Myddryn Prayer List |
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Myddryn Prayer List "E" |
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Prayers "D"
- First Level
Deep Breath
Schools: Alteration
Spheres: Elemental, Air,
Elemental, All
Area of Effect: Creature touched
Casting Time: 1
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None
With this spell the caster allows one creature to take a single breath that will last for the duration of the spell. The spell bestows no ability to maneuver or function underwater or while buried in sand, but it does temporarily remove the need to breathe. Once he spell's duration runs out, a character who cannot breathe normally begins to suffocate after 1/3 his Constitutuion in rounds (Constitution check each round with a -2 cumulative penalty to postpone damage; 1d6 damage per round after fialing a check).
If the deep breath spell is cast after a character has already held his breath for a few rounds, it works as though he got a clean gulp of air- when the spell wears off he begins the suffocation procedure fresh. The spell also lets the character avoid the ill effects of most gaseous attacks, magical or otherwise.
The material component for this spell is a tiny bladder of air, usually made from animal skins, which must be burst over the recipient's mouth and nose. |
Deflection
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S
Duration: 2 rds/level
Range: 120 yds
Saving Throw: Special
When the priest casts this spell, a chosen creature within range is surrounded by a mystical shield, protecting it from missiles and blows. The creature is allowed a saving throw vs. death against any attack for which a successful hit roll is scored. If the saving throw is successful, the creature takes no damage from missile weapons and half damage from melee attacks. Through the power of the spell, the creature has managed to nimbly sidestep the shot or deflect the blow of the attacker.
The reverse of this spell, attraction, can be cast on an unwilling opponent who is allowed a saving throw vs. spell to avoid the effect. If the saving throw is failed, the creature suffers 1 point of additional damage for every level of the caster when hit (to a maximum of +10), unless a successful saving throw vs. death is made for that hit. |
Detect Disease
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature or object/level
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds
Saving Throw: None
This spell reveals whether a creature or object carries a disease (including lycanthropy, mummy rot, or a magical disease), and whether the caster can cure the affliction. The caster has a 10% chance per level to correctly identify the disease; failure results in no identification at all.
The material component is the priest's holy symbol. |
Detect Enemy I (Divination)
Sphere: Divination
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1-yard per level radius
Saving Throw: None
By casting this spell, the priest may determine whether there are creatures within the area of effect that bear hostile intent toward him. The spell will reveal the direction of the creatures, even if they are invisible, ethereal, astral, or out of phase. Note that this spell does not reveal anything about the alignment or motives of the creatures in concern. The material component of this spell is a piece of crystal. |
Detect Evil/Detect Good
(Divination)
Reversible
Sphere: All
Range: 0 Components: V, S, M
Duration: 1 turn + 5 rds./level Casting Time: 1 rd.
Area of Effect: 10 ft. x 120 yds. Saving Throw: None
This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it 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 (dim, faint, moderate, strong, or 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 level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.
The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him. |
Detect Harmful Gas
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 60-ft diameter sphere
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn + ½ turn/level
Range: 0
Saving Throw: None
Useful in mining and underground exploration, this spell enables the caster to detect the presence of harmful gas in a sphere 60 feet in diameter around the caster. The primary use of this spell is to detect underground hazardous natural gases such as explosive methane or poisonous sulphur, or toxic gases like carbon monoxide, but this spell can also detect any other harmful gas that occurs naturally or is produced by alchemy or magic.
In addition to revealing the presence of such gases, the caster has a 5% chance per level to identify the specific type of gas found (for example, chlorine gas, methane, or carbon monoxide), to a maximum chance of 75%. Some rare, exotic gases might be beyond the priest's ability to identify exactly, although the identification roll may indicate the possible danger from or effect of the gas.
The material component of this spell is the priest's holy symbol. |
Detect Living
Schools: Greater Divination,
Lesser Divination,
Necromancy
Spheres: Necromantic
Area of Effect: 60-ft radius
Casting Time: 4
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell discovers emanations of life, making all living things within the area of effect glow with an easily discernible aura visible only to the caster. Intelligence is the main quality upon which the spell focuses, because more intelligent creatures glow more brightly. The spell does not allow direct mental contact and does not detect magically or psionically-shielded creatures or the wills of absent scryers such as wizards using wizard eyes or crystal balls. Beings hidden in extradimensional space are considered absent. This spell can detect life that is invisible, concealed, disguised (even trapped within solid objects or magical forms), astral, or ethereal, but does not reveal the state of the life. This spell gives no hint of the nature, thoughts, or inclination (that is, hostile or friendly) of the life detected. The area is mobile and centered on the caster. |
Detect Magic
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 10 ft. x 30 yds. Saving Throw: None
When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.
