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Myddryn Prayer List

 
Myddryn Prayer List "L"
 
 
 

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First Level

Log of Everburning (Enchantment)
Sphere: Elemental Fire, Plant
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.

This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.

The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.

 

 

     
2nd Level

Lower Alcohol Addiction (Abjuration)
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

This spell allows the priest to lower a person's alcohol addiction by 2 per class level in the drinking and amount levels. For example, a 5th level priest casts this spell on a addicted person (level 8 drinking, level 4 amount). The priest gets 10 to work with (5x2) and decides to lower the drinking level by 8 and the amount level by 2. Thus the addicted person now has a drinking level of 0 and an amount level by 2. A pretty good start for a speedy recovery (see the Net Alcohol Guide for more information).

 

 

     
3rd Level

Laughing Water
Schools: Alteration
Spheres: Necromantic, Protection
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: None

This spell transforms any liquid that is primarily water (even fouled water) into sparkling, gently glowing laughing water. The amount transformed can be any volume of water no larger than the caster's head.
Imbibing even a single drop of laughing water banishes all weariness for a day, and exhausted creatures that drink it become alert and energetic. Swallowing a mouthful cures insanity, blindness, and disease and instantly destroys monster and animal internal parasites and their eggs. Moreover, the drinker is rendered immune to all of these perils for 24 hours from the moment of swallowing. A double amount of laughing water can be substituted for holy water in all uses and rituals of the Eldathyn and other good human faiths.
Thisi water is named for another benefit. If laughing water is splashed on any being that is under or about to face Tasha's uncontrollable hideous laughter (2nd-level wizard spell), it negates all effects of the spell instantly. A subject of such a spell who is carrying or comes into contact with laughing water (even just a few drops in a locket vial) before, as, or just after the spell is cast, is immune to the magic (it is consumed rendering this protection).
If hurled in a breakable container, a vial of laughing water inflicts 4d6 points of damage on any undead creature it strikes.
The material components are a pinch of diamond dust, a seed from any green plant that is less than a year old, and the water to be altered.

Lava Monster (Conjuration/Summoning)
Sphere: Elemental (Earth, Fire), Summoning
Range: 40 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell will conjure up one 6 foot high lava monster. The monster will have 3+2 HD, MV 60 feet per round. It hits twice for 1d3 (blow) + 1d8 (fire) points of damage. A successful hit can cause paper or cloth to burn, and boil liquids (make saving throws). The lava monster can in a last ditch effort summon up all its power and throw a 10-foot diameter ball of magma up to 50 feet causing 3d8 points of damage. Anything immune to fire will take 1d3 points of damage from the light force of the blow. Any native to the plane of magma, earth, or fire can dispel the monster with a touch, including another lava monster. The monster will instantly harden if it moves more than 40 yards away from the priest. It can be hit by normal weapons. The material component for this spell is a rock and an open fire, the latter of which is not extinguished.

Lesser Elemental Wall (Alteration, Evocation)
Sphere: Elemental (All)
Range: 10 yards per level
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (templars may cast this spell in any form). It covers a 20-foot square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. As with minor elemental wall, lesser elemental wall covers a 20-foot square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties
Air Creates a deafening wall of violently disturbed air that is two feet thick. Treat as per wall of sound (see the Complete Bard's Handbook, page 78). Namely, one side chosen by the caster produces such a roar that all communication (including verbal spell components) is disrupted within 30 feet. Those within 10 feet are deafened for 1d4 turns if they fail to save versus spell. The sound is heard on the other side, but is not disruptive. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw versus spell. Deafened creatures suffer -1 penalty to surprise rolls, a +1 penalty to initiative rolls, and they are 20% likely to miscast spells with a verbal component. A silence, 15-foot radius spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all silence spells that come into contact with it.
Water Creates a wall of "solid fog" that is up to 10 feet thick per level of the caster. Treat as a solid fog (page 163, Player's Handbook).
Fire Creates a billowing wall of black smoke that is 10 feet thick. Due to its noxious gasses, treat it as a stinking cloud (page 145, Player's Handbook), except those exposed to the cloud save with a -3 penalty. All vision within and through the wall is impossible.
Earth Creates a wall of swirling dust that is 10 feet thick. This wall has two effects. Treat as a blur for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook). Anybody coming into physical contact with the wall will suffer as per the "itching" version of irritation (page 142, Player's Handbook) - saving throws are at a -3 penalty regardless of the number of creatures entering the area of effect.
The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.

Levitate
Schools: Alteration
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 1 turn/level
Range: 20 yds/level
Saving Throw: Neg.

The priest can levitate one creature, up to a limit of 100 pounds per level of the caster. If cast upon the priest, they can move 20 feet vertically per round; if cast on another creature, that creature can be levitated 10 feet per round (an unwilling creature gets a saving throw vs. spell to avoid being affected). No horizontal movement is allowed. The caster can cancel the spell as desired.
The material component is a the priests holy symbol.

Line of Protection
(Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30-yard line
Saving Throw: Neg.

This cooperative spell requires at least two priests to cast the spell simultaneously. During the casting, the priests determine whether the line will be stationary or portable.

If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at each end of the line, thereby anchoring it.

After the spell is cast, a shimmering field of force appears between the two anchors (the sigils or priests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the translucent field, while recognizable, are hazy and indistinct.

The field causes 1d3 points of damage to all creatures passing through it; evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw suffer no damage. Creatures that can fly over the field, burrow under it, or teleport to the other side are immune to damage.

If the spell is cast in its portable form, the priests can move at half their movement rates (limited to the rate of the slower priest). The priests can take no other action, since all their energy is spent in walking and maintaining the field.

Once created, the field cannot be increased or decreased in length and must remain straight. The priests could maneuver by pivoting, but could not walk toward each other or bend the field around a corner. If the line of sight between the two priests is blocked by any object of greater than 5' diameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.

As a cooperative spell, several priests can link together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four priests could form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined above. The DM may apply movement penalties depending on the complexity of the pattern.

The material components are the priests' croziers, staves, or religious standards, held aloft by each caster.

The reverse of this spell, line of destruction, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.

Locate Object
(Divination)
Reversible
Sphere: Divination
Range: 60 yds. + 10 yds./level Components: V, S, M
Duration: 8 hrs. Casting Time: 1 turn
Area of Effect: 1 object Saving Throw: None

This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.

The casting requires the use of a piece of lodestone.

The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.

Neither application of the spell affects living creatures.

     
     
     


 

 
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