Home Characters Rules & Reqs Encyclopedia Prydeinia Game Old Site Archives Links Contact

Myddryn Prayer List

 
Myddryn Prayer List "E"
 
 
 

Vestibulum sed etiam. Lorem ipsum sit amet dolore. Nulla facilisi. Sed tortor. Aenean felis. Quisque commodo metus. Vestibulum vel purus lorem ipsum etiam nullam dolore. Quisque augue tortor, facilisis sit amet, accumsan congue, Nunc ante elit, tincidunt aliquam. Vestibulum sed congue, dignissim nec augue. Nunc ante elit, tincidunt aliquam. Donec leo. Vivamus fermentum nibh in augue. Praesent a lacus at urna congue rutrum. Nulla enim eros, porttitor eu, tempus id, varius non, nibh. Duis enim nulla, luctus eu, dapibus lacinia, venenatis id, quam. Vestibulum imperdiet, magna nec eleifend rutrum, nunc lectus vestibulum velit, euismod lacinia quam nisl id lorem. Quisque erat. Fusce quis tortor. Aenean lectus lorem, imperdiet at, ultrices eget, ornare et, wisi. Pellentesque adipiscing purus ac magna. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Vestibulum pellentesque, justo mollis pretium suscipit, justo nulla blandit libero, in blandit augue justo quis nisl. Fusce mattis viverra elit. Fusce quis tortor. In posuere eleifend odio. Fusce quis tortor. Aenean lectus lorem, imperdiet at, ultrices eget, ornare et, wisi.

First Level

Faithfulness (Abjuration)
Sphere: Guardian, Protection
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

This spell acts as a phylactery of faithfulness in that it will alert the priest to any action or item which will adversely affect his alignment and standing with his deity, if a prior moment is taken to contemplate the action. Furthermore, if the priest is forced by some form of possession or domination to act contrary to his alignment, the spell bestows a 10% chance per level of breaking free of the mind control, as well as a saving throw to not carry out the offending act. The material component of this spell is a drop of holy water.

Find Drinkable Water
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: Instantaneous
Range: 90 miles
Saving Throw: None

This spell imparts to its caster the precise direction, approximate distance, and a vague mental picture of the nearest spot within spell range where drinkable water (that is, not tainted, diseased, or poisonous) can be had on the surface of the land.
If no such water exists, the spell indicates this fact and shows the location (with distance and direction) of the closest drinkable subterranean water to the surface, with a mental picture of what is above it on the surface. If only tainted or poisonous water exists within spell range, the spell indicates this as well, and points out the nearest source in a like manner. In all cases, the vision and sense of direction and distance remain with the caster until the spot is reached or the caster next slumbers (these memories do not interfere with spellcasting or concentration).
The spell outlines the presence and location of holy and unholy water as auras of differing hues, but also keeps to its main purpose of locating available natural water. It does not detect the water in liquids, such as blood, sauces, alcoholic beverages, fruit, and the like.
The material component is a drop of water that need not be pure, a drop of dew, or one of the caster's tears, which is touched to the caster's holy symbol.

Find Sustenance
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S
Duration: Special
Range: 0
Saving Throw: None

By means of this spell, the caster can find food and water as if he or she has the survival proficiency. After the spell is cast, the priest develops a sixth sense as to where to look for food and water; this lasts until sufficient food is found. For every caster level above 4th, the priest can find sufficient sustenance to sustain a human or demihuman for one day. Thus, a 7th-level priest can find sufficient food and water for three people.
While food and water sources found by this spell may vary widely in taste, nutritional value, and safety, continued use of this spell allows the priest to locate a sufficiently diverse assortment of food to support life. Thus, it results in a fairly healthy and balanced diet without excessive risk of disease.
Find sustenance fails if there is absolutely no food or water to be found, a situation that seldom occurs if the priest has unrestricted access to the natural world.

