: Mental (WIL)

This prayer affects any single predator it is invoked upon, person or animal. The creature then regards the priest as a trusted friend and ally to be heeded and protected. The term person includes any bipedal human, demihuman or humanoid that eats meat. Thus, a 10th-level human is included, while a dryad or cow is not. The prayer does not enable the priest to control the charmed creature as if it were an automaton, but any word or action of the priest is viewed in the most favorable way. Thus a charmed creature would not obey a suicide command, but might believe the priest if assured that the on]y chance to save the priest's life is for the creature to hold back an onrushing ogre for "just a minute or two" and if the charmed creature's view of the situation suggests that this course of action still allows a reasonable chance of survival.

The subject's attitudes and priorities are changed with respect to the priest, but basic personality and ethics are not. A request that a victim make itself defenseless, give up a valued item, or even use valuable resource, especially against former associates or allies, might allow an immediate Resistance Roll to see if the charm is thrown off. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if such refusal is in character and does not directly harm the priest. The victim's regard for the priest does not necessarily extend to the priest's friends or allies. The victim does not react well to the charmer's allies making suggestions such as, "Ask him this question...," nor does the charmed creature put up with verbal or physical abuse from the charmer's associates, if this is out of character.

Note also that the prayer does not empower the priest with linguistic capabilities beyond those he normally has. The duration of the prayer is a function of the charmed creature's Reason, and it is tied to the Resistance Roll. The prayer can be broken if a successful Resistance Roll is made. This resistance roll is checked on a periodic basis according to the creature's Reason, even if the priest has not overly strained the relationship.

	REA	Period Between Checks

	1 - 3	3 months
	4 - 6	2 months
	7 - 9	1 month
	10 - 12	3 weeks
	13 - 14	2 weeks
	15 - 16	1 week
	17	3 days
	18	2 days
	19 or more	1 day

If the priest harms, or attempts to harm, the charmed creature by some overt action, or if a Dispel Charm or Break Curse prayer is successfully used upon the charmed creature, the charm is broken automatically.

If the subject of the charm predator prayer successfully makes its Resistance Roll, the effect is negated.

This prayer, if used in conjunction with the Animal Friendship prayer, can keep the animal near the priest's home base, if the priest must leave for an extended period.

Cloak Camp

Grace: 4
Difficulty: 14
Range: Special
Components: V, S, M
Duration: 80x Per Rank
Minimum Prayer Length: 30
Maximum Duration: 2 Hours per Rank
Area of Effect: 50-foot diameter circle
Resistance Roll: None

This prayer helps to discourage predators and trespassers from disturbing a campsite. The priest sprinkles the components in a circle enclosing an area up to 50' in diameter. For the duration of the prayer, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group's chance of encounter is reduced by 50% for the duration of the prayer. The prayer provides no protection against magical detection, infravision, or any other form of sight.

The preferred component for this prayer is the blood from a kill of the priest. The priest's rank is considered 1 rank higher for every Hit Dice of the kill. However, the priest may optional use a hair from a skunk, a whisker from a mouse, and enough salt to make a 50'-diameter circle. Any animal with Faith in Kelphias of Rank 4 or greater is not affected by a Cloak Camp prayer.

Combine

Grace: 5
Difficulty: 13
Range: Touch
Components: V, S
Duration: Special
Minimum Prayer Length: 10 seconds
Area of Effect: The circle of priests
Resistance Roll: None

Using this prayer, three to five priests combine their abilities so that one of them invokes prayers and invoke abilities at an enhanced rank. The highest rank priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest invokes the combine prayer. He temporarily gains one rank for each priest in the circle, up to a maximum gain of four ranks. He likewise gains one rank of Faith for every priest in the circle. The rank increase affects prayer details and special abilities that vary with the priest's rank. The Grace for the priests is pooled together, and available to the central priest.

The encircling priest must concentrate on maintaining the combine effect. They lose all defensive bonuses for shield and agility. If any of them has his concentration broken, the Combine prayer ends immediately. If the Combine prayer is broken while the central priest is invoking a prayer, that prayer is ruined just as if the priest was disturbed. Prayers invoked in combination have the full enhanced effect, even if the Combine is broken before the duration of the enhanced prayer ends. Note that the combination is not broken if only the central priest is disturbed.

Creeping Doom

Grace: 35
Difficulty: 20
Range: Starting up to 5 ft/Faith + 5 ft/2 Ranks
Components: V, S
Duration: 3x per Rank
Minimum Prayer Length: 20 seconds
Area of Effect: 10-ft Radius spread
Resistance Roll: None

When the priest utters the prayer of the Creeping Doom, he or she calls forth a mass of 1,000 venomous, biting and stinging spiders, scorpions, beetles, and centipedes. This carpetlike mass swarms in a shifting 10 feet radius spread. Upon the priest's command, the swarm creeps forth at 5 feet per second toward any prey within 100 feet, moving in the direction the priest commands. Each vermin in the Creeping Doom effect automatically bites a creature for 1 point of damage and then dies. Each creature takes enough damage to kill it, destroying that number of vermin in the process. Thus, a total of 1,000 points of damage can be inflicted on those in the Creeping Doom's effect. These attacks are nonmagical attacks, so creatures with magical protection, Damage Reduction for example, are safe.

If there aren't enough vermin to kill all the creatures in the prayer's effect, damage is distributed among the survivors equally.

If the Creeping Doom travels more than 100 feet away from the priest, it loses 50 of its number for each additional 10 feet it travels. For example, at 120 feet, its numbers have shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. Anything that would deter or destroy normal insects is effective against these insects.

Detect Charm

Grace: 10
Reversible
Difficulty: 15
Range: 30 yards
Components: V, S
Duration: 10x
Minimum Prayer Length: 10
Maximum Duration: 10 minutes
Area of Effect: 1 creature per 10 seconds
Resistance Roll: Mental (REA)

When used by a priest, this prayer can detect if a person, animal or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a Reason Resistance Roll and, if successful, the priest learns nothing about that particular creature from the prayer. A priest who learns that a creature is being influenced has a 5 % chance per rank to determine the exact type of influence. Up to 10 different creatures can be checked before the prayer wanes. If the creature is under more than one such effect only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine.

The reverse of the prayer, Undetectable Charm, completely masks all charms on a single creature for 24 hours.

Detect Evil

Grace: 5
Difficulty: 14
Range: 120 yards
Components: V, S, M
Duration: 10x + 5x seconds per rank
Minimum Prayer Length: 10 seconds
Maximum Duration: 10 + 5 minutes per rank
Area of Effect: 10 foot path
Resistance Roll: NA

This prayer discovers emanations of evil from any creature, object, or area. Mundane beings rarely radiate a spiritual presence aligned in some manner: characters who are strongly aligned, do not stray from their faith, and who are at least 9th rank might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasa or ki-rin, send forth emanations of evil or good, even if polymorphed. Undead radiate evil, for its is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.

