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Myddryn Prayer List

 
Myddryn Prayer List "H"
 
 
 

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First Level

Higley's Invisible Dog (Conjuration/Summoning, Necromancy)
Sphere: Necromantic, Summoning
Range: 10 feet per level
Components: V, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell summons the spirit of a dead dog to act as the priest wishes for the duration of the spell. The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.). A non-combative dog is useful mostly for warning and will vanish after one warning or 1d6 hours + 1 hour per level, whichever comes first. A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d6 rounds + 1 round per level. Both have an Armour Class in inverse proportion to caster level up to level 10 (level 1: AC 10, level 2: AC 9, etc.). Past level 10 the dogs have AC 0. The material components of this spell are the priest's holy symbol, dog fur (for a non-combative dog) or a dog tooth (for a combative dog).

 

 

     
2nd Level

Hailstone
Schools: Invocation/Evocation
Spheres: Elemental, Water
Area of Effect: 1 creature or a 10 ft cube
Casting Time: 4
Components: V, S
Duration: Instantaneous
Range: 3 yds + 1 yd/level
Saving Throw: None

When a priest casts this spell, one large hailstone or a swarm of smaller stones burst from his or her finger, traveling in a straight line to the target creatures. The caster chooses which form the spell takes at the time of casting.
A) Large Hailstone. The caster creates one hailstone. This automatically hits one creature in a straight line from the caster for 1d4+1 points of damage. The large hailstone fractures on impact with a hard object (shield, helmet, metallic armor, a wall), inflicting 1 point of damage on any creature within 3 feet of the point of impact. The hailstone does not fracture on impact with soft surfaces. For every two experience levels the caster achieves above 2nd, one additional hailstone can be created (two at 4th, three at 6th, to a maximum of five at 10th level). These can be directed against different foes, provided all are at least partially within a 10-foot cube.
B) Hailstorm. The caster creates a swarm of smaller hail stones. These strike all creatures in a 10-foot cube for 1 point of damage. Each affected creature must also make a successful saving throw vs. spell or be temporarily stunned, losing its next action. At 6th level, the caster can affect a 20-foot cube, and at 10th level the area increases to a 30-foot cube.
This spell is ineffective underwater and when exposed to high heat (for example, a wall of fire provides complete protection). Since most of the hailstone effect is impact, it affects creatures immune to cold. Fire-based creatures with special vulnerability to cold-based attacks suffer from their normal penalty.

Healing Sleep (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: 4 hours + 2 hours per level
Casting Time: Special
Area of Effect: One person
Saving Throw: None

This spell causes the healing benefits of sleep to be threefold (i.e., 3 HP are healed per day rested). Additionally, this spell causes any and all curative spells cast during its duration to have maximum effect plus 1 HP. The individual to be affected must be able to sleep, and must be asleep during the spell's effect. The casting time of this spell is 6 turns minus the priest's level, with a minimum of one turn. The material component is the priest's holy symbol.

Heat Metal (Alteration) Reversible

Sphere: Elemental (Fire)

Range: 40 yds.
Components: V, S, M
Duration: 7 rds.
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire to avoid being heated. The material component is a holy symbol. On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spell's duration). During the second and sixth (next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal becomes searing hot, causing damage to exposed flesh, as shown below:

Metal Temperature
Damage per Round

very warm
none

hot
1d4 points

searing*
2d4 points
* On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell or suffer one of the following disabilities: hand or foot--becomes unusable for 2d4 days; body--becomes disabled for 1d4 days; head--fall unconscious for 1d4 turns. This effect can be completely removed by the 6th-level priest spell heal spell or by normal rest. Note also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function under water. For every two experience levels of the caster, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds of weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or 5th-level caster two, etc. The reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as follows:

Metal Temperature
Damage per Round

cold
none

icy
1-2 points

freezing*
1d4 points
* On the final round of freezing, the afflicted creature must roll a successful saving throw vs. spell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or hands, if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the character's grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp. The chill metal spell is countered by a resist cold spell, or by any great heat--proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire spell, etc. Under water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.

