Eilistraee Spells
The following spells are central to the practices and rituals of the followers of Eilistraee, the revered Dark Maiden of the moonlight and song. Eilistraee's clergy, known as Spellsingers, are distinguished by their unique approach to magic, which intertwines their divine worship with melodic and lyrical expression. This tradition of casting spells through song and dance embodies the essence of Eilistraee's teachings, celebrating freedom, grace, and the pursuit of harmony.
It is crucial to distinguish between the Spellsingers dedicated to Eilistraee and other spellcasters who might use similar magical techniques. Spellsingers are deeply rooted in the worship of Eilistraee and her tenets, focusing on spells that enhance their allies' abilities, provide divine protection, and promote the values of their goddess. Their magic is often characterized by its ethereal and enchanting nature, reflecting the celestial and nurturing aspects of their deity.
On the other hand, Sword Dancers are elite warrior-priests of Eilistraee, who specialize in combat and physical prowess rather than spellcasting. They are skilled in martial arts and weaponry, embodying the goddess's aspects of bravery and strength. Sword Dancers focus on melee combat and are trained to protect their communities with their prowess and honor.
It is also important to differentiate Eilistraee's Spellsingers from other wizards who may practice similar spells but worship different deities, such as Trystan, the God of God of Magic and Knowledge. While these wizards may employ comparable methods and techniques in their spellcasting, their goals, methods, and divine affiliations are distinct. Trystan's followers, for instance, often pursue different magical philosophies and are driven by separate objectives compared to Eilistraee's Spellsingers.
2nd Level Spells
Stalk
- Level: 2nd Level
- Range: Touch
- Duration: 1 minute per level
- Saving Throw: None
- P.P.E.: 10
This spell grants the target near-total invisibility and silence in natural, rural environments, such as forests, fields, and countryside. The target becomes 99% undetectable to visual observation and nearly silent, with a 99% chance of success for moving silently. The spell also masks the target's scent and heat signature, rendering detection by infravision or scent nearly impossible.
When the target remains stationary, it is virtually impossible to detect by nonmagical means beyond a distance of 10 yards. However, if the target begins to move, the effectiveness of the spell decreases. While moving, the target retains a 50% chance to move silently and a 65% chance to remain undetected both visually and by infravision. If the target possesses enhanced skills in hiding or moving silently, these percentages take precedence over the spell's standard effects.
The spell also provides excellent protection against magical detection methods. Scent masking remains highly effective, maintaining a 99% chance of avoiding detection through smell for the spell's duration. The spell's effectiveness may vary based on environmental conditions and the presence of magical detection spells or abilities that could counteract its effects.
The spell ends either when its duration expires or if the target performs an attack. Any form of aggressive action, including physical attacks or the use of harmful magic, immediately nullifies the spell, revealing the target's position and ending its benefits.
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Eilistraee's Moonfire
- Level: 2nd Level
- Range: Self or Touch (up to 60 feet)
- Duration: 1 minute per level of experience
- Saving Throw: None
- P.P.E.: 10
This spell allows the caster to conjure a magical light known as Moonfire, which can vary in intensity from a gentle glow to a radiant beam. The color of the Moonfire can be adjusted to shades of blue-white, green, white, or silver. It emulates the natural light of the moon and can be used for illumination, reading, or signaling. The light persists for 1 minute per caster level, after which it naturally fades away.
The caster has the ability to control the Moonfire's intensity and color, adapting it to their needs. They can create a soft illumination to navigate dark areas or a bright beacon to attract attention. The Moonfire is immune to environmental effects and will persist even in the presence of darkness or fog, provided it is not dispelled.
At 4th level, the caster gains the ability to project the Moonfire beyond their immediate vicinity. They can control the light within a 60-foot range and direct its movement. The light can traverse small openings and move up to 40 feet per round. To maintain this control, the caster must concentrate continuously. Distractions or disruptions may affect their ability to control the light. The Moonfire's projection can be used for complex tasks such as scouting or signaling over distances.
The Moonfire can be dismissed by the caster at will, allowing for immediate adjustment or deactivation. It can also be dispelled by Negate Magic or any darkness spell of equal or higher level. When dispelled, the light vanishes instantly without leaving any residual effects.
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3rd Level Spells
Bladedance
- Level: 3rd Level
- Range: Touch
- Duration: 1 minute per level of experience
- Saving Throw: None
- P.P.E.: 20
This spell animates a single bladed melee weapon, such as a sword or dagger, allowing it to fight autonomously on the caster's behalf. The weapon moves and attacks as if wielded by the caster, using the caster's attack bonuses and damage values. The caster can issue mental commands to the weapon, directing it to attack specific targets or perform complex maneuvers.