The spell requires the use of the priest's holy symbol. |
Detect Poison
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn + 1 rd./level Casting Time: 4
Area of Effect: Special Saving Throw: None
This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.
The material component is a strip of specially blessed vellum, which turns black if poison is present. |
Detect Pregnancy (Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell enables the priest to detect pregnancy in any creature. The priest will also know the day of conception, stage of pregnancy, estimated day of birth, and gender of child. |
Detect Snares & Pits
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 4 rds./level Casting Time: 4
Area of Effect: 10 x 40 ft. Saving Throw: None
Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional--the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell 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 spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor those that have been rendered safe or inactive.
The caster must have his holy symbol to complete the spell. |
Detect Untruth
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1
Components: V, S, M
Duration: 3 rds
Range: 30 yds
Saving Throw: None
A savant who employs this spell is able to note an untruth spoken by a creature, including even a minor evasion of the truth. The material component is the forked tongue of a snake.
The reverse of the spell, evade truth, allows the savant to lie or evade the truth without being discovered by any means. The material component is a pinch of brass dust. |
Detect Venereal Disease (Divination)
Sphere: Divination
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell detects the presence of sexually transmitted diseases in a creature. A successful Intelligence check reveals the nature and symptoms of, but not the cure for, any detected diseases. The material component is the caster's holy symbol. |
Detect Weapons
Schools: Greater Divination,
Lesser Divination
Spheres: Combat,
Divination
Area of Effect: Path, 10 ft x 90 ft
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn
Range: 0
Saving Throw: None
When the detect weapons spell is cast, the priest detects weapons in a path 10 feet wide and up to 90 feet long, in the direction she is facing. The caster can turn, scanning a 60° arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.
The spell detects concealed, invisible, and improvised weapons that have been used to harm or are carried with intent to harm. Broken weapons are detected only if still usable. In some old ruins, this spell is rendered useless by the sheer number of abandoned weapons.
The material component is the priest's holy symbol. |
Dictation
Schools: Invocation/Evocation
Spheres: Thought
Area of Effect: Special
Casting Time: 1
Components: V, M
Duration: 1 turn/level
Range: 10 ft
Saving Throw: None
This spell causes any words spoken by the priest or anyone within 10 feet of him to appear on a piece of paper or the blank page of a book. It is useful for recording conversations, verbal agreements, interrogations, or even notes or observations if the priest doesn't want to take the time to write them down himself. Generally, a person reading aloud takes about one to five minutes to read a page, depending on the size of the writing and the density of the words.
Foreign languages are not translated, although foreign words are given the correct alphabetic spelling in the priest's native tongue; for example, the phrase c'est la vie would appear as it does here, with no English translation, but a phrase or name in Arabic or Chinese would not be transcribed in those alphabets. Magical spells and invocations are not recorded, so this spell can't be used to create a copy of a scroll as it is read, but a clever priest may be able to record a magical item's command word if an enemy within range uses it while the spell is in effect.
The material component for this spell is the blank page, scroll, or paper on which the dictation will appear. This must be prepared with a special wash of vinegar, costing 10 gold pieces per page. |
Dispel Fatigue
(Necromancy)
Sphere: Necromantic
Range: 30 yds. Components: V, S, M
Duration: Instantaneous Casting Time: 4
Area of Effect: 1 creature Saving Throw: None
This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the Player’s Option: Combat & Tactics rules or the magic fatigue rules in Chapter 6. Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself. The material component is a sprinkle of fresh, blessed springwater. |
Divining Rod
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 60 yds
Saving Throw: None
With this spell, the priest can attempt to locate common items or forces of nature that may be hidden from view. The material component for the spell is a wand cut from a ginkgo tree. The priest must state the particular item being searched for. Thereafter, the wand points in the direction of the item, pulling the caster along, provided the item is within the spell range. If an impenetrable obstacle is reached (the ground, for example) the wand presses against it and stops. The priest must hold the wand with both hands for the spell to work. If there is no item matching the description within the spell range, the wand does not react, although the priest can move about searching for the item. Common uses include locating water, buried treasure, and stolen goods. |
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2nd Level |
Death Candle
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: Special
Range: Special
Saving Throw: None
This spell creates a way for the priest to keep track of the health and life of another. The spell is cast on a single being who must be holding a previously unused candle: As the spell is cast the candle must be lit, and thereafter cannot be extinguished except by magical means, such as a gust of wind or create water spell.