The degree of evil (faint, moderate, strong, overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per rank of detecting its general bent. The priest may detect in a path of 10 feet wide in the direction in which the priest is facing. The priest must concentrate - stop, have quiet, and intently seek to detect the aura - for at least 20 seconds to receive a reading.

The prayer requires the use of the priest's holy symbol as its material component, with the priest holding it before him.

Detect Lies

Grace: 10
Difficulty: 15
Range: 5 ft/Faith + 5 ft/2 Ranks
Components: V, S, DF
Duration: 3x per rank
Minimum Prayer Length: 10
Maximum Duration: 1 minute per Rank
Area of Effect: 1 creature per Rank
Resistance Roll: Spiritual (CHA)

The priest concentrates on one subject, who must be in range. The priest knows if the subject deliberately and knowingly speaks a lie by discerning disturbances in her aura caused by lying. The prayer does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, the priest may concentrate on a different subject.

The priest does not know if the subject makes a successful Resitance Roll, and will just fail to discern any lies told by the subject. Furthermore, followers of Tenebrae and certain othe dark powers may add their Faith to their Resitance Roll, making it very difficult to discern their lies.

This prayer requires concentration on the part of the priest to discern the changes in aura. While the priest may carry on a converstaion with the subject, the subject will be aware that the priest is closely observing them. Furthermore, distractions or stressful situations may prevent the priest from the observations neccessary to discern attempted lies.

Detect Magic

Grace: 20
Difficulty: 17
Range: 30 yards
Components: V, S, M
Duration: 10x
Minimum Prayer Length: 10
Maximum Duration: 10 minutes
Area of Effect: 10' path, 45' long
Resistance Roll: NA

When the detect magic prayer is invoked, the priest detects magical radiations in a path 10 feet wide and up to 45 feet long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, overwhelming). The priest has a 10% chance per rank to determine the sphere of the magic, but only if he or she has at developed at least a skill level of 4 in spellcraft. Unlike the wizard spell, this prayer cannot divine the type of magic (alteration, conjuration, etc.). The priest can turn, scanning a 60-degree arc every 10 seconds. A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the prayer.

The prayer requires the use of the prayer's holy symbol.

This prayer requires the priest be able to see the objects or area from which magical radiation is being checked. Thus, the priest cannot invoked this prayer while blind, or while in the dark, unless the priest can otherwise see in the dark. This prayer will work with infravision, allowing magical auras to be seen with this enhanced vision. However, the chance to determine which aura is being viewed is half of what it would be normally (5 percent chance per rank). This of course limits the amount of useful information available without regular light.

In addition, to the normal difficulties of identifying the sphere of an aura, masking or layering of magical auras will complicate matters even further. The strongest auras are always checked for first, and then the weaker auras are checked, in order of strength, from strongest to weakest. As soon as one failure is achieved, no further details from that object may be noted with that particular invoking. Thus Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.

Finally, a priest may only gather new information from the same object from one invoking per rank of the priest. For example, a priest attempts to determine the type of magical aura which his or her friend has acquired. The first invoking fails to show anything more than the fact there is indeed a magical aura on the priest's friend. If the priest was first rank, then the mage would have to wait until gaining his or her next rank before any more information could be discovered. However, if the priest was a third rank priest, he or she could attempt twice more to determine the nature of said aura.

A mage does not necessarily have an aura which can be seen with this prayer. However, if the priest takes the time to specifically check an individual, there is a 5 percent chance per rank of spell hung that the spells will be noted by detect magic. There is some risk, however, as observation of a person in this manner gives the subject the same chance to notice as does scrying by other magical means. Given the limited range of the prayer, once noticed it is much easier for the subject to find the source of the scrying.

Note that this prayer does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical. Detect Magic does not work on the Ethereal Plane, but it will work normally if invoked from the Border Ethereal into the Ethereal Plane proper. The Astral Plane is inherently magical, and detect magic has only a 5% chance for detecting a specific magic radiation against this background "noise".

Detect Poison

Grace: 5
Difficulty: 14
Range: 0
Components: V, S, M
Duration: 40x + 4x per rank
Minimum Prayer Time: 5
Maximum Duration: 10 minutes + 1 minute per rank
Area of Effect: Special
Resistance Roll: NA

This prayer enables the priest to determine if an object has been poisoned or is poisonous. One object, or a 5-foot cubic mass, can be checked every 10 seconds. The priest has a 5% chance per rank of determining the exact type of poison.

The material component is a polished silver arrowhead, which turns black and tarnishes if poison is present.

Detect Snares & Pits

Grace: 5
Difficulty: 14
Range: 0
Components: V, S, M
Duration: 30x per rank
Minimum Prayer Length: 3 seconds
Full Duration: 4 minutes per rank
Area of Effect: 10 foot path, 40 feet long
Resistance Rolls: None

Upon invoking this prayer, the priest is able to see snares, pits, deadfalls, and similar hazards along a 10 foot wide by 40 foot long path. Such hazards include simple pits, deadfalls, snares of wilderness creatures (e.g., trapdoor spider, giant sundews, and lions, etc.) and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The prayer is vision based - the priest must look the desired direction to determine if a pit exists or a trap is laid in that direction. The priest experiences a feeling of danger when looking the direction of a detected hazard, which increases as the danger is approached. The priest learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enable the priest to see what intended actions might trigger it. The prayer detects certain natural hazards - quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The prayer does not detect magical traps (save those that operate by pit, deadfall, or snaring; e.g. the prayer Trip and the prayer Snare), nor those that are mechanically complex, nor does it detect snares or deadfalls that have been rendered safe or inactive.

The priest must have his holy symbol to complete the prayer.

Endure Cold/Endure Heat

Grace: 5
Difficulty: 14
Range: Touch
Components: V, S
Duration: 90x per rank
Minimum Prayer Length: 10 seconds
Maximum Duration: 1= hours per rank
Area of Effect: Creature Touched
Resistance Roll: NA

The creature receiving this prayer is protected from normal extremes of cold or heat (depending on which application the prayer selects at the time of invoking). The creature can stand unprotected in temperatures as low as -300 F. or as high as 1300 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The prayer is immediately canceled if the recipient is affect by any non- normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (e.g., an endure cold prayer is canceled by magical heat or fire as well as by magical cold). The recipient of the prayer does not suffer the first 10 points of damage (after any applicable Resistance Rolls) from the heat or cold when the prayer is broken. The prayer ends instantly if either Resist Fire or Resist Cold prayers are invoked upon the recipient.