The weapon will navigate obstacles and fight its way to a designated target if needed. If the weapon is separated from the caster by more than 60 feet, the spell ends immediately, causing the weapon to fall to the ground and cease all activity. The weapon remains animated for the duration of the spell unless it is forcibly removed from the caster's presence or destroyed.
The caster has the option to either concentrate on controlling the weapon's movements and attacks or allow it to act independently. While concentrating, the caster can command the weapon to perform specific actions, make precise strikes, or engage in strategic combat maneuvers. If the weapon possesses any inherent magical abilities, the caster must continue concentrating to activate and use these powers effectively. The weapon does not suffer normal damage but can be affected by conditions or effects that would normally destroy or alter it, such as extreme environmental hazards or magical effects.
The spell can be dispelled by Negate Magic or similar anti-magic effects. If dispelled, the weapon will immediately stop functioning and fall to the ground. Additionally, if the weapon is subjected to magical disruptions or anti-magic fields, its animating enchantment may be nullified prematurely.
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4th Level Spells
Lesser Spellsong
- Level: 4th Level
- Range: As spell created
- Duration: As spell created
- Saving Throw: None
- P.P.E.: Varies by the spell created (typically 10 P.P.E. + the P.P.E. cost of the spell being replicated)
This spell allows the caster to replicate any priest spell of 3rd level or lower. The replicated spell functions with all its usual effects, range, duration, and saving throws, but the casting is performed through song rather than the traditional verbal and somatic components.
If the original spell requires material components valued over 100 gp, the caster must add an additional round of singing for each 100 gp or fraction thereof. Spells that specify their material components cannot be substituted cannot be created with Lesser Spellsong. The caster must be able to sing and move freely, avoiding any magical silencing effects. Priests of Eilistraee are trained to sing even under duress, allowing them to cast this spell while dodging in combat.
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6th Level Spells
Spellsong
- Level: 6th Level
- Range: Special
- Duration: Special
- Saving Throw: None
- P.P.E.: Varies by effect (typically 20 P.P.E. + the P.P.E. cost of the spell being replicated or other effect)
Spellsong allows the caster to channel divine energy through song and dance, invoking the favor of Eilistraee. If other priests of Eilistraee are present, their participation enhances the spell's potency through choral work, which includes a circular dance around a central focal point. The spell necessitates that the caster and participants maintain their movement and vocalization, and it is crucial to avoid magical silence effects that can disrupt the performance.
Spellsong can produce one of the following effects:
- Replicate a Priest Spell (4th Level or Lower): The caster can replicate any priest spell of 4th level or lower through song, bypassing traditional gestures or components. Spells requiring material components over 100 gp need additional rounds of singing for each 100 gp or fraction thereof. The caster must be familiar with the spell to replicate it.
- Recall a Spell: The caster can instantly recall any 4th level or lower spell they have cast within the past 48 hours (excluding those cast from scrolls). This allows the caster to regain the spell's use immediately, without waiting for its usual casting time or preparation period.
- Bestow Spell Immunity: The caster can grant themselves or a chosen target immunity to a specific spell. If multiple priests participate, they can extend this immunity to any spell known by the group, whether through personal experience or casting.
- Healing: The caster can heal 1d4+1 points of damage to themselves or a creature they touch. Each additional priest involved in the choral performance adds an extra 1d4 points of healing. Note that this healing applies solely to hit points and does not address other forms of damage or conditions.
- Cure Blindness, Slow Poison, or Cure Disease: When seven or more priests participate in the Spellsong, they can perform a powerful healing effect, curing blindness, slowing poison, or curing disease instead of merely healing damage. This advanced effect requires the coordination of multiple participants to achieve its full potency.
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Eilistraee Prayers
Moonlit Dance - PPE Cost: 14
- Eilistraee's Grace: This spell imbues all allies within a 60-foot radius with the grace and agility of the Moon Goddess, Eilistraee. Allies gain a +1 bonus to strike and parry, enhancing their combat effectiveness. Additionally, their agility is blessed, granting them a +1 bonus to dodge, which helps them evade attacks, and a +10% bonus to Acrobatics/Gymnastics skill checks, making them more adept at performing acrobatic feats and navigating challenging terrain.
- Healing Serenade: As the caster performs a soothing melody, the healing power of the Moonlit Dance is activated. Allies within the spell's area of effect receive 1d4 S.D.C. or Hit Points of healing per melee round. This continuous healing effect provides significant support in prolonged engagements or when recovering from injuries sustained during battle.
- Shroud of Shadows: The spell grants allies a +2 bonus to Stealth checks, enhancing their ability to move unseen and avoid detection. Additionally, enemies targeting allies within the shadows suffer a -1 penalty on their attacks. This creates a protective shroud around the allies, making it harder for enemies to land successful blows and helping the allies to maintain their stealth advantage.