The flame burns without changing the candle for as long as the subject lives. If the subject is ever extremely unwell (such as suffering from a fatal disease or wounded to the point of near death), or ever leaves the Prime Material Plane, the flame gutters and flickers low, but does not fail. Only if the subject dies does the candle go out. Thus, the candle's owner can tell whether the creature lives or has died.
The material component is a previously unlit candle. |
Death Prayer
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: 1 corpse
Casting Time: 1 turn
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: Special
The priest can, by use of this spell, reduce the chance that a corpse will rise later as an undead creature. It prevents both the magical animation of a corpse and the seizure of the body by an intruding spirit. Once the protection is placed, the dweomer fades, and the fact that the death prayer was cast can be detected only by a greater divination spell of at least 5th level.
If a corpse would rise as an undead creature, this protection allows a saving throw based on its level in life. The saving throw cannot be better than 6 or more on 1d20 in any event (75%), even if magically augmented. Failure means the corpse will rise as the appropriate type of undead. Success means that the corpse is merely dead. This prevents the corpse from returning, for example, as a ghoul, ghast, wight, wraith, spectre, or even a vampire.
While the corpse is sealed, a speak with dead spell or its equivalent cannot contact the spirit unless the caster is of higher level than the caster of the death prayer. Also, while the corpse is protected, any resurrection survival roll it requires is penalized by 25%. The death prayer cannot be removed with a dispel magic spell, but it can be removed with a limited wish or restoration.
This spell does not function on the Demiplane of Dread.
The material component is the priest's holy symbol and a vial of holy water, which is sprinkled over the body. |
Death Talisman
Schools: Greater Divination,
Enchantment/Charm
Lesser Divination,
Necromancy
Spheres: Divination
Area of Effect: 1 object
Casting Time: 1 rd
Components: V, S, M
Duration: 1 wk/level
Range: Touch
Saving Throw: None
Using this spell, a caster can enchant a small item, usually a polished kn ife or other shiny metal object, linking it to the caster's health.
As long as the caster stays healthy, the object remains in the same condition as it was in at the time of casting. When the caster dies or is otherwise permanently disabled (for instance, turned to stone), the enchanted object becomes corroded and dull.
The divination effect lasts as long as the caster stays within 1,000 miles of the enchanted item.
The spell focus is the item to be enchanted, which is not destroyed in the casting. |
Dehydration (Alteration)
Sphere: Elemental (Water)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Negates
This spell will cause a creature successfully touched by the priest to lose nearly all water suspended in its body. An option for the priest is to use his waterskin, into which he may send the displaced water, filling the skin (but not overflowing). The priest must by holding the skin in one hand while touching the target for this to occur. Otherwise, the water is sent to the plane of water.
The effects on the target of this spell are that they take an extra 1d4 damage from slashing attacks, 1d6 from bludgeoning attacks, and no extra damage from piercing attacks. They cannot heal normally and must drink some water within 24 hours or die, and a few gallons to recover (I don't know the exact amount that the body holds). In addition if no water is received in 12 hours then there is a failure of the stomach system (alimentary canal, if you want to be technical) and the character must make a Constitution check to eat without vomiting, thus requiring a healing spell; or weeks of light, salty foods to try to heal naturally. Each failure lowers the character's Constitution for the next eating attempt, if the adjusted Constitution goes to zero then that character may not eat until cured. There is also a chance of chronic diarrhoea setting in if not given water within 12 hours (make a Constitution check) whereupon then the character's Constitution is reduced by two for a week after a normal diet has returned.
This spell will not affect creatures without non-negligible water contents, this being DM's discretion. Magical water creatures are allowed two saving throws, the first a regular saving throw, then, if failed, an additional saving throw versus death magic. If both fail, the creature is killed (this spell could kill a nereid).
