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Myddryn Prayer List

 
Myddryn Prayer List "E"
 
 
 

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First Level

Electrical Charge
Schools: Elemental Air
Spheres: Elemental, Air
Area of Effect: 1 person
Casting Time: 7
Components: V, S
Duration: 5 rounds per level
Range: Touch
Saving Throw: Negates

This spell charges the recipient person with an electrical charge capable of inflicting 1D8 + 1 per level damage when this person is touched, hit, or hits. The spell ends after discharge or expiration of the duration. The recipient is less vulnerable to electrical attack (+2 on savings).
The duration of the spell is halved in damp surroundings and 0 under water.

Elemental Bonding
Schools: Alteration
Spheres: Elemental, All
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None

With this spell the priest attempts to repair physical damage done to another being or creature. In an elemental sense, part of the damage incurred by combat wounds or disease is, in fact, an imbalance created in the body's elemental proportions. Through this spell, the priest restores some of this balance.
The amount of damage healed is 1d4+1 points, but there are restrictions. If the damage is from disease or combat, the priest cannot completely heal the recipient with this spell. He only heals the recipient to within 3 points of perfect health. For instance, if a warrior with 15 maximum hit points has 11 left, an elemental bonding spell heals only 1 point of damage. If the wounded individual took all damage solely from an elemental, however, the priest heals all damage with this spell.
The material component for this spell is an amount of elemental material sufficient to cover the recipient's wounds. The priest must abide by his sphere of elemental worship when performing this spell.

Elemental Burst (Invocation/Evocation)
Sphere: Elemental (All)
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 2-foot per level radius sphere
Saving Throw: 1/2

This spell causes one of the four elements (not five like in the oriental version) to send off slivers of its element either causing damage or another effect depending on the element: earth sends off sharp slivers causing 1d8 hit points of damage; fire sends of sparks that cause 1d4 damage and cause non-magical items in the area to save versus normal fire, if their owner or carrier does not save; air and water send forth concussive waves of force that cause the affected characters to save versus paralysation or be hindered for one round per three levels of the caster (hindered equals losing initiative for physical actions during those rounds). It does not significantly affect the object from which it gains the slivers of element it shoots off.

Elemental Travel
Schools: Alteration, Elemental Air, Elemental Earth, Elemental Fire
Elemental Water
Spheres: Elemental, All
Area of Effect: Caster
Casting Time: 2 rounds
Components: V, S, M
Duration: 1 turn/level
Range: 0
Saving Throw: Nil

Before this spell is cast the priest must choose which element he wants to bond with. The spell causes the priest to become bonded with the element so he suffer no damage from it and can Teleport without error to any place where the element exists. The priest can also decide to travel to the corresponding elemental plane in which case the spell will last for 1 round per level and after wards he will be subjected to the plane's environment. If the priest return to the prime material before the spell is over then the spell ends, whether the duration expired or not.

The material components are a large diamond worth at least 5000 gp and a Ring of the heirophant. The diamond is consumed in the casting.

Emotion Read (Divination)
Sphere: Thought
Range: 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: Neg.

This spell allows the priest to perform an instantaneous reading of a single subject's emotional state. It can be used on any subject possessing Intelligence of 3 or better. This reading is neither deep nor specific and cannot pick out mixed emotions or intricate details. For example, it might tell the priest that the subject is fearful, but the spell cannot reveal what the subject is afraid of or why he is afraid.

Emotion read does not reveal individual thoughts or the subject's motivation. Thus, the spell might reveal that the subject is coldly unemotional at the moment, but not the fact that the subject is contemplating the cold-blooded murder of the priest.

Note that this reading is instantaneous. It reveals only the emotion that is strongest at the instant the spell is used. While this will usually be related to the subject's overall emotional state, it is always possible that the subject might be distracted for a moment or remember and respond to past events.

The subject is allowed a normal saving throw vs. spells to resist this spell. If the saving throw is successful, the priest receives no reading at all. If the subject's roll exceeds the necessary number by six or more, the priest perceives an emotion diametrically opposite to the subject's true emotion.

The material component is a square of unmarked white wax.

Empathy
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide path, 30 ft long
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn
Range: 0
Saving Throw: None

This spell allows the caster to sense the basic needs, drives, and/or emotions of any unshielded mind (hunger, thirst, fear, fatigue, pain, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, and so on). The spell gives no result for creatures protected against such detection, psionic creatures, or emotionless creatures (such as slimes, oozes, jellies, golems, skeletons, zombies, etc.).
The reverse of this spell, mask emotion, conceals the emotions of the protected creature for one turn.
The material component is the priest's holy symbol.

