Myddryn Prayer List |
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Myddryn Prayer List "M" |
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Prayers "M"
- First Level
Make-up (Invocation)
Sphere: All
Range: 0
Components: V, S
Duration: 1d4 hours + 1 hour per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell's sole purpose is to put on make-up, perfume, etc., by magical means. Useful for preparing for important ceremonies in a hurry. |
Missile Flight
Schools: Alteration
Spheres: Combat,
Elemental, Air
Area of Effect: 2 arrows/level
Casting Time: 4
Components: V, S, M
Duration: 2 rounds
Range: 5 yards
Saving Throw: Nil
The missile flight spell is cast on a number of arrow with the intention of giving their users a better chance of hitting opponents. When the arrows are fired from bow there are small gusts of wind that help correct their flight and grant them a better chance to hit their intended target.
The missile must be within 5 yards of the caster to be affected and the enchantment lasts for 2 rounds, giving the arrows a +1 bonus to the to hit roll. If not used within those 2 rounds then the arrows lose the enchantment, though it can be cast again.
The priest must touch the arrows with his holy symbol whilst saying the prayer. |
Mistake
Schools: Illusion/Phantasm
Spheres: Protection
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: 3 rds + 2 rds/level
Range: 0
Saving Throw: Special
This spell creates a false impression in the mind of those interacting with the caster. A sentient being who views the priest must make a successful saving throw vs. spell (adjusted for Wisdom) to perceive the caster as he or she truly is. Failure means the being perceives the caster as someone else. The exact identity perceived is created by the affected being, but is one that is least likely to provoke an encounter or cause difficulty for the priest.
Creatures of semi-Intelligence or less (Intelligence 4 or less), supra-genius or better (Intelligence 19 or more) or with a Wisdom of 18 or higher are not affected by the spell. Creatures relying on senses such as scent to identify friends and foes and those who observe the priest casting the spell are not deceived by it.
If the caster is viewed by multiple creatures at once, the magic might create an impression that is the same for all or different for some, depending on which is least likely to provoke an encounter. The spell does not alter the caster in any way or create any visual illusion. While it does not ensure the caster remains undetected, it enhances the chance he or she is not. Each case is unique and adjudicated by the DM. The effects are not permanent. If an affected creature's attention is drawn back to the encounter after the spell expires, it will realize its been duped, although its Intelligence and Wisdom determines the degree to which the creature can figure out what it really saw. Those with high ability scores will remember more of the truth than those with lower scores, while those with low scores (7 or less) may simply think there was something odd.
For example, a priest casts this spell upon himself in order to infiltrate a camp of goblins and bugbears and rescue some prisoners. He appears unaffected to his companions who observe him casting the spell. If the priest walks past a bugbear guard, the bugbear might perceive him to be a goblin child who passes by its post several times every day to get water from a nearby stream. If the priest continues by a group of goblin warriors, they might perceive him as a particularly mean subchief who does not like to be disturbed. When the priest reaches the group of prisoners, they might perceive him as a cloaked figure resembling an ally who is obviously trying to free them while not raising an alarm.
The material components of this spell are the priest's holy symbol and small pieces of thin, see-through material that is placed across the eyes. |
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2nd Level |
Make Flammable (Enchantment)
Sphere: Elemental (Fire)
Range: 30 yards
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 5
Area of Effect: One to 4 creatures or objects in a 10-foot per level
cube
Saving Throw: Negates
This spell makes 1 to 4 creatures or objects flammable. For the duration of the spell, they are as flammable as wood. If they catch fire they burn entirely and turn to ash in the time it takes wood of their size to burn. This fire is normal fire and may be extinguished by the usual means. It does not matter what materials the objects or creatures are made of. They can be inflamed by natural or magical fire or extreme heat, but the spell itself does not inflame them. Once they have caught fire they get damage from heat, but also turn to ash within the time specified. After that, the duration of the spell does not matter. Each creature or object gets a saving throw: if only one is the subject of the spell it has a penalty of -2 to its roll; if two are subject, each receives a penalty of -1; if three are subject, each receives a bonus of +1; if four are subject, each receives a bonus of +2. The material components are a chip of wood and the caster's holy symbol. |
Message Mote
Schools: Illusion/Phantasm
Spheres: All
Area of Effect: Cloud up to 1 cu ft
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: 30 yds
Saving Throw: None
This spell does not take effect until the conditions stated during its casting are met (visual and audible triggers only, as detailed by the caster, like a wizard's magic mouth spell). Any amount of time can elapse between casting and triggering this spell, but the trigger spot for the undischarged magic must be the location of the caster when the message mote was cast or an item or object (which may be portable) touched during casting. An undischarged message mote cannot be magically detected or dispelled.
