Myddryn Prayer List |
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Myddryn Prayer List "I" |
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First Level
Ice Walk
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: Creatures touched
Casting Time: 4
Components: V, S, M
Duration: 1 turn + 1 turn/level
Range: Touch
Saving Throw: None
By means of this spell, the caster is able to empower one or more creatures to tread upon any snow or ice as if it were firm ground. This does not include free-flowing water, but does include even the thinnest frozen surface or very powdery snow. The recipient's feet do not touch the surface of the ice or snow, and no trace is left by their passing. The recipient's rate of movement remains normal. For every level of the caster above 1st, he or she can affect another creature. If ice walk is cast under water of while buried in snow, this spell has no effect until the recipient gets on top of some ice or snow, although the spell duration is expended normally.
The material components for this spell are a piece of ice or some snow and the priest's holy symbol. |
Illusionary Fire Curtain
Schools: Elemental Fire,
Illusion/Phantasm
Spheres: Elemental, Fire
Area of Effect: 10 yards circle
Casting Time: 5
Components: V, S
Duration: 2 rounds / level
Range: 0
Saving Throw: Special
This spell summons a reflection of a circle of fire, treated as an illusion. The fire curtain is three yard high and one yard thick.
Creature within the circle have an unobscured view , but those without have difficulties seeing through it. Long range attacks from within the circle receive a +2 bonus, those from the outside a - 4 penalty.
Creature with an intelligence greater than 9 receive a saving throw versus spell to negate the effects. |
Impediment
(Abjuration, Necromancy)
Sphere: Necromancy, Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Female mammal touched
Saving Throw: None
This spell enables the caster to prevent a female from becoming pregnant. Essentially, it impedes a fertilized ovum from implanting in the uterus. The casting of Impediment is not necessarily an evil act, but the DM should pay particular attention to the alignment of the caster as well as the social and political (especially religious) atmosphere. For example, a lawful good priest casting this spell on a teenager without the permission of her parents, church, etc. should be prepared for the wrath of his deity. A priest who worships a fertility god cannot cast this spell.
A neutral evil priest, nephew of the king, might repeatedly cast this spell on the queen in a secret attempt to usurp the thrown. A neutral good priest might cast this spell on all the maidens of the keep before its fall to the orc siege - although he cannot spare them from the horrors to come, at least he can prevent the bastardization that might result.
The material components are a drop of blood from the target's last menstrual period (or an ounce of her blood, from anywhere, that has been mixed with dust and dried in a silver chalice) and the priest's holy symbol. The priest invokes the name of his deity, touching his holy symbol to the blood. The woman must then consume it, usually mixing it with wine or some other fluid. The spell remains in effect until the first day of the woman's next menstrual period, or until a successful dispel magic is cast upon her. |
Invisibility to Undead
(Abjuration)
Sphere: Necromantic
Range: Touch Components: V, S, M
Duration: 6 rds. Casting Time: 4
Area of Effect: 1 creature Saving Throw: Special
This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.
The material component is the priest's holy symbol. |
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2nd Level |
Idea (Divination)
Sphere: Thought
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell stimulates the priest's mind to experience a flash of insight. In game terms, the DM reminds the priest's player of a fact or event that has been forgotten, overlooked, or discounted. Thus, the DM might remind the player about an important clue that the priest discovered but the player did not consider significant.
If there are no forgotten facts, the DM may, at his discretion, tell the player of new information relevant to the condition at hand.
The DM must be careful in adjudicating use of this spell. The reminder or information should always be relevant and useful but should not be unbalancing to the situation. The reminder can be cryptic, depending on the DM's campaign.