Find Water
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide, 90-ft long path
Casting Time: 4
Components: V, S, M
Duration: 3 turns
Range: 0
Saving Throw: None

This spell enables the caster to find any water source within range of the spell, allowing him to estimate how plentiful the water is. After casting the spell, the caster can search the immediate vicinity, and any water within 90 feet of the druid in the direction of concentration along a 10-foot wide path will be detected. The caster can tell approximately how much water there is; these estimations are: traces only, a small amount, a goodly amount, a large amount, or a vast supply. The caster has a 5% chance per level to know if the water is drinkable (fresh, salty, unfit). Thus, the caster might detect a water source beneath a cave floor, but might not know if it is potable until the party digs down to it. Water can be found through rock, metal, or any other material as long as the water is within spell range and area.
The material component for this spell is a forked stick (divining rod).

Firelight
(Alteration)
Sphere: Elemental Fire
Range: Touch Components: V, S, M
Duration: 4 hrs. + 1 hr./2 levels Casting Time: 4
Area of Effect: 1 object Saving Throw: None

This variant of the spell log of everburning changes one small fire no larger than a campfire into firelight. The flame ceases to produce smoke and becomes much cooler; within 1 turn of the spell’s casting, the fire cools enough to be handled or touched barehanded without causing harm. The firelight is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. Firelight burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius. The fuel source lasts throughout the duration of the spell. Unlike log of everburning, this spell is not at all useful for staying warm since firelight produces very little heat.

Firelight inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters. The material component is a mix of resins and incense, thrown into the flame to be affected.

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.

Flame Tongue (Enchantment/Charm)
Sphere: Charm, Elemental (Fire)
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons listening
Saving Throw: Negates

This spell temporarily grants the priest the fast talking proficiency: during the spell's duration, the priest is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the priest. Note that all hearing the priest will be affected by this fast talking: party members are affected too. The second use of this spell is to increase the morale of hirelings, followers and henchmen: prior to a fight, the priest can encourage them by talking vividly for one round, thus increasing their morale by two points plus one for every two levels above first, up to a maximum raise of 5. Thus, a 5th- or 6th-level priest will increase the morale by 4 points. The material component for both versions of the spell is a bit of phosphorus.

Foresight
Schools: Greater Divination, Lesser Divination
Spheres: Combat, Divination
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: 200 yds
Saving Throw: Special

This spell enables the priest to foresee the actions of a single creature two rounds into the future. For every three levels of experience, the caster can predict the actions of the creature an additional round into the future (to a limit of four rounds). For example, a 1st- or 2nd-level priest can foresee the actions of the target creature the following two rounds, while a 3rd-, 4th-, or 5th-level priest can foresee the actions of the target creature in the following three rounds. The caster must be able to see the creature or read its mind (through the use of mind read, a potion of ESP, etc.) for the spell to work.
A priest benefiting from a foresight spell cannot be surprised by any action of the creature. For example, if a priest foresees that the creature will cast a fireball spell, she could quaff a potion of fire resistance. A priest who perceives that the creature will jmake any sort of physical attack receives a +4 Armor Class bonus, for that attack only, for anticipating the opponent's maneuver. The priest also receives a +4 saving throw bonus against attacks like area-effect spells and breath weapons, if a saving throw is allowed.
The target creature is allowed a secret saving throw vs. spell when this spell is cast. If the saving throw is failed, the priest receives a true vision. If the saving throw is successful, the spell is wasted. If the target creature rolls a 1, the priest receives a false vision. This gives the priest a penalty of -4 Armor Class and saving throws when trying to avoid the predicted attack.
If a priest reveals the visions in any fashion that the target creature can understand, the creature might adjust its actions accordingly. For example, if a priest shouts "Everyone take cover, the wizard is casting a lightning bolt!", the wizard might change her spell selection. However, if the priest shouts in elvish and the enemy wizard does not speak elvish but the priest's comrades do, the wizard is unlikely to change her action.
The spell requires the priest's holy symbol, a miniature silver hourglass filled with fine white sand worth at least 50 gp, and a small piece of amber. Only the last is consumed in the casting

 


     
2nd Level

Find Traps
(Divination)
Sphere: Divination
Range: 0 Components: V, S
Duration: 3 turns Casting Time: 5
Area of Effect: 10 ft. x 30 yds. Saving Throw: None

When a priest casts a find traps spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.