Once activated, a message mote manifests itself as a twinkling radiance (a single cloud of not more than 1 cubic foot in volume) of a hue, shape, and intensity chosen by the caster. It cannot be bliding or even equal to true sunlight, nor can its appearance change during its presentation, but it can mimic the features of a being or an item known to the caster. A message mote flies about on a route predetermined by the caster, at up to MV Fly 18 (B), within the stated spell range. If desired, its movements can convey meaning (for example, pointing out the location of a secret door, keyhole, or hiding place). It can also speak a message of up to 33 words in length. It cannot utter spells, words of activation, or any magical trigger phrases, but it does deliver a message in the voice of the caster, mirroring the volume at which they were delivered during casting. (The caster can, of course, assume an unnatural voice or employ mimicry, andt the message mote will reproduce that, too.) |
Mind Read (Divination)
Sphere: Thought
Range: 5 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell is a sensitive version of the wizard spell ESP. In addition to detecting the surface thoughts of any creatures in range, the priest is able to probe deeper into the mind of a single creature. Mind read will always reveal the kind of creature being probed, although this identity may be couched in the creature's own language or in a (possibly distorted) body image. The spell has a 20% chance of revealing the character class of an individual.
The details and the usefulness of the creature's thoughts will depend on the intelligence of the subject. While a priest could read the thoughts of an animal, he would probably receive only a confused jumble of emotions and instincts. Reading the mind of a highly intelligent wizard, however, would be much more illuminating; the priest might be amazed by the crystal clarity and deep insight of the wizard's mental processes.
If mind read is used as part of an interrogation, an intelligent and wary subject receives a saving throw at a -2 penalty. If successful, the creature resists the spell's effects and the priest learns no information. If the saving throw is failed, the priest may learn additional information according to the DM's ruling. |
Mindtouch
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 creature
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level
Range: 5 yds/level (90 yds max.)
Saving Throw: Neg.
Similar to the 2nd-level wizard spell, ESP, a mindtouch allows the caster limited contact with the minds of nearby living creatures. Surface thoughts can be read, but no mental influencing or direct communication is possible. Unintelligent creatures will yield only emotions and instinctive thoughts.
Undead and creatures without minds (as we know them) cannot be contacted by this spell. Contact can be broken or initially foiled by any thickness of lead, tow or more inches of any metal other than lead, or two or more feet of rock.
One creature per round can be probed; the priest can freely switch from one being to another. The priest can even engage in spellcasting or activities requiring intense concentration without ending the spell - but any round in wihch the priest does not concentrate on the thoughts of a being is a round wasted. While the spell continues for the entire duration, without the caster's concentration, nothing is read.
The caster can use the spell to help determine if a creature lurks in ambush; even if no thoughts can be read, the priest can detect the presence of a mind, and gain some idea of its current state (agitated, active, damaged, at reast, and so on). Even a clear thought-reading will not always reveal what sort of creature is being read.
The material component is the priest's holy symbol. |
Minor 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: 2
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. For example, a 5th-level caster, who can create a wall up to 100 square feet in area, might create a wall that is 5 feet high and 20 feet long or a wall that is 20 feet high and 50 feel long. 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 an invisible wall of violently disturbed air that is two feet thick. Treat as per wind wall (page 154, Player's Handbook).