Entangle

Grace: 6
Difficulty: 14
Range: 80 yards
Components: V, S, M
Duration: 50x
Casting Time: 4
Long Cast: 12
Maximum Duration: 10 minutes
Area of Effect: 40-foot cube
Resistance Roll: Physical (STR)

By means of this prayer, the priest is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the prayer. Any creature entering the area is subject to this effect, except those creatures with Faith 4 or greater in Kelphias and those under the effects of a Sanctify Hunt prayer from a priest of Kelphias. A creature that rolls a successful Strength Resistance Roll can escape the area, moving at only 1 foot per second until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this prayer, at the GM's option, based on the strength of the entangling plants.

The material component is the priest's holy symbol, and an arrow which must entwined with grass or limbs from the area.

Feign Death

Grace: 10
Difficulty: 15
Range: Touch
Components: V
Duration: 150x + 10x per rank
Minimum Prayer Length: 1
Maximum Duration: 15 minutes plus 1 minute per rank
Area of Effect: Predator Touched
Resistance Roll: None

By means of this prayer, the priest or any other willing person or animal can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and physical damage is only one-half normal. In addition, paralysis, poison, or energy rank drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the prayer recipient is no longer under the influence of this prayer, although a Resistance Roll is permitted. However, the prayer offers no protection from causes of certain death - being crushed under a landslide, etc. Only a willing individual can be affected by a Feign Death prayer. The priest is able to end the spell effect at any time, but it requires a 2d20 seconds for bodily functions to begin again.

The state of death that is feigned is such that only carrion eaters will consider attacking the individual under a feign death prayer. All other carnivorous animals will ignore the recipient of the prayer as being inedible. Note that only people or predators can be affected, but the being may be of any rank or body dice.

Find the Path

Grace: 30
Difficulty: 19
Range: Personal or touch
Components: V, S, F
Duration: 40x/rank
Minimum Prayer Length: 5
Maximum Duration: 10 minutes/level
Area of Effect: Personal or creature touched
Resistance Roll: None or Will (harmless)

The recipient of this prayer can find the shortest, most direct physical route to a specified destination. Note that the prayer works with respect to locales, not objects or creatures within a locale.

The prayer enables the subject to sense the correct direction that will eventually lead to the destination, indicating at the appropriate times the exact path to follow or physical actions to take. The prayer frees the subject, and those with him, from a maze spell in 20 seconds, less one second for every rank of Faith in Kelphias the recipient has.

This divination is keyed to the recipient, not his or her companions, and does not predict or allow for the actions of creatures (including guardians).

Find Traps

Grace: 10
Difficulty: 15
Range: 30 yards
Components: V, S
Duration: 120x
Minimum Prayer Length: 5
Maximum Duration: 30 minutes
Area of Effect: 10-foot path
Resistance Roll: NA

When a priest invokes a Find Traps prayer, all traps - concealed normally or magically - of magical or mechanical nature become apparent to him. Note that this prayer is vision based, and the priest must face the desired direction and look at the location in order to determine if a trap is laid in that particular direction.

A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the priest would view the result as undesirable or harmful, and the harmful or undesirable result are as specifically intended as such by the creator. Thus traps include alarms, glyphs, and similar prayers or devices.

The priest learns the general nature of the trap, e.g. magical or mechanical, but not its exact effect, nor how to disarm it. Close examination will, however, enable the priest to sense what intended actions might trigger it. Note that the priests divination is limited to his knowledge of what might be unexpected and harmful; the prayer cannot predict actions of creatures (hence a concealed murder hole or ambush is not a trap) nor are natural hazards considered traps, e.g. a cavern that floods during rain, a wall weakened by age, a naturally poisonous plant, etc. If the Game Master is using specific glyphs or sigils to identify magical wards (see the Glyph of Warding prayer), this prayer shows the form of the glyph or mark. The prayer does not detect traps that have been disarmed or are otherwise inactive.

Frost Shaft

Grace: 10
Difficulty: 15
Range: 0
Components: V, S, M
Duration: 2xW(1d3)
Minimum Prayer Length: 10
Maximum Duration: 1 Minute
Area of Effect: 1 Arrow
Resistance Roll: Physical (HEA)

When invoked, this prayer turns the shaft of a normal arrow into ice and frost. When fired, the arrow flies to the target and hits as a normal weapon, causing normal damage. Should the frost shaft miss the target, the grenade rules for grenade like missiles are used to determine where the frost shaft lands. Upon striking a solid object, the frost shaft shatters with a loud snap, releasing a wave of numbing cold. All creatures within five feet of this point must make a Health Resistance Roll or suffer 1d4 points of cold damage and be numbed for the duration of the prayer. Numbed targets have their movement rates reduced by half, their Dodge reduced by five points, and their chance to hit reduced by 10%, and are required to roll an additional 1d10 for each initiative. Large bodies of heat (a roaring bonfire, for example) can improve the Resistance Roll of any victim by allowing a +2 on the die roll. This prayer will cancel the effects of a Heat Metal prayer. The material components of this prayer are a drop of melted snow water and a minute silver shaft.

Guardian Hawk

Grace: 10
Difficulty: 15
Range: 30 Yards
Components: V, S, M
Duration: 32x minutes or until strike
Minimum Prayer Length: 5
Maximum Duration: 8 Hours
Area of Effect: 5' radius sphere
Resistance Roll: Spiritual (CHA)

This prayer is known as Guardian Hawk because the golden haze brought forth by it resembles a hawk. It is typically used to guard some area against intrusion. Any creature, approaching within 10 feet of the guarded area may be affected by the "hawk." Any creature entering the guarded area must roll a successful Charisma Resistance Roll or be struck by the hawk, and stand paralyzed for 1 minute per rank of the priest, until freed by the priest, by a Break Curse prayer, or by a Remove Paralysis prayer. A successful Resistance Roll indicates that the subject creature was missed by the attack of the hawk-form, and the prayer remains in place. As soon as a subject creature is successfully struck by the hawk-form, the paralysis takes effect and the force of the prayer dissipates. The prayer force likewise dissipates if no intruder is struck by the hawk-form within the duration of the prayer. Any creature approaching the space being guarded by the hawk-form may be able to detect its presence before coming close enough to be attacked; in bright light, detect the Guardian Hawk is Difficulty 4, while in twilight conditions, the Difficulty rises to 8, and in near darkness, the difficulty is 12.

The material component is the priest's holy symbol, and a golden hawk claw, which is not consumed by the prayer.

