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Myddryn Prayer List

 
Myddryn Prayer List "B"
 
 
 

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First Level

Banish Flame
Schools: Alteration
Spheres: Elemental, Fire
Area of Effect: 30-ft./level square, to 90 ft.
Casting Time: 4
Components: V, S
Duration: Instantaneous
Range: 10 yds./level
Saving Throw: None

This spell instantly snuffs all flames of a nonmagical nature within the area of effect. Burning items are not destroyed and can be relit if another source of fire is applied to them. Burning items within the area of effect are snuffed even if they are in any sort of normal container that would protect them from wind or water. Magical flames of a continuous nature are extinguished for one round and then relight. Flaming breath weapons that enter the area of effect during the same round as the spell is cast have their damage reduced by 1 point per level of the spellcaster. Light, continual light, and other similar spells are unaffected by banish flame.

Beneficence
Schools: Invocation/Evocation
Spheres: All
Area of Effect: 10-ft/level radius
Casting Time: 5
Components: V
Duration: 2 turns/level
Range: Touch
Saving Throw: None

The beneficence spell surrounds the shukenja in an aura of mystical harmony and wisdom. All who see him recognize him as a holy man of virtue and kindness and many are predisposed to treat him in a friendly and respectful manner. The spell gives the shukenja a bonus of +2 to encounter reaction rolls with most NPCs and creatures. Only those who are sworn enemies of the shukenja, his race, his class, or what he represents are immune to the effects of the spell. Nor does the spell work on creatures that have no understanding of the shukenja's position or role. Thus, the spell is unable to affect the reactions of a den of tigers or a group of bandits waiting to waylay the unwary. It can, however, affect the reactions of a group of peasants or a village of ninjas, provided the latter are not hired to harm the shukenja.
Beneficence does not deprive those affected of their free will and does not cause them to instantly follow the suggestions of the shukenja. Their reactions are improved for every day dealings, not for very unusual events.

 

Bird Call (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 120-yard + 10-yard per level radius
Saving Throw: None

This spell allows the priest to call all birds within the spell effect. The birds will converge upon the priest within 1d3 rounds. While the spell is in effect, none of the birds will attack each other. While there, the priest may set one small task for the group to perform. When the spell ends, the birds will peacefully disperse to whence they came.

Bless/Curse
(Conjuration/Summoning)
Reversible
Sphere: All
Range: 60 yds. Components: V, S, M
Duration: 6 rds. Casting Time: 1 rd.
Area of Effect: 50 ft. cube Saving Throw: None

Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50 foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.
Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.
This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by 1. The curse requires the sprinkling of unholy water.

Blessed Watchfulness
(Alteration)
Sphere: Guardian
Range: Touch Components: V, S
Duration: 4 hrs. + 1 hr./level Casting Time: 4
Area of Effect: Creature touched Saving Throw: None
Subtlety: +3 Knockdown: None
Sensory: None Critical: None

By casting this spell, the priest confers exceptional powers of observation and alertness to one creature for the duration of the spell. While blessed watchfulness is in effect, the designated sentinel remains alert, awake and vigilant for the duration of the spell. In fact, it takes a roll of 1 to surprise someone under this effect. He resists sleep spells and similar magic as if he were 4 levels or Hit Dice higher than his actual level and gains a +2 bonus to saving throws against other spells or effects that could lower his guard or force him to abandon his watch, including charm, beguiling, fear, emotion, and similar mind-affecting spells. If the effect normally allows no saving throw, the watcher gains no special benefit.

Breathable Air (Alteration) Reversible
Sphere: Elemental (Air)
Range: 6 yards
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 10-yard radius sphere
Saving Throw: Negates

This spell causes the affected area to have breathable air for the duration of the spell, as long as the surrounding pressure will allow it (eg., in shallow water the pressure will not remove the spell, in deep water the water pressure will reduce the area of effect considerably). This is handy for emergency breathing supplies within a poison gas area, stinking cloud, etc., and also gives a better saving throw versus these effects (save at +4). The reverse (unbreathable air) will cause the air to become totally unbreathable, causing choking (1d6 per round while within the area of effect) and making it difficult to cast spells (save versus spell to be able to do so). This is similar to stinking cloud.