The material component is a gold coin. This spell can be cast only once in any six hour period. |
Impart Knowledge
Schools: Greater Divination,
Lesser Divination
Spheres: Thought
Area of Effect: 1 being
Casting Time: 1
Components: S
Duration: Instantaneous
Range: Touch
Saving Throw: None
This spell allows the caster to communicate complex thoughts (including magical symbols, diagrams, maps, explanatory images - which can move in sequence to show a procedure - and the like) silently to the mind of the recipient by touch. This spell is often used to show an individual the likenesses of other beings as an aid to recognizing them, to show a clear route or directions to an unfamiliar place, or to quickly transfer lists of names, heraldic devices, or other symbols. The information is transferred instantaneously, leaving the recipient to mull its implications over later. The spell is of use to dying priests who have little or no time left or in the frenzy of battle when only moments of contact are possible. |
Impenetrable Falsehood
Schools: Abjuration
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 5
Components: V, S
Duration: 12 hrs
Range: Touch
Saving Throw: None
This spell makes any untruth spoken by the caster or a touched spell recipient sound convincing and hides all untruths from a detect lie spell, similar magics, related spell-like abilities, and even the discernment of specialty priests of Tyr. It also foils ESP and other mind-reading magics or psionic abilities that could reveal a lie. True thoughts are hidden behind random ruminations on two or three topics mentally chosen by the caster as the spell is cast. For example, the possible whereabouts of a stream that must have been somewhere herabouts; how soon the next apple crop might be ready; and the name of a particular merchant met years ago in a tavern and seen from afar down a crowded street just a tenday ago). |
Improved Detect Good (Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: None
This spell enables the priest to sense the aura of goodness. Diviners of fourth level and above may also sense both the degree and location of such auras. Diviners of seventh level and above may concentrate the spell on a single individual, sensing the name of that individual's god (if good) and noting the level of devotion that person holds toward the god and the state of favour the individual has achieved. |
Inaudibility (Alteration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell causes the priest's movements to become completely silent for the duration of the spell. All sounds made by his equipment from the neck down are muted into inaudibility. Intentional shouting or spell casting can be heard, but will negate the inaudibility. Attacking completely negates the spell's effect (cf. invisibility). The material component is a piece of sea sponge. |
Inscribe Speech
Schools: Alteration,
Conjuration/Summoning
Spheres: All
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: 1 rd/level
Range: 3 yds
Saving Throw: None
This spell (more commonly known in Mulhorand as inscribe) enables the words of the caster to be directly etched on a piece of paper, vellum, or papyrus. All the caster need do is speak the words, and they are inscribed in the language he or she is speaking on any appropriate writing surface within 3 yards. If the caster subsequently speaks a spell during the spell's duration, the sounds of the verbal component are transcribed phonetically, but other components of the spell are not transcribed, and the magical effect originally generated by the sounds is not called forth by anyone repeating the sounds.
The material components for this spell are squid ink, a hawk's feather, and papyrus. |
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3rd Level |
Ice Spikes
Schools: Alteration
Spheres: Combat,
Elemental, Water
Area of Effect: The caster's fist
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell brings into being a ball of rock-hard ice around one of the caster's fists, a ball that bristles with spikes, resembling an exaggerated replica of the head of a mace. The magic of the spell protects the fist from all damage while the spell lasts (it can be ended at any time by the silent will of the caster). It improves the caster's THAC0 (for smiting blows with the fist only) by 2 points. A blow from an ice spikes fist does 1d4+4 points of damage, and the fist is considered a +2 magical weapon for purposes of determining what it can hit. Note that the spell effect precludes most spellcasting and the performance of many other activities (such as climbing at the usual rate, casting additional spells, tying knots, and so on).
If the caster willingly sacrifices some of his or her own hit points, the damage done by a single attack with the ice spikes fist can be augmented by a like amount. For example, if 4 hit points are sacrificed by the caster, the blow they empower inflicts 1d4+8 points of damage. Hit points sacrificed are not lost if the attack misses, and are restored by normal rest or healing magic. (A sacrifice is not automatically assumed for the next blow of the fist after a miss; the caster decides separately for each fist attack.)
Whenever an augmented fist attack strikes a natural or magical mass or wall of ice (regardless of how many points have been sacrificed), the caster of the ice spikes spell must make two saving throws vs. spell. If both succeed, the mass of ice shatters and collapses. If only one roll is successful, the struck ice is marred enough to form a handhold, but takes no additional damage. If both throws fail, the target ice is entirely unaffected.
The material component is an icicle or sliver of ice of any size and origin. |
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