Hawk Charm

Grace: 5
Difficulty: 14
Range: 30 Yards
Components: V, S
Duration: Variable (See Description)
Casting Time: 5
Area of Effect: 30' cube
Resistance Roll: None

When this prayer is invoked, a the priest whistles a hypnotic pattern that causes one or more hawks to cease all activity except a crooning sound, echoing the whistle. If the hawks are charmed while in at rest, the duration of the prayer is 40x(1d4+2) seconds, with a maximum of 1 hour; if the hawks are not at rest, but are not aroused and angry, the charm lasts 40x(1d3) seconds, with a maximum of 30 minutes; if the hawks are angry or attacking, the hawk charm prayer lasts 4x(1d4+4) seconds, with a maximum of 8 minutes. The priest invoking the prayer can charm hawks whose total hit points are less than or equal to the combined physical and stamina of the priest. On the average, a 1st-rank priest could charm hawks with a total of 4 or 5 hit points; a 2nd-rank priest could charm 9 hit points etc. The hit points can be those of a single hawk or those of several of the birds, but the total hit points cannot exceed those of the priest invoking the prayer. This prayer is also effective against any avian monster, subject to magic resistance, hit points, and Resistance Rolls.

Hawk Eyes

Grace: 4
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 200x Per Rank
Minimum Prayer Length: 3
Maximum Duration: 30 Minutes Per Rank
Area of Effect: Creature Touched
Resistance Roll: None

This prayer endows the subject with superior eyesight that also grants expert weapon use. The range of the person's vision is effectively doubled, even in combination with infravision or normal vision. For the duration of this prayer, the subject makes all visual Perception checks with a +5 bonus. The clarity of distance perception increases so that visibility doubles, even for nightvision or infravision. This advantage improves accuracy at great distances, with the subject gaining a bonus to range equal to the priest's rank. The material components are a few feathers from the head of a hawk and ground carrot.

The benefits of this prayer do not stack with those from the Aspect of the Hawk prayer.

Heal Injury

Grace: 5
Difficulty: 14
Range: Touch
Components: V, S
Duration: Permanent
Minimum Prayer Length: 5 seconds
Area of Effect: Creature touched
Resistance Roll: NA

When invoking this prayer and laying his hand upon a creature, the priest causes 1d6 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it heal the injuries of creatures not living or of extraplanar origin. Should the prayer cure more than the wounds actual damage, the rest of the prayer will restore lost stamina, up to the character's maximum stamina. If the wound was inflected by an arrow or bolt, then an additional 1d8 points is cured, up to a maximum of the priests Faith rank.

A different prayer must be used for each injury. Using multiple prayers on a single wound will let the best roll affect the wound. The prayers cannot be layered one on top of the other.

Curing is permanent only insofar as the creature does not sustain further damage.

Hold Animal

Grace: 10
Difficulty: 15
Range: 80 yards
Components: V, S
Duration: 8x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 2 Minutes Per Rank
Area of Effect: 1 to 4 animals in 40 ft cube
Resistance Roll: Spiritual (KAR)

By means of this prayer, the priest holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this prayer. The priest decides how many animals can be affected, but the greater the number, the better chance each has to successfully resist the prayer. Each animal gets a Karma Resistance Roll: if only one is the subject of the prayer, it has a penalty of -20% to its roll; if two are subject, each receives a penalty of -10% to its roll; if three are subject, each receives a penalty of -5% to its roll; if four are subject, each gets an unmodified Resistance Roll.

A maximum body weight of 400 pounds (100 pounds for non-mammals) per animal per priest rank can be affected-e.g., an 8th-rank priest can affect up to four 3,200- pound mammals or a like number of 800- pound non-mammals, such as birds or reptiles.

The priest may not kill the held animals for hunting purposes. Such an act is deemed a sin by Kelphias. They may be killed if rabid, under an evil charm, or other dangerous influences. Otherwise, the priest may not kill them while they are held.

Holy Symbol

Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 5 Minutes
Area of Effect: 1 Symbol
Resistance Roll: None

With this prayer, a priest purifies and imbues the essence of his god into the symbol of his god. Afterward, the symbol is holy, and may be used as a focus for prayers or devotionals. The symbol will remain holy until defiled by some means. Note that if the Faith of the priest who purified the symbol is strong enough, instead of being defiled by evil actions or prayers, the symbol may prevent them! The maximum Faith check able to be made with a holy symbol is equal to the Faith of the Priest who purified the symbol, plus his rank.

Hunter's Cloak

Grace: 12
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 12x per rank
Minimum Prayer Length: 5
Maximum Duration: 6 minutes per rank
Area of Effect: Person Touched
Resistance Roll: None

This prayer enchants the recipient's cloak, providing 5 AP of protection. The cloak gains a bonus of +1 AP for every Rank of Faith of the recipient, plus an additional 1 AP per rank of the priest. The prayer will last for the duration of the invocation, but will be broken should the priest lose consciousness. If the cloak is worn with other physical armors, only the best AP value (either the armor or the vestment) is used - this protection is not cumulative with any other physical protection.

Furthermore, a Hunter's Cloak will provide an increase to the stealth of the recipient, adding +1 for every four ranks of Faith the recipient has and four ranks the priest has. The prayer will provide an equal bonus to the recipient's alertness checks. Thus, a 5th rank priest of Kelphias invoking a Hunter's Cloak prayer on an individual with 6 ranks of Faith bestows 16 AP protection and +2 to all stealth and alertness checks.

The material components are the cloak to be blessed and the priest's holy symbol, which are not expended.

Hunter's Wisdom

Grace: 25
Difficulty: 18
Range: Personal
Components: V, S
Duration: Instantaneous
Minimum Prayer Length: 10 minutes
Area of Effect: Personal
Resistance Roll: None

The priest gains the wisdom and insight of an experienced hunter of the area, attaining knowledge of the surrounding territory. The priest instantly gain knowledge of one of the following facts for every three ranks the priest has: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the prayer operates in a radius of one mile per rank. In natural underground settings, e.g. caves, caverns, etc, the range is limited to 100 feet per rank. The prayer does not function where nature has been replaced by construction or settlement (such as in dungeons and towns).

Identify Target

Grace: 3
Difficulty: 13
Range: 60 yards + 10 yards per Rank
Components: V, S, M
Duration: 40x Per Rank
Minimum Prayer Length: 3
Maximum Duration: 10 Minutes Per Rank
Area of Effect: Single Target
Resistance Roll: None

By means of this prayer, the priest may know instantly what the target he is aiming at is with his bow. The knowledge gained is never more than what could be gained by a clear view of what the priest is aiming at, i.e. unless the priest could tell by a quick glance that the subject was a priestess of Lolth, then the prayer will not reveal this information either. However, race, gender, and basic characteristics are revealed, and should the target be known, then the name is also revealed. While this prayer is active, the priest will never hit an ally without choosing to do so, save on a critical fumble of some kind. Even when firing into a melee situation, there is no risk of hitting any ally. The material component of this prayer is a clear crystal or glass arrowhead, which is not consumed in the invocation of this prayer.