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Detect Charm
(Divination)
Reversible
Sphere: Divination
Range: 30 yds. Components: V, S
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 1 creature/rd. Saving Throw: Neg.
When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell 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 spell, undetectable charm, completely masks all charms on a single creature for 24 hours.
Copyright 1999 TSR, Inc. |
Detect Enemies II
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: Path, 10 ft x 1000 ft
Casting Time: 1 rd
Components: V, M
Duration: 1 turn
Range: 0
Saving Throw: None
This spell detects the presence and direction of any creature within a 100-ft radius that has immediately hostile intentions toward the caster. The creature or creatures can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. The priest feels a compulsion to face each individual enemy in range. The priest need not do so, but unerringly recognizes as hostile any such creature the priest sees. Unseen enemies are sufficiently detected to negate surprise attack rounds, and a thief positioned for a backstab has the relevant thief skill score halved (usually hide in shadows or move silently).
The caster also has a 5% chance per level to detect longer term hostility towards himself or herself, even if no direct attack is imminent.
The material components of this spell are the priest's holy symbol and a drop of blood from a former enemy. It is not necessary to display either in an obvious fashion, allowing the priest to cast this spell without alerting opponents that he is doing so.
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Detect Invisibility, 15-foot Radius (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: 15-foot radius sphere
Saving Throw: None
Except as noted above, this spell is the same as the 2nd-level wizard spell detect invisibility. Note that the spell allows only the priest to see invisible creatures, and then only those within the specified radius. The material component of this spell is a pinch of any fine powder such as talc.
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Detect Life
Schools: Lesser Divination/Greater Divination
Area of Effect: 10 ft. x 10 ft./level path
Casting Time: 2
Components: V, S, M
Duration: 5 rounds
Range: 0
Saving Throw: None
By use of this spell, the caster can determine if a creature is alive, including a creature in a coma or trance, or under the influence of a Feign Death spell. Any form of mental protection blocks this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions.
The material components for this spell are a holy symbol and a hair from the head of a newborn animal. |
Detect Phase (Divination)
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
When this spell is cast, the wizard can see and perceive any creature that is out of or in a different phase than that of the wizard. This means that the wizard will see clearly such creatures with special defenses as displacement, blinking, duo-dimension, astralness or etherealness, and those who can shift out of phase, such as a phase spider. Furthermore, if the wizard has means to attack such creatures, he will suffer none of the ill effects that normally occur when trying to attack (i.e., the wizard would know the exact location of a displacer beast, or where the phase spider is etc.). The information cannot be communicated to his fellows by words.
The material component of this spell requires a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell. Some wizards have made spectacles of calcite crystal so they would have there hands free to do other things after casting the spell. |
Detect Psionic Use
Schools: Lesser Divination/Greater Divination,
Mentalism
Area of Effect: 30-ft./level sphere
Casting Time: 2
Components: V, S, M
Duration: 2 rounds/level
Range: 0
Saving Throw: None
This spell allows the caster to detect psionic activity in the area of effect. Psionic activity is defined as the expenditure of psionic strength points (PSPs). The caster detects all psionic activity in the area of effect. (In other words, whether or not PSPs were spent in the round by any creatures or items within the area of effect.) How much other information he gains depends on his level, as follows:
* At 5th level or lower, the caster only determines whether or not someone or something within the area of effect is psionically active. * At 6th to 8th level, the caster learns how powerful the activity is. Power levels of psionic activity are: low, 1 to 5 PSPs; moderate, 6 to 12 PSPs high, 13 or more PSPs. (Note that at these levels the power detected includes all psionic activity within the area of effect and doesn't differentiate between individual psionic use.) * At 9th to 12th level, the caster also learns where the activity is taking place (direction and distance), thus allowing him to identify individuals or objects expending PSPs in a given round. * At 13th level or higher, the caster can differentiate the power-level expenditure of each individual in the area of effect. |
Dim Vision
Schools: Necromancy
Spheres: Combat,
Necromantic
Area of Effect: 1 creature
Casting Time: 2
Components: V, S
Duration: 3 rds./level
Range: 90'
Saving Throw: Negates
The selected creature is cursed with dim vision on a failed saving throw. The cursed creature's visual range shrinks to only 20' in radius even in bright light, even if the creature can normally seen in the dark. Further, the creature has a -1 penalty to all attack rolls against foes within range of its vision. |
Disentangle
Schools: Alteration
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 5
Components: V
Duration: 1 rd/level
Range: 80 yds
Saving Throw: None
This spell enables the recipient to escape any rope, web, plant, jaws, glues (of monsters or plants), or wrestling hold, as long as the binding is a physical effect. The spell does not enable the recipient to alter shape, so it is not possible to squeeze through a fixed restraint, such as wooden stocks, metal shackles, or the bars of a cage, nor does it aid a creature that has been swallowed.