Water Creates a wall of billowing fog that is up to 10 feet thick per level of the caster. Treat as per wall of fog (page 139, Player's Handbook).
Fire Creates a two foot thick wall of hot air that causes targets viewed through it to shimmer and waver. Treat as blur for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook).
Earth Creates a wall of swirling dust that is 10 feet thick. The dust obscures vision. Treat as a blur spell for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook).
The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.
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Mystic Bolt (Invocation)
Sphere: Thought
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell sends a mystical bolt of energy through the target's mind, doing 1d6 points of fatigue damage plus an additional hit point per level of priest. The spell may only be cast on sentient creatures, and creatures of fifteen of higher Intelligence are allowed a saving throw versus spell to avoid the effects entirely. The material component for this spell is the priests holy symbol.
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3rd Level |
Magical Vestment
(Enchantment)
Sphere: Protection
Range: 0 Components: V, S, M
Duration: 5 rds./level Casting Time: 1 rd.
Area of Effect: The caster Saving Throw: None
This spell enchants the caster's vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.
The material components are the vestment to be enchanted and the priest's holy symbol, which are not expended. |
Mass Spoilage Prevention (Abjuration, Alteration)
Sphere: Plant, Protection, Wards
Range: 10 feet per level
Components: V, S, M
Duration: 2 years per level
Casting Time: 1 turn
Area of Effect: 3 cubic yards per level
Saving Throw: None
This spell has the same effect as prevent spoilage, but in a much larger area of effect with an increased duration. In addition to that it also prevents food from being spoiled even if it is dropped into a sewer - if it is washed or rubbed off even slightly, the filth will be removed and the food will be as good as it had been at the day of the spell casting. Obviously, if it is cast on already rotten food, it will not change its quality into good, but it will prevent further decomposition. Both prevent spoilage spells may be applied to easily decaying plant (or even mineral) poisons - if they are treated with this spell they will be untarnished by time. Once this spell runs out, the previously protected material will start to decay at its normal pace again.
The material components are the holy symbol of the priest and a piece of a grain storage sack which has somehow survived over one hundred years without magical prevention of its decomposition. |
Meld Into Stone
(Alteration)
Sphere: Elemental (Earth)
Range: 0 Components: V, S, M
Duration: 8 rds. + 1d8 rds. Casting Time: 6
Area of Effect: The caster Saving Throw: None
This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone's destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell.
The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage.
The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; and passwall expels the priest without damage. |
Memory Read (Divination)
Sphere: Thought
Range: 5 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Neg.
This spell allows the priest to read the memory of a single subject. The priest experiences the memory with the same intensity as the subject. The time required to view a memory is one-fiftieth of the time that the actual event lasted. Thus, a priest can view the memory of an event that lasted for one hour in a little more than one round. The subject experiences the memory at the same time the caster reads it.
The subject must have an Intelligence score of 5 or more and must remain within range of the priest throughout the time it takes to read the desired memory. Priests can cast this spell on unconscious, sleeping, held, or paralyzed creatures. |
Mental Prowess
Schools: Abjuration
Spheres: Protection
Area of Effect: 20-ft/level radius
Casting Time: 1
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None
This spell endows all living beings within the spell area at the instant the spell is cast with a bonus of +6 to saving throws vs. all mind-affecting spells and spell-like abilities. This includes, but is not limited to, the mind flayer's mental blast capabilities. |
Merciful Touch
Schools: Alteration
Spheres: Healing
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
By means of this spell, the priestess can both heal and reduce suffering. Merciful touch cures 1d12 points of damage. The dweomer also alleviates the pain of conditions not otherwise removed by the curative aspects of this spell. For example, the discomfort caused by a disease is held in abeyance, although the disease itself is neither cured nor placed in remission. Likewise, the excrutiating pain of an injury such as a broken ankle is masked for the duration of the spell; however, it is still not possible to put weight on the ankle. Such spells as irritation can be effectively negated if the duration of the merciful touch exceeds the duration of the spell that inflicts the suffering. Merciful touch only affects conditions in existence at the time it is cast.