Should the target be under a Sanctify Hunt prayer, then he will be aware that the priest is targeting him for some reason. This can be used to draw the targets attention and make them aware of the priests presence and location, should the priest chose to do so.

Invisibility to Animals

Grace: 5
Difficulty: 14
Range: Touch
Components: S, M
Duration: 50x + 5x per rank
Minimum Prayer Length: 4
Maximum Duration: 10 minutes + 1 minute per rank
Area of Effect: 1 creature touched per rank
Resistance Roll: NA

When an Invisibility to Animals prayer is invoked, the creature touched become totally undetectable by normal animals with Intelligences under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if he did not exist. For example, this individual could stand before the hungriest of lions or a Tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. In addition, every animal with Faith in Kelphias equal to or greater than the priest's rank is not affected by this prayer. For every rank of the priest has achieved, one creature can be rendered invisible. Any recipient attacking while this prayer is in effect ends the prayer immediately (for himself only).

The material component of this prayer is holly rubbed over the recipient.

Kelphias's Certain Strike

Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 10x Per Rank
Minimum Prayer Length: 1
Maximum Duration: 1 Minute Per Rank
Area of Effect: 1 Arrow Per 3 Ranks
Resistance Roll: None

With this prayer, the priest calls down an aspect of Kelphias into himself, and assures that the next shot he or she fires will strike home. The priest adds +50% to his roll to hit, +5% per rank of the priest. The priest may adjust the hit location by 10% for every rank of Faith the priest has in Kelphias. One arrow for every 3 Ranks of the priest may be effected by this prayer, but they are only of use to the priest. The arrows are not considered magical, nor do they inflect extra damage by means of this prayer.

The material component of this prayer are arrows that have been blessed by a priest of Kelphias, and fletched with a hawk's feathers.

Kelphias's Hunting Hawk

Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 10x per rank
Minimum Prayer Length: 2
Maximum Duration: 3 minutes per rank
Area of Effect: One arrow
Resistance Roll: NA

When this prayer is invoked upon an arrow, the missile gains a special blessing that changes the arrow into a hunting hawk: AP 20; Move 33"; HD 1; hp 6; # at 3; Dmg 1-2/1-2/1; THAP0 45.

The hawk's first strike is a swooping attack, striking at +10% bonus to hit with its claw attacks and doing double damage, but no beak attack is allowed. Thereafter, the hawk will continue to attack opponents as the priest orders, for the duration of the prayer, or until the hawk is destroyed. If a magical or blessed arrow has Hunting Hawk invoked upon it, the hawk retains whatever magical bonuses the arrow had, including attack or damage bonuses. However, some properties may not apply to the Hunting Hawk. The Hunting Hawk also retains whatever properties the arrow had, e.g. if the arrow was silver tipped, then the hawk's claws and beaks act as if made of silver, or if the arrow was burning, the hawk's claws and beak may ignite flame in whatever it attacks. This in no way limits or hurts the Hunting Hawk. When the prayer's duration ends, the affected arrow disappears permanently. The material component is a wing feather.

Light Step

Grace: 4
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 100x per rank
Minimum Prayer Length: 1
Full Duration: 5 minutes per rank
Area of Effect: One Creature
Resistance Roll: NA

This prayer gives a creature a very limited form of levitation. The creature walks normally over any surface, but walks so lightly that no tracks are left behind. If the creature breaks into a charge or run the prayer ends immediately.

The creature can also move across a fluid as well as a solid surface, but the movement rate is reduced to one-half the creature's normal walking rate, as the creature must step carefully. The light step prayer will not enable a creature to walk across turbulent water or ocean waves, however, since the chaotic motion of the fluid disturbs the levitation field. The prayer actually makes the creature unable to activate pit traps. It doesn't allow the creature to leap higher or jump safely from a cliff, only to walk with a lighter step. This prayer will also increase the movement rate of the creature by 50 percent for the duration of the prayer, when traveling over normal surfaces. The material components area a bit of fur taken from a cat's paw and a duck's feather.

Locate Animals

Grace: 5
Difficulty: 14
Range: 100 yards + 30 yards per rank
Components: V, S, M
Duration: 2x per rank
Minimum Prayer Length: 10 seconds
Maximum Duration: 1 minute per rank
Area of Effect: 20 foot wide path 20 yards long per rank
Resistance Roll: NA

The priest can find the direction and distance of any one type of animal he desires. The priest, facing in a direction, knows if any such animal is within range. If so, the exact distance and approximate number present is learned. For each 20 seconds of the prayer's duration, the priest can face in only one direction, i.e., only a 20 foot wide path can be known.

The material component is the priest's holy symbol.

While the exact chance of location a specific type of animal 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%. The results of this prayer are always determined by the gamemaster.

Locate Object

Grace: 15
Difficulty: 16
Range: 60 yards + 10 Yards Per Rank
Components: V, S, M
Duration: 60x
Minimum Prayer Length: 1 minute
Maximum Duration: 8 Hours
Area of Effect: 1 Object
Resistance Roll: None

This prayer helps locate a known or familiar object. The priest invokes the prayer, slowly turns, and will sense when he or she is looking in the direction of the object to be located, provided the object is within range - e.g., 90 yards for 3rd-rank priests, 100 yards for 4th, 110 yards for 5th, etc. The prayer locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the priest has fixed in his mind the item sought, the prayer 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 prayer does not work; in short, desired but unique objects cannot be located by this prayer unless they are known by the priest. The prayer is blocked by running water. This prayer requires a blessed arrow and a drop of blood from either a fresh kill or from the priest.

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

Neither application of the prayer affects living creatures.

Messenger

Grace: 10
Difficulty: 15
Range: 20 yards per rank
Components: V, S
Duration: 30x minutes per Rank
Minimum Prayer Length: 2
Maximum Duration: 1 day per Rank
Area of Effect: 1 Creature
Resistance Roll: Spiritual (CHA)

This prayer enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger. The prayer does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a Charisma Resistance Roll. If the Resistance Roll is failed, the animal advances toward the priest and awaits his bidding. The priest can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The priest can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the prayer expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the prayer's duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability.