The disentangle spell also allows immediate escape from magical effects such as bindk, entangle, Evard's black tentacles, or a rope of entanglement, but has no effect on spells such as hold person or a ghoul's paralyzation touch. |
Draw Upon Holy Might (Invocation)
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.).
Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Legends & Lore book cannot be gained by use of this spell.
For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.
When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%.
The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith. |
Dust Devil
(Conjuration/Summoning)
Sphere: Elemental (Air)
Range: 30 yds. Components: V, S
Duration: 2 rds./level Casting Time: 2 rds.
Area of Effect: 5 x 4 ft. cone Saving Throw: None
This spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage--which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air--even another dust devil--can disperse a dust devil with a single hit. |
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Death's Door
Schools: Necromancy
Spheres: Necromantic
Area of Effect: One human or demihuman
Casting Time: 6
Components: V, S, M
Duration: 1 hour/ level
Range: Touch
Saving Throw: None
When a cleric employs this spell, he or she touches a subject who is injured, unconscious and "at death's door" (-1 to -9 hit points). The spell immediatly brings the wounded individual back up to 0 hit points, bringing the subject back from death's door. Although the victim remains unconscious, bleeding and deteroration are stopped for the duration of the spell. The subject (nnow at 0 hit points) can be brought immediatly to consciosness by clerical spells or items that restore lost hit points.
The material components of this spell are the cleric's holy/unholy symbol, a bit of white linen, and any form of unguent. |
Decay
Schools: Alteration
Spheres: Time
Area of Effect: 1 cu ft/level
Casting Time: 1 rd
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: Special
This spell accelerates the aging of any item. It has no effect on living matter. For every hour that passes, the object decays a day. Equally, any abrasion or strain to the article is increased twenty-fold. After an appropriate amount of time has passed, most objects break, rust or corrode, decay into powder, or otherwise become useless. A successful dispel magic halts the accelerated decay process and returns an item's aging to normal rates; aging that has already taken effect is permanent, however.
Normal items do not receive a saving throw against this spell's effects. Magical items receieve a saving throw against the spell; they must make a successful item saving throw vs. lightning at a -2 penalty or be affected by the spell. Artifacts and relics are unaffected by this spell. To affect an item being carried or worn by someone, the casting priest must make a successful attack roll with his or her hand.
The material component of this spell is the holy symbol of the casting priest. |
Detect Ambush
Schools: Abjuration
Spheres: Divination
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 50 yds + 10 yds/level
Saving Throw: None
This spell detects sentient creatures of hostile intent within range that mean to do harm to the caster by lying in ambush. It does not detect traps that might surprise the caster or hostile creatures that might do harm to the caster if encountered; only those expecting the caster and lying in wait to harm him or her are detected.
The reverse of this spell, undetectable ambush, makes one sentient being waiting in ambush proof against this spell or any other divination spell (from the school or the sphere) that would have the same effect. For example, undetectable ambush would prevent an ambush from being detected by a detect evil or detect magic spell.
The material component for this spell is a possession taken from an enemy (not necessarily the one who is lying in ambush). |
Detect Curse
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 1 object or being/rd
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: 10 yds
Saving Throw: None
This spell enables the caster to magically examine an item or creature to see if it has been subject to a curse spell. To the spellcaster, such cursed items or beings appear to be radiating a black aura. At 12th level, the caster is able to determine if a curse spell so detected is bestow curse, major curse, dying curse, bane, or some other similar spell. This spell does not detect magical items that have malign effects, such as a necklace of strangulation.
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Detect Cursed Item
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 item or person
Casting Time: 1 rd
Components: V, S
Duration: Instantaneous
Range: Touch
Saving Throw: Neg.
A priest using this spell may be able to tell if an item is cursed. The priest must touch the item (in some cases this might release the curse effect). Cursed scrolls must be opened, but not read, for the spell to have an effect. Artifacts give no reading to this spell in any case. This spell does not detect charm effects; though it can detect a curse on a creature. An unwilling subject receives a saving throw vs. spell to negate the effect.