Endure Cold/Endure Heat
(Alteration)
Sphere: Protection
Range: Touch Components: V, S
Duration: 1 ½ hrs./level Casting Time: 1 rd.
Area of Effect: Creature touched Saving Throw: None

The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 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 spell is immediately cancelled if the recipient is affected 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 (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.

Excellent Night Vision
Schools: Greater Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: 1 hour + 10 minutes per level
Range: Touch
Saving Throw: Negates

The beneficiary of this spell gains the ability to see in complete darkness as if it were bright daylight. Dependent on the weather circumstances, his visual range is up to 100 yard. Vision is not obscured by light sources or spells that influence sight, except for darkness and continual darkness, which halve visual range and 'light' intensity.
Creatures used to complete darkness suffer all penalties for being in daylight (except damage).
Material components for this spell is a small burning candle which is consumed in the spell casting.


 
     
2nd Level

Earth Affinity
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: Caster
Casting Time: 4
Components: V, S, M
Duration: 1 round/level
Range: 0
Saving Throw: Nil

As the spell is cast the caster gains a affinity with stone and metal and is granted the ability to suffer -1 from weapons made of stone and metal for a period of 1 round per level of the caster. The priest can choose to lower the duration by 4 rounds and increase the reduction by another -1 to the damage.
Note that a weapon will still cause a minimum of 1 point of damage, unless the damage roll indicated 1, in which case the priest suffers no damage from the attack.
The material component is the priest's holy symbol and he must be standing on solid ground for this to work.

Elemental Whirlpool (Conjuration/Summoning)
Sphere: Elemental (Water), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell conjures up a small whirlpool, 5 feet high, and 3 feet wide at the top. This miniature water elemental has AC 5, 2 HD, MV 190 feet per round, hits twice for 1d4 and can be struck by normal weapons. In water combat this can confuse up to 100 small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant fish. On land, anyone trapped inside the whirlpool must make a saving throw versus spell or suffer 1d2 points of drowning damage. Spending more than 15 consecutive rounds in a whirlpool without the aid of some magical water breathing spell or device, will force a saving throw versus death magic. If the subject fails, he will fall unconscious. If he is not aided within 3 rounds he will die. Should he remain in the pool, but save, he will continue to take damage each additional round, and continue to make saving throws. Spells have a 40% chance of success within the whirlpool. The whirlpool can easily put out non-magical fires of any type. Any native of the elemental plane of water can easily dissolve the whirlpool with a touch, including another whirlpool.

Endure Acid (Abjuration)
Sphere: Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to acid, instead of water.

Endure Air (Abjuration)
Sphere: Elemental (Air), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.

Endure Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).

Endure Electricity (Abjuration)
Sphere: Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to electricity, instead of water.

 

Endure Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 2nd-level endure water (q.v.). It is completely alike, save that it offers protection from natural phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp icicles, etc.

Endure Water (Abjuration)
Sphere: Elemental (Water), Protection
Range: 5 feet per level
Components: V, S, M
Duration: 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 1st-level endure cold or heat. It causes the protected creature to take no damage from natural phenomena that are connected to water. If a magical force simulating these phenomena (see below for examples) hits the protected creature, this spell may subtract 10 HP of damage after the saving throws are rolled. After reducing the damage once in this way, the spell ends. Otherwise, the spell ends when the duration runs out. In contrast to endure cold or heat, this spell does not end if another elemental force hits the protected creature; the spell ends only if its duration runs out or if the creature is hit by the appropriate magical force (even if it causes less than 10 HP of damage). The material component is the holy symbol of the priest.

Endure water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.

Enhance Weapon with Fire (Enchantment)
Sphere: Elemental (Fire)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Weapon touched
Saving Throw: None

This spell enhances the striking power of a weapon. The weapon now functions a bit like a flame blade. For the duration of the spell, the weapon glows with a fiery aura and causes 1d4 points + 1 point per 2 levels of the caster damage (in addition to its normal damage), due to the searing heat it radiates. Unfortunately, it also causes 1 point of damage per round to its user (as long as he holds it), for the same reason. Undead and creatures especially vulnerable to fire take 2 additional points of damage.