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

The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.

Fire Trap
(Abjuration, Evocation)
Sphere: Elemental (Fire)
Range: Touch Components: V, S, M
Duration: Permanent until discharged Casting Time: 1 turn
Area of Effect: Object touched Saving Throw: ½

Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way--as soon as the offending party opens the item, the trap discharges. As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful dispel magic spell will not detonate the spell. When the trap is discharged, there will be an explosion of 5-foot radius from the spell's center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, and half that total amount for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.

The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a key word).

To place this spell, the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual.

The material components arethe casters holy symbol

Flame Blade
(Evocation)
Sphere: Elemental (Fire)
Range: 0 Components: V, S, M
Duration: 4 rds. + 1 rd./2 levels Casting Time: 4
Area of Effect: 3-ft. long blade Saving Throw: None

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This bladelike ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.

In addition to the caster's holy symbol, the spell requires a leaf of sumac as a material component.

Flaming Child (Conjuration/Summoning)
Sphere: Elemental (Fire), 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 fire elemental: AC 5, 2+1 HD, MV 130 feet per round, one attack for 1d6, and it can be hit by normal weapons. It appears to be a 4 foot high child caught on fire. It will move as directed by the priest, but if it is ever separated from the priest by more than 30 yards it will instantly dissipate. Any being from the elemental plane of fire, including another flaming child, can destroy it with a touch. The flaming child will ignite all flammable things it touches. The material component for this spell is a bit of dung.

Fortifying Stew
Schools: Necromancy
Spheres: Healing
Area of Effect: 1 bowl of stew, etc/level
Casting Time: 5
Components: V, S, M
Duration: 1 turn
Range: Touch
Saving Throw: None

Any bowl of broth, porridge, or stew the priest has concocted can be affected by the fortifying stew spell. A priest can enchant one bowl of stew (about 8 ounces) per experience level. Someone must consume the enchanted meal within one turn of the casting or the effect is wasted.
Anyone partaking of an entire bowlful reaps magical benefits. First, the diner gains nourishment for an entire day from the single meal. In addition, for two hours plus one round per caster level, the creature receives 1d4+1 temporary hit points. Any damage suffered is taken from the bonus hit points first. The effects of multiple helpings of fortifying stew are not cumulative.
For example, Snapdragon, a 7th-level druid, cooks a meaty broth, casts fortifying stew on it, and eats the bowlful. A roll of 2 gives her 3 extra hit points. When the spell's effects wear off just over three hours, she loses these extra hit points. If she suffers 5 points of damage in the meantime, she actually loses only 2 hit points of her own, since 3 hit points were the extra hit points.
The material component is a vial of stock made of the first fruit of the harvest.

Fortitude
Schools: Necromancy
Spheres: Necromantic
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 2 rds/level
Range: Touch
Saving Throw: None

This spell gives the recipient the ability to ignore mortal wounds and continue fighting. The creature, after being brought to 0 hit points or less can fight normally for 1d4+1 with a hit point total of -1 to -9 before collapsing. A creature brought to -10 hit points or less dies immediately. The spell effect ends once the creature dies or collapses into unconsciousness.
The material components are the caster's holy symbol and several drops of cave bear blood.

Frost Breath
Schools: Invocation/Evocation
Spheres: Combat, Elemental, Water
Area of Effect: Beam, 5 ft diameter x 20 ft long
Casting Time: 5
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: Special

This spell brings into being a straight beam that moves away from the caster's chest (in the direction the caster is facing) to a distance of 20 feet. The first creature to come into contact with the beam suffers 2d4+2 points of cold damage, and must make a successful saving throw vs. spell or be chilled and shuddering for the rest of the round (attacks not yet taken in the round are lost). Additional creatures struck by the beam suffer 1d4 points of cold damage (half if they successfully save vs. spell).
The material component is a group of three drops of water (or fragments of ice) held in the priest's cupped palm and breathed upon.