The basic saving throw of an item is 13, though a very powerful cursed item might have a saving throw as low as 5 (the DM decides saving throws on an item-by-item basis). Failure to detect a curse means the caster has no chance to cast this spell successfully upon the item or creature before gaining another experience level.
Casting this spell affects the priest so strongly that no other spells can be cast for four hours, though currently memorized spells are not lost. |
Detect Illusion
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 6
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None
This spell enables the caster to see any illusion for what it is, and banishes phantasms from the caster's mind. Further, while the spell lasts, the priest can allow one creature per round a new saving throw vs. spell against any illusion or phantasm created by a spell of 6th level or less. To do this, the caster must touch the creature (which might require a successful attack roll) taking no other significant action in the round. |
Dispel Magic (Abjuration)
Sphere: Protection
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Range: 60 yds
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Components: V, S
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Duration: Special
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Casting Time: 6
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Area of Effect: 30-ft. cube or 1 item
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Saving Throw: None
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When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows: First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell). Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled. A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option. Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions. Summary of Dispel Effects
Source of Effect
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Resists As
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Result of Dispel
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Caster
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None
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Dispel automatic
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Other caster/
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Level/HD of
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Effect negated
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innate ability
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other caster
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Wand
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6th level
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Effect negated
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Staff
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8th level
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Effect negated
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Potion
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12th level
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Potion destroyed
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Other magical item
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12th, unless special
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*
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Artifact
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DM discretion
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DM discretion
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* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds. |
Divine Purpose
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell helps the caster to discern the purpose of an item, even if it is broken or only a part of it can be examined. The caster must establish direct flesh-to-item contact with both the mystery item (which can be of any size, but must be solid, not a gaseous cloud, illusion, or visual effect) and his holy symbol, then utter a specific prayer. Neither the item nor holy symbol is altered by the spell. Through divine guidance, the caster can glimpse a vision of what the mystery item once was a part of, or how it is used or functions. Whether or not the spell succeeds, it drains 1 hit point from the caster (which can be regained readily through rest or magical healing).
The chance of learning something about an item has a base of 1% per level of the caster, plus 1% per point of the caster's Wisdom, plus 5% if the item was made by beings of the same race as the caster, plus 10% if the item is or was wholly nonmagical in its functioning (not necessarily in its making), plus 10% if the item performs a function or has an end effect similar to one personaly familiar to the caster. (For example: If the caster has shoed horses, an unfamiliar smithy tool concerned with horseshoes would gain this modifier.)
The DM must determine how clear or extensive is the vision gained. This spell is very good at showing the nearby location (if such exists) where an item was used or allied items lie, but it is very poor at showing the identities of past users of an item. A priest can only work divine purpose on a given item once; subsequent castings fail.
The material component of this spell is the priest's holy symbol. |
Divine Truth
Schools: Greater Divination,
Lesser Divination
Spheres: Numbers
Area of Effect: The caster
Casting Time: 1 turn
Components: V, S
Duration: One question
Range: 0
Saving Throw: None
This spell allows the caster to determine a truth about one thing or matter. The caster concentrates, placing in his mind a series of figures and images that, when interpreted, may yield the guidance that he or she is seeking. The chance of a meaningful answer is 75%, plus 1% per level of the caster, to a maximum of 95%. Any question can be asked, but as the questions become more complex, the DM should make the answers more allegorical and cryptic. As the priest advances in level, the answers should become more clear. With respect to other creatures or characters, the DM should compare their Hit Dice or levels to the caster's when deciding how much to reveal. Likewise with respect to magical items, the DM should consider the level of the creator, the power of the item, and the importance of the item to the campaign events when framing a response.
Once an answer has been received, the spell ends. Multiple castings of this spell will not generally add to the caster's knowledge unless significant developments have occurred since a previous casting. |
Doomhound
Schools: Illusion/Phantasm,
Necromancy
Spheres: Necromantic
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: Special
Range: 10 yds
Saving Throw: Special
This spell creates a shadowy mastiff visible only to the caster and the intended target of the spell. Once created, a doomhound inexorably stalks the creature, never approaching closer than 10 feet or falling more than 100 yards behind. It creates an unshakable premonition of death, though creatures immune to magical fear are unaffected by this spell.
