Myddryn Prayer List |
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Myddryn Prayer List "O" |
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Prayers "O"
- First Level
Om
Schools: Abjuration
Spheres: All
Area of Effect: The caster
Casting Time: 1
Components: V
Duration: Concentration
Range: 0
Saving Throw: None
This simple chant creates a deep clarity in the caster's mind. All outside sounds and sights are blocked out allowing the priest to regain spells or hit points at a 50% faster rate; however, the priest cannot focus on anything outside himself. Anything that disrupts concentration such as an attack on the priest or a conscious action by him breaks the spell. Spells cast on the priest are affected by the om spell. The priest is immune to sleep and charm effects while chanting and receives a +4 on all saving throws that allow Wisdom bonuses; however, the priest forfeits saving throw bonuses for Dexterity or anything else requiring conscious thought. Magical healing is not affected by the spell's increased healing rate. |
Omen
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 turn
Components: V
Duration: Special
Range: 0
Saving Throw: None
This spell is used to forecast the general fortunes of some major undertaking and determine auspicious and inauspicious events. When the spell is cast, the shukenja calls upon a deity to grant him some sign regarding the proposed action. Although the physical aspect of casting takes very little time, the shukenja must remain in one place and observe the natural events around him for the entire casting time. At the end of this time, he sees some omen - a flight of birds, the appearance of an animal, the fall of a leaf, and so on, that indicates the general fortunes of the undertaking planned.
This spell is commonly used before starting a journey, engaging in a major battle, or attempting some notable feat. The outcome of the spell is determined by two factors. First, the DM should consder the proposed action against information that only he knows. For example, the characters are about to leave a village to punish a group of bandits. The omen spell is cast to determine if this is an auspicious time to go. The DM knows that the village will be sacked by bandits that night, so the results would be an ill omen (since the characters would not encounter the bandits in the surrounding mountains). In situations where the DM has no information on which to base his judgment, 1d10 shoudl be rolled and the Divination Results table consulted.
However, omens are infrequent events, and interpreting them is difficult. Due to the strain this spell places on the caster, it can only be used once per week.
Notes: Common for oriental priests; otherwise, very rare.
Divination Results
1d10
Roll Result
1-2 Ill Omen: The characters should not undertake the task this day. If this advice is
ignored, all the characters suffer a -1 penalty to attack and saving throw rolls for the rest
of the day. Their chance for encounters is doubled and a -10% reaction modifier is
applied to all encounters.
3-4 Great Danger Exists: The chance for encounters is doubled for the day and a -10%
reaction modifier applies to all encounters. Adversaries have a +1 bonus to their attack
rolls.
5-7 Neutral Omen. No special modifiers apply.
8-9 Favorable Omen: The characters are able to travel half again their normal traveling rate
that day. Opponents have a -1 penalty to their attack rolls against the characters that
day.
10 Auspicious Omen: All the effects of a favorable omen apply. In addition, the characters
gain a +1 bonus to all saving throws made that day.
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Orison
(Various schools)
Sphere: All
Range: 10 yds. Components: V, S
Duration: Special Casting Time: 4
Area of Effect: Varies Saving Throw: None
The most humble of priestly spells is the orison, a brief prayer or invocation of a minor nature. Typically, priests learn a number of orisons as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an orisons is not even on par with other 1st-level magic, a priest memorizes a number of individual orisons equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to orison. In other words, a 1st-level priest can memorize four orisons for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.
Unlike cantrip, an orison must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the orison’s duration is never more than one round per level. Known orisons include the following:
Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.
Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.
Clarity: For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as confuse languages cannot be overcome by this orison.
Courage: The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.
Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.
Healing: By his touch, the priest may heal a creature of 1 point of damage.
Magic sense: If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.
Memory: Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.
Resistance to magic: The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the orison’s duration.
Resistance to poison: The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the orison’s duration.
Other orisons of similar power or scope may be permitted by the DM. Generally, an orison should not affect more than one creature or die roll at a time, and an orison that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive orison would be quite rare and most probably associated with an evil or chaotic priesthood. |
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2nd Level |
Omen II
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 turn
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: 2
Description:
This spell enhances divinations that have percentage-based success chances. Such a divination enhanced by this spell has a +10% bonus to its chance of success. The chance of a successful divination cannot be raised above 95%. |
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3rd Level |
Oil Spray
Schools: Conjuration/Summoning
Invocation/Evocation
Spheres: Elemental, Earth
Area of Effect: 15-ft radius
Casting Time: 1 rd
Components: V, S
Duration: Special
Range: 10 yds
Saving Throw: None
When a cleric casts this spell over rough earth or sand, fountains of flammable oil sprout up from the ground, covering everything within a 15-foot radius.
The oil itself isn't particularly dangerous though it will cause the subject's attacks and saves to suffer by -2. The real danger occurs if the subject is ignited. Burning oil causes 2d6 points of damage in the first round, and 1d6 in the second. The subject should also check his equipment each round to make sure that it doesn't ignite. The oil burns off by the third round, and attack and saving throw penalties are ignored.
If the oil isn't ignited, it will remain until removed by no less than 3 turns of scrubbing or washing. |
Ooze Puddle (Conjuration/Summoning)
Sphere: Elemental (Earth, Water), Summoning
Range: 40 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
This spell summons a puddle of ooze about 10 feet in diameter. The ooze hits three times for corrosion damage. This does 1d2 to normal flesh. It also corrodes any metal in 4 rounds. Magical items are immune to this creature. Wood and cloth are destroyed instantly however. The ooze has 3 HD, and moves 20 feet per round. Any elemental from the planes of earth, water or ooze can dispel it with a touch, including another ooze puddle. The material component for this spell is some custard. |
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