The material component of this spell is the priest's holy symbol. |
Metal Shape
Schools: Alteration
Spheres: Elemental, Earth
Area of Effect: 9 cu ft of metal + 1 cu ft/level
Casting Time: 1 rd
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None
By means of this spell, the caster forms an existing piece of nonmagical metal into any shape that suits his or her purposes. For example, the caster can fashion a metal weapon, a special trapdoor, or a crude idol. While metal coffers can be thus formed, metal doors made, and so on, the fineness of detail is not great. If the shaping has moving parts, their is a 30% chance they do not work. If the shaping has a sharp edge, there is only a 30% chance it is sharp enough to cut. However, if this spell is employed on metal prior to it being worked upon by a smith, it reduces the time and expense to create the final product by 50% or more, as adjudicated by the DM.
The material component is lead, worked with a hammer into roughly the desired shape of the metal object. |
Metamorphose Element (Alteration)
Sphere: Elemental (Air, Earth, Water)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
The caster can transform some material of one element into a different but related material of the same element. The transformation is permanent for air or water and lasts for one turn per level for earth.
The air priest can metamorphose gases and vapours in containers or the air around him into other gases (one 5 foot-cube per level).
Earth priests can transform stone, gems, etc., into other earthly materials. He can, for example, transform granite into obsidian. He cannot affect metal at all. He can also turn stone into dust and vice versa (1 pound per level). To make the change permanent, the earth priest must prepare a special gem, costing at least 50 gp, using the spells bless and stone shape on it.
The water priest is able to turn a liquid of one type into another. Water can be made poisonous, for example, or the reverse could be done (up to one gallon per level). Note that the priest must know both substances before casting the spell. A water priest, for example, cannot turn an unknown liquid into pure water; he must know what the liquid is in order to use this spell.
The material component is a small amount of the target material. If water must be turned to poison, some of the desired poison must be at hand. If a gas is to be turned into steam, a container with steam must exist. To use this spell, one must have at least minor access to the related sphere (i.e. a templar can change all elements). This spell was designed for the Dark Sun campaign world. |
Mirror Vestments
Schools: Abjuration
Spheres: Protection
Area of Effect: The caster
Casting Time: 6
Components: V, S
Duration: 1 turn + 1 rd/3 levels (round down)
Range: 0
Saving Throw: None
This spell affects only the caster, outlining his or her clothes (and all worn or carried items, so long as they remain in physical contact) with an invisible aura that automatically reflects all magic of a specific wizard school or priestly sphere (chosen by the caster at the time of casting) back at their sources. Magical item effects that duplicate known wizard and priest spells are considered to be discharges of those spells for purposes of determining how a mirror vestments spell acts against them. The full force of the magic is returned to its point of origin.
Reflected spells are absorbed by the aura and then hurled back, causing no damage to the caster or anyone nearby. Destroying or removing any integral part of the clothing after this spell is cast on it or switching bodies so that a being other than the caster is wearing the mirror vestments instantly ends this spell. The aura created by this spell can handle any number of magics at once, and operates continuously until the spell expires, regardless of what is sent against it or the wishes of the caster. |
Mists of Cloaking
Schools: Conjuration/Summoning
Spheres: Elemental, Air
Area of Effect: The caster
Casting Time: 5
Components: V, S
Critical:
Duration: 1 rd/level
Knockdown:
Range: 0
Saving Throw: None
Sensory:
Subtlety:
Never Ban Cantrip: False
Reversible: False
Wizard Spell: False
Priest Spell: True
Level: 3
Description:
By means of this spell, the caster can cloak himself or herself in mists that eddy and flow, foiling attacks for which one must see the target (including magic missiles), and thwarting heat-based detection abilities. The caster receives a +2 Armor Class bonus. The mists of Cloaking can be pierced by true seeing. The caster's vision is unhindered by the enveloping mists. |
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