The initial appearance of a doomhound causes fear in the creature, as the reverse of the 1st level priest spell remove fear. A successful saving throw vs. spell negates the fear effect, but does not dispel the doomhound. Regardless of whether or not the creature attempts to flee the doomhound when it first appears, for as long as the doomhound stalks the creature, the creature rolls all subsequent saving throws with a -2 penalty and also all morale checks and saving throws against fear effects unless a 20 is rolled.
Only one doomhound can stalk a creature at any time. The effects of this spell can be ended by a remove curse, limited wish, or wish or by the death of the target creature, but physical or magical attacks are otherwise ineffective against a doomhound.
The material component of this spell is the priest's holy symbol.
Notes: Granted by the halfling god Urogalan.
Extradimensional spaces include those created by spells such as rope trick and those contained within such items as bags of holding and portable holes. The priest does not automatically know the size of the space or its source.
This spell detects interplanar gates and the "gate" opened by the spell extradimensional folding.
The spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of solid metal, or one yard or more of solid wood. |
Dream Vision
Schools: Invocation/Evocation
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
By means of this spell, the priest is able to send messages to others in the form of dreams. At the beginning of the casting, the priest names whom the message is for. The priest must know the identity of the recipient or identify him by some title that leaves no question as to the recipient. For example, the priest could send a dream to the Lord of Leodis, even if he has never met the man, since there is only one Lord of that province. However, he could not send a dream to the inn keeperof a village in that town, since there might be several inn keepers in that village.
Upon completing the physical casting of the spell, which requires but a turn, the priest falls into a deep, trancelike sleep. At this point his spirit leaves his body and travels instantaneously to the recipient. Thereupon, the priest is able to enter the dreams of the recipient and deliver his message unless the recipient is magically protected from spirits. If the recipient is awake when the spell is cast, the priest can choose to remain in his trancelike sleep until the recipient goes to sleep or he can choose to cancel the spell. The priest does not learn anything about the current activities or whereabouts of the recipient, only whether he is asleep or awake.
Once the priest enters the dream of the recipient, he can deliver a message of any length desired, which the recipient remembers perfectly upon awakening. The communication is one way - the recipient cannot offer informatoin or ask questions of the priest. Neither can the priest gain any information by observing the dreams of the recipient. Once the message is delivered, the priest's spirit returns instantly to his body. If the body is disturbed in any way while using this spell, the priest's spirit becomes lost. The body remains in its comatose state until some means is found to rejoin the priest's spirit with his body, such as a restore spirit spell.
The duration of this spell is the amount of time required for the priest to enter into the dreams of the other and then deliver the message. Thus, the duration could be as short as one round or as long as several hours.
The reverse of this spell, nightmare, allows the priest to send a hideous and unsettling vision to the subject. The identity of the subject must be known, as stated above, and the subject must be asleep. This nightmare prevents restful sleep and causes the victim to lose 1d10 hit points. Since the individual has not rested, he is fatigued as if he had not had the night's sleep and is unable to regain spells. The subject is allowed a saving throw vs. spell to avoid the effects of the nightmare.
The material components for this spell are a bowl of incense and a holy symbol. |
Dust Shield
Schools: Invocation/Evocation
Spheres: Elemental, Earth
Area of Effect: 1 square yd/level
Casting Time: 6
Components: V, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell causes a scintillating, invisible wall of force by causing the dust particles in the air to form an unbreakable barrier. During the casting, the priest must mentally picture the shape, size, and orientation of the barrier, but it must be two-dimensional. Once cast, the barrier is immovable and unaffected by magic except for a dispel magic spell or the mental command of the spellcaster, who can dismiss it at will. Priests of Geb commonly use this spell to shore up collapsing mine shafts, thus allowing miners time to escape.
If the barrier is smaller than 1 square yard, the priest can specify during casting that the dust shield attach itself to his or her left or right forearm. The priest can then use the barrier as a full "body" shield, providing a +3 (total) bonus to Armor Class. Such a shield cannot be dropped (as it is not actually held), but its presence does not allow the priest to do anything with the shield arm that someone holding a real shield could not do. The spell cannot be used this way in conjunction with a regular shield or a shield spell.
The material components of this spell are a handful of dust thrown into the air and the priest's holy symbol.
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