Neutralize Poison

Grace: 20
Difficulty: 17
Range: Touch
Components: V, S, M
Duration: Instantaneous
Minimum Prayer Length: 7
Area of Effect: 1 Creature, or object up to 1 cu. ft./rank touched
Resistance Roll: Physical (HEA) (harmless)

The priest detoxifies any sort of venom in the creature or object touched. A poisoned creature suffers no additional damage or effects from the poison, and any temporary effects are ended, but the prayer does not reverse instantaneous effects, such as physical damage, temporary ability damage, or effects that don't go away on their own.

This prayer also neutralizes the poison in a poisonous creature or object. A poisonous creature replenishes its poison at its normal rate.

Nose of the Wolf

Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 200x Per Rank
Minimum Prayer Length: 2
Maximum Duration: 20 Minutes Per Rank
Area of Effect: Creature Touched
Resistance Roll: None

By means of this prayer, the recipient is endowed with a sense of smell as sharp as that of a wolf. He receives +5 to all PER checks where smell may be used, as well as +5 to all skill checks where a such a strong olfactory sense would help, such as tracking. Recipients of Nose of the Wolf will almost invariably be aware of invisible creatures near by. Smelling their presence and determining precise location are different things altogether.

Recipients of this prayer suffer a -5 penalty to all Resistance Rolls versus Gas or Oder based attacks.

The material component is a hair from the head of a wolf.

Pass Without Trace

Grace: 4
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 30x per rank
Minimum Prayer Length: 5
Maximum Duration: 10 minutes per rank
Area of Effect: Creature touched
Resistance Roll: NA

When this prayer is invoked, the recipient can move through any type of terrain - mud, snow, dust, etc. - and leave neither footprints nor scent. The area that is passed over radiates magic for 1d6x10 minutes after the affected creatures passes. Thus, tracking a person or other creature covered by this prayer is impossible by normal means. Of course, intelligent tracking techniques, such as a spiral search pattern, can result in the trackers picking up the trail at a point where the prayer has worn off. Animals with Faith in Kelphias equal to the priests rank are not affected by this prayer.

The material component of this prayer is a sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the prayer is invoked.

Protection from Fire

Grace: 15
Difficulty: 16
Range: Touch
Components: V, S, M
Duration: 10x per Rank
Minimum Prayer Length: 6
Maximum Duration: 10 Minutes per Rank
Area of Effect: Creature Touched
Resistance Roll: None

The effect of a protection from fire prayer differs according to the recipient of the ward. If the prayer is invoked upon the priest or anyone with Rank 10 or higher Faith in Kelphias, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as fire of dragon breath, spells such as burning hands, fireball, fire storm, etc., until the prayer has absorbed 12 points of heat or fire damage per rank of the priest, at which time the prayer is negated. If the prayer is invoked upon another creature with Faith in Kelphias less than Rank 10, it gives invulnerability to normal fire, gives a bonus of +20% to the Resistance Rolls vs fire attacks, and it reduces damage sustained from magical fires by 50%. The material component is an arrow dipped in spring water. If the arrow is not carried by the recipient, then the recipient's Faith is considered to be less than 10, regardless of its actual rank. The arrow is consumed when the prayer ends.

Purify Food & Drink

Grace: 7
Difficulty: 14
Range: 30 yards
Components: V, S
Duration: Permanent
Minimum Prayer Length: 10 seconds
Area of Effect: 1 cubic foot per rank, 10-ft-sq area
Resistance Roll: NA

When invoked, this prayer makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to one cubic foot of food and drink per rank can be thus made suitable for consumption. This prayer 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 prayer has no effect on creatures of any type nor upon magical potions.

Remove Paralysis

Grace: 15
Difficulty: 16
Range: 10 yards per rank
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 6
Area of Effect: up to 5 beings in a 20' circle
Resistance Roll: None

By the use of this prayer, the priest can free one or more creatures from the effects of any paralyzation or binding-related magic (such as a ghoul touch, or a hold or slow spell). If the prayer is invoked on one creature, the paralyzation is negated and removed. If invoked on two creatures, each receives another Resistance Roll vs. the effect that afflicts it, with a +4 bonus. If invoked on three or more creatures, each receives another Resistance Roll with a +2 bonus. There must be no physical or magical barrier between the priest and the creatures to be freed, or the prayer fails and is wasted. Each recipient of the prayer must either make a Faith check in Kelphias of Diff 6, or being carry an arrow head for the prayer to be benefit to the individual. The material component of this prayer is a Blessed arrow fired into the air.

Resist Fire/Resist Cold

Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 4x per rank
Minimum Prayer Length: 5
Maximum Duration: 1 minute per rank
Area of Effect: Creature Touched
Resistance roll: None

When this prayer is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the priest. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the prayer gains a bonus of +3 to Resistance Rolls against such attack forms and all damage sustained is reduced by 50%; therefore, if the Resistance Roll is failed, the creature sustains one-half damage, and if the Resistance Roll is successful, only one-quarter damage is sustained.

The priest needs a drop of water as the material component for Resist Fire, and a pinch of fur or wool to Resist Cold.

Restore Sight

Grace: 15
Difficulty: 16
Range: Touch
Components: V, S
Duration: Permanent
Minimum Prayer Length: 12
Area of Effect: Creature Touched
Resistance Roll: None

By touching the creature afflicted, the priest employing this prayer can permanently cure some forms of blindness. Specifically, his prayer does not restore or repair visual organs damaged by direct injury or by disease. This prayer merely restores sight lost through overexposure, flash burns, or through mystically means.

This prayer will not remove ongoing mystical curses or spells preventing sight. These must be broken or removed separately. However, this prayer will restore sight that was lost as a result of a spell or curse.

Its reverse, remove sight, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful Spiritual Resistance Roll, the effect is negated. If the Resistance Roll is failed, a non-damaging blindness results.

Sanctify Hunt

Grace: 5
Difficulty: 13
Range: Touch
Components: V, S, M
Duration: 20x Per Rank
Minimum Prayer Length: 60
Maximum Duration: 1 Hour Per Rank
Area of Effect: Creatures Touched (See Desc.)
Resistance Roll: None

This prayer calls the blessing of Kelphias down on a hunt. For the duration of the prayer, all those under influence gain +1 PER, +1 to Hunting skill, +1 Direction Sense, and an enhanced endurance. The endurance granted prevents any exhaustion or fatigue resulting form the hunt itself. Only 1 creature for each rank of Faith of the priest may be included in a Sanctified Hunt. After performing a successful Sanctified Hunt, the priest is considered to be +2 Faith for all Faith checks and +1 Rank for all Prayer effects for the next day. The benefits of a Sanctify Hunt prayer expire at the end of the duration or at the completion of the Hunt, whichever comes first.