If the creature is protected from fire, the damage inflicted is reduced by 4 (for a minimum of 0). The weapon can ignite combustible materials. It is not, however, considered to be a magical weapon. The spell does not function under water. Already enchanted weapons cannot be enhanced this way. The material components of the spell are a bit of coal and the caster's holy symbol.

     
3rd Level

Earth Sense
Schools: Greater Divination, Lesser Divination
Spheres: Elemental, Earth
Area of Effect: 30 ft/level
Casting Time: 1 rd
Components: V, S, M
Duration: 3 turns/level
Range: 0
Saving Throw: None

This spell empowers a priest to key his sense into the surrounding earth or stone structure to monitor the conditions of the area. This spell can be used to monitor all the earth and stone in a spherical volume with a radius of 30 feet per level of the caster. The priest can note anything unusual or important happening within the area of effect through a vague feeling of unease or impending danger. Once the feeling is experienced, the priest can try to concentrate on determining the specific ting that has set off the feeling of alarm. The chance of identifying the specific event is 5% per level of the caster. Only one identification roll can be made for each event that may trigger the feeling. If the roll fails, the priest is unable to determine the exact problem, but does identify the general area where the problem is occurring.
Once the spell is cast, the priest must remain quietly in place to continue concentrating on the spell. If the priest moves more than 10 feet from the spot where the spell was cast or engages in strenuous activity such as melee, the spell is broken.
Many different things can set off the feeling of alarm. Digging or sapping in the area, movements by burrowing creatures, spells or magic that currently affect the earth, nonsilent movement across the earth or through a nearby passage, strenuous physical activity (such as melee) occurring on a section of the earth, or an impending natural disaster are all things that can trigger the sense of alarm. A natural disaster that sets off the alarm could be unstable geological conditions that foreshadow a mine collapse or natural earthquake, a natural gas pocket about to explode, or volcanic or geyser activity that could become dangerous.
Priests often maintain a line of sentries in a stronghold and use this spell to monitor anything that may signal an impending attack. Priests might note a section of castle wall being undermined, an attempt to batter through a castle gate, invaders scaling a fortress wall, or a passwall spell suddenly cast on a section of stone wall. The material components for this spell are the priest's holy symbol and a small sample of earth or stone from the area to be monitored.

Earthenair
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: 1 creature (up to 10-ft-sphere)
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: 60 yds
Saving Throw:½

This spell causes the earth surrounding the target creature to surge upward and inward in a violent eruption of dirt and rock. The number of rocks created by the spell is 1d4 plus the level of the caster. Each rock causes 1 point of damage to the target, dispelling spellcasting and counting as one successful attack for purposes of the stoneskin spell. The rocks are considered magical weapons for purposes of determining whether a creature can be damaged by them.
This spell does not work if the creature is standing on a solid stone surface (such as bedrock, not flagstone) unless the caster is 10th level or higher. The earth remains somewhat scarred where earthenair is cast unless it is physically tidied up after the spell is finished.
The material component for the spell is the priest's holy symbol and a handful of pebbles that are hurled toward the target creature.

Ease Labor
Schools: Alteration
Spheres: Healing
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

This spell enables a priestess to mitigate the pains of giving birth. By laying both hands on a pregnant female's belly (or above her womb), the priest can ease labor pains, correct complications like a breech birth, and otherwise make labor as easy and painless as possible. The spell lasts throughout the birth process as long as the priest maintains contact with the mother and/or child.
The reverse of this spell, inflict labor, afflicts a creature with all the pains of labor. For the reversed form, the spellcaster need not maintain contact with the target creature beyond the initial touch, which requires a successful attack roll if the creature is not immobile, restrained, or unaware. Males get no saving throw vs. the reversed form of this spell, and females are allowed a saving throw vs. spell to avoid the effect only if they have given birth at least once previously. Pregnant creatures of any kind cannot be affected. The effects are split into three phases. The first two phases last three rounds each, and the final phase lasts one round per the caster's level to a maximum of nine rounds.
In the first phase, the creature feels violently nauseated and cannot cast spells, communicate, or attack. It can only defend itself or move at half normal movement rate.
In the second phase, the creature is fatigued and cannot perform any action requiring significant amounts of energy. Physical combat is not possible, nor is running, but spellcasting is possible, as is defending oneself or moving at a normal movement rate.
In the third phase, the creature suffers increasing amounts of pain. For each round this phase lasts, the creature suffers increasing amounts of temporary hit point damage and a temporary loss of Strength. In the first round, the creature suffers 1 point of damage, in the second round 2 points, in the third round 4 points, etc. Strength drops at a similar rate (1 point, 2 points, 4 points, etc.). When Strength or hit points drop to zero, the creature falls unconscious for the rest of the spell's duration. Spellcasting, physical attacks, and movement are not possible during this phase.
Strength and hit points lost to this spell are regained at the same rate they were lost after the spell ends.
The material component for this spell is the priests Holy Symbol.