Frost Whip
Schools: Alteration
Invocation/Evocation
Spheres: Combat, Weather, Elemental water
Area of Effect: Flexible 6-ft-long beam 4 inches in diameter
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw:½

This spell creates a beam of frost stretching from the caster's hand. With a one-round delay, it can be shifted to any other body extremity; this ability is normally used only when the caster is climbing, dangling down from a ledge, or pinned under foes. The beam lasts until the spell expires, the caster wills the magic to end, or the priest undertakes the casting of another spell.
A frost whip is commonly swung about to lash foes. It can pass through them like a force, rather than a real whip, so that if the caster faces several opponents, it can be swung in an arc through all of them. If held in front of the body or across an opening, it can sometimes be made unavoidable so that foes must take damage from it, but it otherwise attacks once per round at the caster's normal THAC0 for 4d4 points of damage. A successful saving throw vs. spell reduces the damage by half.
A gentlyl applied frost whip can also freeze windows shut, stop pipes, freeze water, ruin fruits and vegetables, and render items fragile or surfaces slippery.

 

     
3rd Level

Favor of Myddryn
Schools: Abjuration, Alteration, Necromancy
Spheres: Necromantic, Protection
Area of Effect: 1 creature
Casting Time: 6
Components: V, S
Duration: Special
Range: 10 yds/level
Saving Throw: None

This spell has two possible forms. The caster chooses which form is cast at the instant of casting.
A) Banish Pain: This form banishes pain and nausea so that the recipient, who can be the caster, cannot be stunned or debilitated by amputations, torture, and severe injuries. Those injuries still deal damage - and death may occur from loss of blood, strangulation, and the like - but dignity and composure can be maintained, shock avoided, and clear, calm thought retained in the face of adversity. The recipient can die nobly, stay conscious and calm to pass on vital information, remain alert and aware as an observer even if dying, and so on. The spell also banishes feeblemindedness, delerium, and charm effects; frees the recipient from hypnotic effects, maze spells, and confusion; and revives that individual from dazed conditions and faints. The spell lasts 1 turn per caster level; pain and physical symptoms return if their causes are present when the spell expires. The helpful effects on the recipient's mind are permanent - for example, a broken charm is gone forever.
B) Transfer Damage: The caster touches a living creature, instantly restoring its hit points and suffering its damage. This can be done from a distance, so long as the spell range is not exceeded. The transfer restores the creature to full hit points if possible. If not, the caster is drained to 0 hit points and the creature is restored to that extent. The caster cannot limit the number of hit points transferred.
Neither the creature nor the caster must make system shock checks unless the caster was brought to 0 hit points while failing the bring the creature above 0 hit points. In this case, both individual must make a system shock roll. Failure brings death, success puts that individual into a coma - not dead, but unable to heal without magical aid. Otherwise, the damage to the caster can be healed by the usual methods.
Only physical damage can be transferred. The caster cannot take on other conditions - disease, parasitic infestation, drunkenness, and the like - with this spell. Ilmater regards the taking on of the pain of others as a holy act, and encourages his clergy to use this form of the spell whenever a real (not frivolous) need is present.

Feign Death
(Necromancy)
Sphere: Necromantic
Range: Touch Components: V
Duration: 1 turn + 1 rd./level Casting Time: 1/2½
Area of Effect: Person touched Saving Throw: None

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

Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.