Sanctuary

Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 6x + 3x per rank
Minimum Prayer Length: 6 seconds
Maximum Duration: 2 minutes + 1 minute per rank
Area of Effect: Creature Touched
Resistance Roll: NA

When the priest invokes a Sanctuary prayer, any opponent attempting to strike or otherwise directly attack the protected creature must roll a Charisma Resistance Roll. If the Resistance Roll is successful, the opponent can attack normally and is unaffected by that invoking of the prayer. If the Resistance Roll is failed, the opponent loses track of and totally ignores the warded creature for the duration of the prayer. Those not attempting to attack the subject remain unaffected. Note that this prayer does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this prayer, the subject cannot take direct offensive action without breaking the prayer, but may use non-attack prayers, spells, or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless, perform an Augury, Chant, and so on.

The components of the prayer include the priest's holy symbol and a broken arrow that has been blessed.

Scent Mask

Grace: 4
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 100x per rank
Casting Time: 2
Maximum Duration: 10 minutes per rank
Area of Effect: 1 creature per rank
Resistance Roll: Physical (HEA)

This prayer will conceal all odors emanating from a creature for the duration of the prayer. If invoked upon the priest or another person, that person cannot be detected by scent.

The recipient of this prayer cannot be tracked by an animal or being that uses its sense of smell to track, such as a bloodhound. If invoked upon a creature that uses its odor as a weapon or from of defense, the prayer negates the odor if the creature fails a Health Resistance Roll. The musky odor of a skunk or wolverine or the stench of a troglodyte could be suppressed by the prayer. The material component is a scentless flower.

Silence

Grace: 10
Difficulty: 15
Range: 120 Yards
Components: V, S
Duration: 8x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 2 Minutes Per Rank
Area of Effect: 15' radius sphere
Resistance Roll: None

Upon invoking this prayer, complete silence prevails in the affected area. All sound is stopped: conversation is impossible, spells cannot be cast (or at least not those with verbal components), and no noise whatsoever issues from or enters the area. The prayer can be invoked into the air or upon an object, but the effect is stationary unless invoked on a mobile object or creature. The prayer can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a Spiritual Resistance Roll against the prayer. If the Resistance Roll is successful, the prayer effect is centered about one foot behind the position of the subject creature at the instant of invoking. This prayer provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc.

Slow Poison

Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 20x Minutes Per Rank
Minimum Prayer Length: 1
Maximum Duration: 1 Hour Per Rank
Area of Effect: Creature Touched
Resistance Roll: None

When this prayer is placed upon a poisoned individual, it greatly slows the effects of venom, if it is invoked upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the Game Master.) While this prayer does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in hopes that, during that period, a full cure can be accomplished. The material components of the slow poison prayer are the priest's holy symbol and a bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested).

Snare

Grace: 15
Difficulty: 16
Range: Touch
Components: V, S, M
Duration: 1 Day Per Rank of Faith, or until triggered
Triggered Duration: 30x Per Rank
Minimum Prayer Length: 10
Maximum Triggered Duration: 1 Hour Per Rank
Area of Effect: 2' diameter circle plus 1/6' per rank
Resistance Roll: None

This prayer enables the priest to make a snare that is virtually undetectable without magical or mystical aid (Diff 23). The snare can be made from any supple vine, thong, or rope. When the snare prayer is bestowed upon it, the cord-like object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could be thus ensnared). If a strong and supple tree is nearby, the snare can be fastened to it. The power of the prayer causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cord-like object tightens around the member(s) then later, the cord coils back upon its anchor point. The snare is magical, so for one hour it is breakable only by Giant or greater Strength (STR Diff 23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour-Diff 22 after two hours, 21 after three, 20 after four, etc. After its duration has elapsed, the materials of the snare lose all magical properties and the loop opens, freeing anything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded with at least a +10 penetration bonus (from Strength, for example). The priest must have a snake skin and a piece of sinew from a strong animal to weave into the cord-like object from which he will make the snare. Only the priest's holy symbol is otherwise needed.

Speak With Predator

Grace: 10
Difficulty: 15
Range: 0
Components: V, S
Duration: 8x per Rank
Minimum Prayer Length: 5
Maximum Duration: 2 Minutes per Rank
Area of Effect: 1 predator within 30' radius or priest
Resistance roll: None

This prayer empowers the priest to comprehend and communicate with any warm- or cold-blooded normal or giant predator animal that is not mindless. The priest is able to ask questions and receive answers of the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general temperament as the priest, there is a possibility that the animal will do some favor or service for the priest. This possibility is determined by the Game Master. Note that this prayer differs from the speak with monsters spell, for this prayer allows conversation only with normal or giant, non-fantastic creatures such as bears, cats, dogs, hawks, snakes, and so on.

Spike Growth

Grace: 18
Difficulty: 16
Range: 60 Yards
Components: V, S, M
Duration: 15x + 5x per rank
Minimum Prayer Length: 6
Maximum Duration: 80 + 20 Minutes Per Rank
Area of Effect: 10-foot square per rank
Resistance Roll: None

Wherever any type of plant growth of moderate size or density is found, this prayer can be used. The ground-covering vegetation or roots and rootlets in the area becomes very hard and sharply pointed. In effect the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. For each 5 feet of movement through the area, the victim suffers 1d4 points of damage. He must also roll a Physical Resistance Roll. If this Resistance Roll is failed, the victim's movement rate is reduced by 1/3 from its current total (but a creature's movement rate can never be less than 1). This penalty lasts for 24 hours, after which the character's normal movement rate is regained. Without the use of a prayer such as True Seeing, similar magical aids, or some other special means of detection (such as Detect Traps or Detect Snares and Pits), an area affected by Spike Growth is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous area unless some means of magical or mystical detection is used. The components for this prayer are the priest s holy symbol and either seven sharp thorns or seven small twigs, each sharpened to a point.

Spiritual Arrow

Grace: 10
Difficulty: 15
Range: 0
Components: V, S
Duration: 12x + 4x per Rank
Minimum Prayer Length: 5
Maximum Duration: 3 Minutes + 1 Minute per Rank
Area of Effect: Special
Resistance Roll: None

By calling upon his deity, the priest brings into existence a field of force shaped vaguely like an arrow. As long as the priest keeps his bow out, and concentrates upon the arrow, it will continual form. Each time the priest fires the Spiritual Arrow, it reforms immediately in his hands, thus reducing the fire rate by 3. Note that this reduction is not cumulative with the priests naturally fire rate reduction, only the best of the two may be used. In addition, it strikes as a magical weapon with a bonus of +5% to hit, +1% for every rank of the priest, and +1 to damage for every six ranks (or fraction) of Faith of the priest, up to a total of +3 to the damage roll for a Faith of rank 12. The base damage inflicted when the Spiritual Arrows scores a hit is exactly the same as that of a normal arrow. Spiritual Arrows extend into the ethereal plane, and may strike normally any being who dwells there.