Elemental Armor
Spheress: Elemental Air, Elemental Earth, Elemental Fire, Elemental Water
Area of Effect: One person
Casting Time: 2
Components: V, S, M
Duration: 1 round / level
Range: Touch
Saving Throw: None

This spell creates a suit of magical body armor surrounding the priestess or whomever she touches. The armor is made out of elemental matter. The armor circles the priest and provides an AC of 2, plus any bonuses the priestess may allready have. The armor is flexible to the priest and she can act as if she is not wearing armor at all. To attackers the armor is as hard as plate mail.
Even though the armor is made of elemental matter is will not confer extra damage to the priestess or others because of it's make up. So Fire Elemental Armor, while it looks like it's on fire, will not cause any fire damage.
The compnents for this spell are the priests holy symbol and a some of the element needed. The element is consumed in the casting.

Embattlement
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S
Duration: 7 rds
Range: Touch
Saving Throw: None

While this spell is in effect, any attacks on the protected creature that require attacks are rolled twice. The result most favorable to the creature is used.

Emotion Control
(Alteration, Enchantment/Charm)
Sphere: Thought, Charm Tome of Magic
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One creature/5 levels of the caster within a 20' cube
Saving Throw: Special

This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.

The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. While emotion control is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts emotion control, he designates the false emotion he wishes to be revealed.

This use of emotion control also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.

If another character casts emotion read, ESP, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest's true emotion.

The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell emotion). Some typical emotions follow, but the DM may allow other similar effects.

Courage: The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) fear.

Fear: The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.

Friendship: The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the DMG ) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.

Happiness: The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.

Hate: The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.

Hope: The subject's morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.

Hopelessness: The subject's morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.

Sadness: The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject's chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.

All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell.

The material component for both versions of the spell is a small bunch of fleece or uncarded wool that is consumed in the casting.

Enhanced Hearing
Schools: Alteration
Spheres: Divination
Area of Effect: One creature
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None

The recipient of that spell gains an incredibly acute hearing. Enhanced Hearing gives the recipient a 90% chance of hearing noises. His acute hearing also allows him to be surprised only on a 1I on a 10-sided die, unless the opponents are magically silenced, in which case, the surprise chance is normal. This spell makes the recipient's ears go red -the ways of the gods are bizarre sometimes. The material component of the spell is the priest's holy symbol.

Enhanced Sight
Schools: Alteration
Spheres: Divination
Area of Effect: One creature
Casting Time: 3
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None

The recipient of this spell will benefit from an incredibly accurate sight for the duration of the spell. The visual acuity is 50 times better, from both short and long range objects. Thus, the recipient of the spell will be able to recognize people from 50 times the normal distance and will be able to detect things 50 times smaller, like the flaws In an apparently perfect jewel. The material component of the spell is a pair of glasses, the glasses are not consumed by the spell.

Exaltation
Schools: Abjuration
Conjuration/Summoning
Spheres: Combat, Healing
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: Special

This spell enables a priest to aid and protect any one other being. The priest cannot use this spell upon himself or herself. By touch, the caster removes the effects of fear, sleep, feeblemindedness, hunger, pain, nausea, unconsciousness, intoxication, and insanity from the spell recipient (who can be of any alignment or faith). The recipient is protected against spells and other attacks that cause these effects for the duration of the spell. Such effects are negated, not postponed until the spell expires.

The material components for this spell are a flask of holy water and a powdered sapphire or diamond of at least 1,000 gp value.

Extradimensional Detection
(Divination)
Sphere: Numbers, Divination
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: One 10'-wide path, 60 feet long
Saving Throw: None

When extradimensional detection is cast, the priest detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60 arc each round, or may move slowly while the spell is in effect to change the sweep of the detection.

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.

 

 


     
     
     


 

 
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