Hesitation (Enchantment/Charm) 2nd Level Priest Spell
Sphere: Time
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 20-foot-radius circle
Saving Throw: Neg.

Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs in the round following the round in which hesitation is cast.

The spell affects 2-8 Hit Dice or levels of creatures, although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled. All possible victims are allowed saving throws vs. spells; those failing their saving throws modify their initiative rolls by +4 for a number of rounds equal to the caster's level.

The material component is a fragment of a turtle's shell.

 

 

     
3rd Level

Handcandle
Schools: Alteration
Spheres: Elemental, Fire
Area of Effect: The caster's hand
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: None

This spell causes a flame to spring from the caster's palm. The flame can be either a reddish tongue that burns and heats, or a whitish light that cannot ignite or harm anything. The caster can cause the flame to be one form or the other as often as desired, switching at the end of a round. Once created, the flame cannot move from the caster's palm.
As a burning flame, a handcandle can ignite flammable materials, cook food, or scorch beings touched by the caster for 1d4+1 points of damage (unlike the fire of a produce flame spell, it cannot be hurled).
As a white light, handcandle can touch anything without igniting it. The intensity of its light can be controlled by the caster. (It isn't blinding or as bright as a lantern, but it can be made so dim a to be visible only from a few inches away.) The effect is ideal for reading in poor light, stealthily finding keyholes and the like in darkness, and so on. Many priests use it to impress the gullible by "swallowing fire" or giving their faces an eerie appearance by night, playing with the effects made possible by this light.
A handcandle can be extinguished (ending the spell) instantly whenever its caster desires. In either form, it can withstand even gale force winds (including magical winds) without being extinguished. It does no harm to the caster; many priests who conjure one as a tent light fall asleep with it still shedding light for their companions.

Hands of Healing (Necromancy)
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creatures touched
Saving Throw: None

When this spell is cast, the priest's hands start to give off a soft white glow. The glow indicates the presence of healing magic, which the caster can use to cure the wounds of other creatures than himself (for creatures that are unaffected by this spell, see cure light wounds). The healing charge rises with the caster's level: each hand can cure 1 point of damage for each experience level of the priest. A hand's healing charge must be used up all at once on a single creature. Moreover, a single creature will not benefit from the charges of both hands (consider the second charge lost in such a case). The benefits of Vylja's hands of healing are cumulative with those of the various cure ... wounds spells.

A priest can spend the two healing charges in a single round, provided he can touch the creatures he wants to heal. He can also keep the charges in his hands for up to 1 hour for each experience level he has. In the latter case, he is not allowed to attack other creatures physically or magically if he desires to retain the healing charges. If he does attack, the remaining charges disappear instantly. The material component is the caster's holy symbol.

Haunting Notes
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: Neg.

The spell conjures up a small, mindless spirit (½ Hit Die) with no awareness of its own, which enters the body of the target creature and allows the shaman to locate it later.
To cast this spell, the shaman must play a brief melody on a musical instrument (and must be proficient in the use of such an instrument) while staring at and concentrating upon a single living creature within 15 yards. The creature receives a saving throw vs. paralyzation. If this is successful, the spirit returns to the spirit world and the creature never knows anything was attempted. If the spirit successfully enters the creature, the creature suffers no ill effects, nor does it have any reason to suspect that it has been invaded.
The caster can thereafter locate the subject any number of times. By playing the same tune again, the shaman gains an intuitive notion of where the creature is and what condition it is in. However, whenever the caster plays the melody to get a fix on the spirit, the notes of the tune can be heard as a ghostly echo by the creature.
Devices and spells that prevent magical detection and scrying do not prevent the shaman from locating the creature, due to the nature of the link. The spell does not extend beyond the Prime Material Plane, so creatures that have gone elsewhere cannot be located.
Each shaman can keep track of only one creature at a time with this spell. Recasting haunting notes on another creature severs contact with the previous subject.
The spell requires an instrument upon which the tune is initially played (which is not destroyed by the casting). The other components are the sound made by the instrument and the movements required to play it.