As soon as the priest releases his bow, the Spiritual Arrow prayer ends. A Break Curse prayer that includes the priest in its area of effect has a chance to break the Spiritual Arrow.

The material component of this prayer is a normal arrow that the priest must fire toward opponents while uttering a plea to his deity. The arrow disappears when the prayer is invoked.

Spiritual Bow

Grace: 10
Difficulty: 15
Range: 0
Components: V, S
Duration: 60x + 20x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 15 Minutes + 5 Minutes Per Rank
Area of Effect: Special
Resistance Roll: None

While not as powerful as a Spiritual Arrow prayer, Spiritual Bow may in some ways be more useful to the priest at times. With the strength of his Faith and the power of Kelphias, the priest fashions a bow out of spiritual energy and a field of force. While the priest receives a +1% bonus to hit for every rank of Faith he has, the arrows fired from bow are not inherently enchanted. In addition, the priest may use his Will score in place of his Strength for determining the amount of damage and bonus penetration that arrow fired from the spiritual bow may do. If the priests Strength is equal or higher than his will score, than the Strength score plus 1 is used. Note that the priests strength is not actually changed during the duration of this prayer, merely the strength of Will of the priest may be channeled through the Spiritual Bow.

A Break Curse prayer that includes the priest or the force in its area of effect has a chance to dispel the Spiritual Bow.

Stalk

Grace: 8
Air Difficulty: 15
Range: Touch
Components: V, M
Duration: 50x per Rank
Minimum Prayer Length: 2
Maximum Duration: 5 minutes per rank
Area of Effect: Creature Touched
Resistance Roll: NA

This prayer makes the target nearly invisible in natural surroundings and almost totally silent. Furthermore, the recipient's scent is almost completely masked. The prayer makes a stationary recipient undetectable by non-magical means at any range over 30 feet. Movement does not negate the prayer; it only makes non-magical detection possible. The prayer ends when its duration expires or whenever the recipient's blood is shed. Attacking does not end the prayer's effects, but the prayer has no effect on melee combat. The material components are the priest's symbol wrapped in a piece of dried chameleon's skin.

Steady Aim

Grace: 3
Difficulty: 14
Range: Special
Components: V, S, M
Duration: 200x per rank
Casting Time: 1
Maximum Duration: 10 minutes per rank
Area of Effect: One person
Resistance Roll: NA

This prayer will aid a moving archer with a steady shooting hand. No matter how fast the archer is moving or how unsteady his motion, he will suffer no attack penalty on shots made with his bow. The prayer provides no archery bonuses. The material component is a small coiled spring.

True Seeing

Grace: 25
Difficulty: 18
Range: Touch
Components: V, S, M
Duration: 4x per rank
Minimum Prayer Length: 5
Maximum Duration: 1 Minute Per Rank
Area of Effect: 10-foot square per rank
Resistance Roll: WIL (harmless)

The priest confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under Blur or Displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Additionally, the subject may see auras, noting spiritual influences on creatures or areas at a glance. This prayer confers 5 ft of True Seeing for every rank of the priest, for every rank of Faith in Kelphias the subject has, and for every point of Perception.

True Seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not cancel concealment, including that caused by fog and the like. True Seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the prayer effects cannot be further enhanced with known magic, so one cannot use True Seeing through a crystal ball or in conjunction with clairvoyance.

Ward Camp

Grace: 5
Difficulty: 14
Range: 5 ft + 5 ft / 2 ranks of Faith + 5 ft/2 Rank
Components: V, S, M
Duration: 200x per rank
Casting Time: 6
Maximum Duration: 2 hours per rank
Area of Effect: 25-ft radius emanation centered around point
Resistance Roll: None

When a priest of Kelphias wards a camp, a mystic field emanates from the center of the camp. Any creature Tiny or larger that enters the warded area or touches it triggers an alarm. The ward sounds a mental alarm which will wake the priest from any slumber short of a coma. When invoke this prayer, the priest may also choose to have it sound to any person in the camp with a Faith in Kelphias 4 or greater. Additionally, the priest may choose to allow creatures who speak a password determined by the priest to enter without triggering the ward.

The signal from the ward alerts the priest so long as the priest remains with a mile of the warded area. While the signal awakens the priest and notifies him or her of the breaching of the ward, it does not otherwise disturb concentration. Silence prayers have no affect on this signal.

Warning

Grace: 8
Difficulty: 15
Range: Touch
Components: V, S
Duration: 100x per rank
Minimum Prayer Length: 2
Maximum Duration: 10 minutes per rank
Area of Effect: 10' radius
Resistance Roll: NA

This prayer heightens the awareness and senses of the recipient to danger. The recipient is one less on his chance of surprise from events originating within the area of effect. The character could still be surprised by a missile fired from outside the area of effect, however. Likewise, the character cannot be struck from behind within the same limitations, since the character is automatically aware of any creature moving behind him within the area of effect. There is a base 30% chance the character automatically notices any trap of hidden danger (including invisible opponents) within the area of effect, with a +1% bonus for every rank of Faith shared by both the priest and the recipient. The chance of success for hiding in shadows and moving silently is halved for any opponent within the area of effect. The recipients Perception and Empathy receive a +1 bonus for every three ranks of the priest, (i.e. +1 at ranks 1-3, +2 and ranks 4-6, etc.)

The various warnings given by this prayer are only noticeable to the recipient of the prayer. It is his decision to notify other members of his group should a warning be given. The material component for this prayer is a small metal figure sprinkled with the dust of a crushed pearl.

Warp Wood

Grace: 12
Difficulty: 15
Range: 10 Yards Per Rank
Components: V, S
Duration: Permanent
Minimum Prayer Length: 5
Maximum Duration: Permanent
Area of Effect: Special
Resistance Roll: Special

When this prayer is invoked, the priest causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a Warp Wood prayer is 10 yards for each rank of the priest. It affects approximately a 15-inch shaft of wood of up to one-inch diameter per rank of the priest. Thus, at 1st rank, a priest might be able to warp an hand axe handle or four crossbow bolts; at 5th rank he could warp the shaft of a typical spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped missile weapons are useless; warped melee weapons suffer a -20% penalty to their attack rolls.

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

The reversed prayer, Straighten Wood, straightens bent or crooked wood, or reverses the effects of a Warp Wood prayer, subject to the same restrictions.