2nd Level

Bat Sense
Schools: Alteration
Spheres: Animal
Divination
Area of Effect: Individual touched
Casting Time: 4
Components: V, S, M
Duration: 3 turns + 1 turn/level
Range: Touch
Saving Throw: None

When this spell is cast, it gives the individual touched the echolocation powers of a bat. The being is able to "see" in all directions up to 60 feet, sensing the physical shape and position of all solid and liquid objects. The exact distance to any object can be determined in a round. To use bat sense, the being must close its eyes, but this causes no penalties in either movement or combat. No concentration is required to maintain the sense.
While using bat sense, the individual cannot be surprised and can "see" any invisible, displaced, or camouflaged item within 60 feet. Psionic invisibility, however, cannot be detected at all; nor can the individual detect illusions, projected images, clouds, gases, or insubstantial spirits such as ghosts. If such objects are capable of harming the individual, the being won't know what is attacking until opening its eyes, temporarily nullifying the spell's effects. Thus, insubstantial or gaseous creatures could attack with a +4 bonus to hit.
This spell works by picking up sound waves; a silence 15' radius spell will nullify the effect. Loud noises do not harm or hamper the recipient.
The material component of this spell is a bit of fur from a bat's ear, which must be eaten by the being that wants to use the sense.

Breeze Message
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 1
Components: V
Duration: Instant
Range: 200 yards/level
Saving Throw: Nil

With this spell the priest can send a short message, of upto 1 word per level, to any person within 200' per level of the priest. The priest whispers the message he would like to send and state the person it will be sent to. If the specified person is within range he will feel a breeze and the message will be related to him, and only he will hear it. If the person is not within range then the message will be spoken in a normal volume in the place that is in his direction and on the maximum range the priest can send it to.

Brightmantle
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

This spell envelops the recipient's head in a nimbus of faint, flickering blue light. While under the influence of a brightmantle, the creature's thinking is clear and unimpaired. Intelligence checks are made with a +2 bonus. Alcohol, drugs, and poisons are not removed from the recipient's system, but their side effects that muddle the brain temporarily abate.
Spells from the school of enchantment/charm and the spheres of charm and thought that impede the ability of the creature to think clearly, such as chaos, charm monster, charm person, command, confusion, delude, feeblemind, friends, forget, magic jar, maze, mental domination, or scare, have no effect while the creature is protected by a brightmantle. At the DM's option, a being afflicted with insanity may have a lucid period. the spell duration is 1 hour per caster level when cast on dwarves; otherwise, it is 1 turn per caster level.
The material components are the priest's holy symbol and a pinch of smelling salts (any restorative whose preparation is based on spirits of ammonia).

     
3rd Level

Bestow/Remove Curse
(Abjuration)
Reversible
Sphere: Protection
Range: Touch Components: V, S
Duration: Permanent Casting Time: 6
Area of Effect: Special Saving Throw: Special

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.

The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)--roll each round.

It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

Blood Golem
Schools: Necromancy
Spheres: Guardian, Necromantic, Summoning
Area of Effect: Makes 1 golem
Casting Time: 3
Components: V, S
Duration: 10 rnd.
Range: 10'
Saving Throw: None

The caster targets a corpse within range that has been vanquished no longer than one hour past. The corpse arises as a blood golem for 10 rounds, during which time it attacks like a ghoul (see Diablo Monsters, Zombie). Each hit by the blood golem on a living foe requires a saving throw vs. spell. Failure means a gout of the foes blood (1d4 points of damage) joins the blood golem. The blood golem gains an equal number of hot points. The blood golem colapses into a corpse again when the duration lapses, regardless of how many hit points it has.

 
     
     
     
     
     
     
     
     
     


 

 
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