Haunting Visions
Schools: Enchantment/Charm, Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 being
Casting Time: 6
Components: V, S, M
Duration: 2d4 + 2 rds
Range: 30 yds
Saving Throw: Special

This spell afflicts the recipient with the ability to see every possible consequence of every decision it can make. The multitude of overlapping visions perceived by the subject are nearly incapacitating, since every possible action might result in disaster somewhere down the line.
When this spell is first cast, the subject must succeed at a saving throw vs. spell to completely avoid its effects. If the saving throw is failed, then the haunted visions lasts for the complete duration and cannot be ended except with the use of a dispel magic incantation or similar magics.
While experiencing overlapping haunted visions, the subject cannot move faster than one quarter its normal walking movement rate, always loses initiative, and is always surprised in situations where a surprise roll is warranted. Spellcasting is impossible, and the subject can make a physical attack only if it makes a successful saving throw vs. spell. All such attacks have a -2 penalty. In addition, the affected subject has an Armor Class and saving throw penalty of -2 for the duration of the haunted vision.
The material components for this spell are the priest's holy symbol and a puff of smoke. The latter is usually generated by a match or torch and is blown in the general direction of the subject during the casting.

Heat Exhaustion
Schools: Conjuration/Summoning
Spheres: Elemental, Fire, Sun
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: Special
Range: 50 yds
Saving Throw: None

A beam of light streaks from the caster's finger and slams into the target creature's forehead, instantly causing the brain to overheat. This causes momentary confusion and delirium, and until the creature is healed by any cure spell, all attack rolls, saving throws, and proficiency or ability checks are made at -2 penalty.
Cooling the subject dispels heat exhaustion; pouring a canteen of water or cool liquid over the creature's head is also effective. Dispel magic removes the effect, and cure light wounds and similar healing spells relieve this condition.

Hold Poison (Necromancy)
Sphere: Healing
Range: Touch Components: V, S, M
Duration: 1 day/level Casting Time: 1
Area of Effect: Creature touched Saving Throw: None

This spell is an improved version of slow poison, with a duration measured in days rather than hours. When cast upon a victim who has been poisoned by any means, hold poison arrests the venom and prevents it from doing any additional damage to the victim. (In most cases, the spell must be cast during the poison’s onset time in order to be effective.) Damage that has already been inflicted is not restored, but as long as the hold poison is in effect, the victim can be cured or healed of damage caused by poison by any normal means.

This spell can be used to indefinitely postpone the onset of a poison if the caster chooses to continue to cast it on the poisoned character before the previous hold poison wears off. However, each time a new hold poison is used to stop the venom’s advance for another few days, there is a 2% cumulative chance that the spell fails and the poison runs its course. Evil priests have been known to deliberately poison a person and then use this spell to grant the victim a stay of death for a few days. This can be an extremely effective threat if the victim doesn’t have access to a neutralize poison spell.

The material component is the priest’s holy symbol and a bud of garlic, crushed and smeared on the injury (or eaten if the poison was ingested).

Hold Undead
Schools: Abjuration
Spheres: Protection
Area of Effect: Up to 4 undead creatures in a 20-ft cube
Casting Time: 3
Components: V, S, M
Duration: 1 rd/level
Range: 10 yds/level
Saving Throw: Neg.

With this spell, the clerical savant is able to hold 1 to 4 corporeal undead creatures - even those not normally affected by hold spells. The creatures are held rigidly immobile and in place for five or more rounds. If a held creature is attacked while under the influence of the spell, the hold is broken.
The effect is centered on a point selected by the savant, and it affects corporeal undead selected by the caster within the area of effect. If the spell is cast at three or four undead, each gets a normal saving throw vs. spell; if only two are selected, each rolls the saving throw with a -1 penalty; if the spell is cast at but one creature, the saving throw suffers a -2 penalty. Saving throws are adjusted for Wisdom. The spell has no effect on undead creatures that make their saving throws.
Held undead cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the creature's condition due to, for example, exposure to daylight. The savant casting the hold undead spell can end the spell with a single utterance at any time; otherwise, the duration is five rounds at 5th level, six rounds at 6th level, seven rounds at 7th level, and so on.
The material component is the priest's holy symbol.

 

 

     
     
     


 

 
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