Find Portal
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide x 30-ft long path
Casting Time: 1 rd
Components: V, S
Duration: 5 rds/level
Range: 0
Saving Throw: None

This spell reveals all normal or magical portals within its area of effect. This includes doors, windows, magical gates, tunnel openings, teleportals, shifting walls, secret doors, openings concealed by illusions, and similar constructions. False or illusory doors are excluded; there must be or have been some possibility of function as a method of entrance or egress. The caster does not gain any information about how a portal is used; locks, traps, method of operation, direction of operation (in the case of one-way doors), and similar information is not learned. However, if a portal itself is magical or if it is magically concealed, the caster has a 10% per level chance to determine what type of magic is involved. The spell is most useful for finding secret doors, shifting walls, and the like.

Flame Shield
Schools: Invocation/Evocation
Spheres: Elemental, Fire
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None

This spell creates a pulsating, 6-foot-high shield of darkness at the end of the caster's hand. The shield is weightless and intangible. Missiles and other weapons and solid objects, including parts of the caster's body, pass through it without impediment. The shield remains attached to one of the caster's hands (chosen during the casting) unless the casting priest touches another creature's hand and wills control of the shield to pass to the other (who must agree to the transfer or it cannot occur).
The shield works against flames. Its touch extinguishes normal torches, flaming oil, and candles instantly. Larger fires are diminished. A fireball striking or exploding around the bearer of a flame shield, for example, causes only half damage. A flame blade coming into contact with a flame shield is harmlessly destroyed. A flame shield fully cancels out a flame strike if held directly in the path of the flame strike (over the shield-bearer's head); this destroys the flame shield instantly. If the flame shield is not held in such a fashion, the shield-bearer takes half damage.
Flame-related illusions, hypnotic patterns, and the like have no effect on any being viewing them through a flame shield. A magical, flaming sword striking through a flame shield encounters no resistance and inflicts normal weapon damage but no flame damage. Any part of such a blade that has passed through the shield remains free of flames while any part of the blade is in contact with the shield; thus, a flaming sword striking through a flame shield cannot ignite a scroll or other flammable object by touch.
The material components for this spell are a piece of phosphorus, a drop of mercury, and a cobweb.

Flame Walk
(Alteration)
Sphere: Elemental (Fire)
Range: Touch Components: V, S, M
Duration: 1 rd. + 1/level Casting Time: 5
Area of Effect: Creature(s) touched Saving Throw: None

By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000 F. (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with resist fire spells or similar protections.

The material components of the spell are the priest's holy symbol and at least 500 gp of powdered ruby per affected creature.

Flight Cancellation (Alteration)
Sphere: Elemental (Air)
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates

By casting Flight Cancellation a priest can make it impossible for any one creature to lift itself into the air by physical or magical means. A saving throw versus paralysation is always allowed if the target wants to avoid the spell's effects.

If the saving throw is failed, the creature will not be able to get off the ground itself: all its attempts to jump, rise or fly will simply fail for as long as the spell lasts. Neither wings, nor spells, nor innate abilities, nor magical items will work for the target creature. If a flying or levitating creature is affected by this spell, it will instantly plummet to the ground, taking normal falling damage (except for winged creatures, which can glide to the ground for half damage). As soon as the spell expires, the creature can again leave the surface if it is able to do so. Note that spells like fly or levitate are not dispelled by flight cancellation - they simply do not work while the flight cancellation is active (although their duration is calculated as normal). A creature affected by this spell can still be lifted off the ground by other creatures. Spells like teleport, feather fall, and dimension door function normally (but jump is negated). The priest needs his holy symbol to cast this spell.

Fostered Protection
Schools: Abjuration
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None

Fostered protection can be cast only on creatures that already possess some level of natural magic resistance. Other beings simply aren't affected by the spell. Also, this spell does not affect magical resistance granted by magical items or other outside sources.
When cast on a magic-resistant creature. fostered protection increases the resistance by 2% per level of the caster for the duration of the spell. Under no circumstances can the target creature's magic resistance exceed 95%.
The material component for this spell is a drop of blood from a magic-resistant creature (not the caster's or the subject's own blood).

 

 

     
     
     


 

 
Copyright (c) 2006 WebsiteName. All rights reserved.