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Bladesong of the Dark Maiden - PPE Cost: 16
- Elven Grace: This spell imbues the caster and all allies within a 30-foot radius with the grace and agility of the Dark Maiden herself. As a result, they receive a +2 bonus to initiative, allowing them to act more swiftly in combat. Additionally, a +1 bonus to strike with melee weapons enhances their accuracy, reflecting the elegant and precise nature of their attacks.
- Song of Steel: As the caster chants the mystical bladesong, their weapon or the weapon of an ally within range becomes infused with enchantment. For the duration of the spell, the weapon deals an extra 1d6 S.D.C. damage, reflecting the enhanced sharpness and magical edge granted by the spell. This boost in damage represents the power of the Dark Maiden's favor and the mystical energy flowing through the weapon.
- Harmony of Blades: Allies fighting together in close combat benefit from an increased synergy, gaining a +2 bonus to parry and disarm attempts. This enhanced cooperation allows them to coordinate their movements and strikes more effectively, making it easier to defend against attacks and disarm opponents. The spell promotes perfect unison among allies, ensuring that they work together seamlessly to overcome their foes.
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Lunar Revelation - PPE Cost: 20
- Moon's Insight: As the caster invokes the power of the moon, they are granted heightened awareness and wisdom. This effect provides a +2 bonus to all Perception checks, allowing the caster to notice subtle details and hidden clues more easily. Additionally, the caster receives a +15% bonus to Lore: Magic and Lore: Religion checks, reflecting the deep, moonlit understanding of magical and divine knowledge that enhances their expertise in these fields for the duration of the spell.
- Veil of the Night: Allies within a 50-foot radius of the caster are enveloped in a protective veil of night's essence. This veil grants immunity to fear effects, shielding allies from panic and terror. Furthermore, the spell bestows nightvision up to 90 feet, enabling allies to see clearly in darkness as if it were daylight. This enhanced vision is particularly useful for navigating in low-light conditions and spotting threats that might otherwise be concealed.
- Lunar Protection: A shimmering barrier of lunar energy forms around the caster, offering additional protection from magical harm. This barrier reduces incoming spell damage by 10%, mitigating the impact of hostile magical attacks. The barrier reflects the calming and protective influence of the moon, providing the caster with a measure of safety against arcane assaults.
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Here's an expanded description for the "Song of Freedom" spell:
Song of Freedom - PPE Cost: 18
- Eilistraee's Liberation: As the caster performs a powerful and enchanting song, all allies within a 40-foot radius are enveloped in a field of divine liberation. This effect grants immunity to both magical and physical paralyzing and restraining effects, such as being held, petrified, or bound. Additionally, allies receive a +2 bonus on saving throws against mind control and domination effects, reflecting Eilistraee's influence in freeing her followers from the control of malevolent forces and empowering them to act of their own volition.
- Inspiring Melody: The uplifting and energizing melody of the caster's song bolsters the spirits of allies, providing a +2 bonus to Morale. This morale boost helps allies maintain their resolve and courage, and temporarily grants them immunity to Horror Factor, shielding them from fear and intimidation. The song's effect promotes unity and bravery among the group, ensuring that they remain steadfast in the face of adversity.
- Graceful Escape: For allies who are bound or imprisoned, the spell's magic enhances their ability to escape confinement. Those affected by this spell gain a +10% bonus to Escape Artist and Lockpicking skill checks. This increased dexterity and skillfulness reflect the grace and agility bestowed by Eilistraee, allowing those trapped to break free from their bonds with greater ease and efficiency.
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Dance of Redemption - PPE Cost: 25
- Light of Forgiveness: This ritual dance, performed by the caster, invokes the divine grace of Eilistraee to absolve minor sins and offenses. Individuals who participate in or witness this dance and show genuine remorse for their actions receive a blessing that grants a +1 bonus to future saving throws against negative influences, such as curses, charms, or fear. This effect symbolizes Eilistraee's commitment to guiding her followers towards redemption and forgiveness.
- Eilistraee's Embrace: As the dance progresses, a protective aura extends from the caster, encompassing all allies within a 30-foot radius. This divine shield guards against the malevolent actions of evil-aligned beings. The aura provides a +2 bonus on saving throws against curses, harmful magic, and other effects originating from evil entities. This protection reflects Eilistraee's role as a guardian of those who strive for goodness and purity in a world fraught with darkness.
- Redemptive Strike: The culmination of the dance empowers the caster's weapon with divine energy. The weapon glows with a radiant light that deals an additional 1d6 damage to evil-aligned creatures. Furthermore, when striking an evil foe, the weapon's divine energy forces the target to make a saving throw. On a failed save, the creature is stunned for 1 round, symbolizing the divine judgment of Eilistraee against those who perpetuate malevolence. This aspect of the spell underscores the principle of redemption through righteous combat and divine intervention.
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