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Myddryn Prayer List

 
Myddryn Prayer List "P"
 
 
 

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First Level

Portent
Schools: Greater Divination
Lesser Divination
Spheres: Chaos, Divination
Area of Effect: Creature touched
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

This spell enables the priest to tell something of his or another individual's future luck during the next 24 hours. This "luck" takes the form of an adjustment to an attack roll or a saving throw at some point in the future unknown to the subject.
When the spell is cast, the DM makes two die rolls in secret. First, 1d6 is rolled to determine the exact effect. The caster learns only the general result of poor, fair, or good.

1d6 General Exact
roll Result Result
1 Poor -3
2 Poor -2
3 Fair -1
4 Fair +1
5 Good +2
6 Good +3

Second, a 1d12 roll determines when the portent result takes effect. The 1d12 roll represents the number of the attack roll (either by or against the subject) or saving throw made by the subject that is affected by the portent. For example, if a 12 is rolled, then the 12th such roll receives the exact result as a modifier.
Such die rolls count only if they involve significant risk (that is, in combat or similar situations of consequence). The count is suspended if the subject contrives, for example, to perform saving throws against nonharmful effects in an effort to manipulate the outcome of the portent. Die rolls that do apply toward this count include saving throws made in combat or against magical effects, attack rolls made by the subject, and attack rolls made by an opponent against the subject. The DM can count other rolls such as proficiency checks or ability checks, in the face of danger. When the die roll designated by the portent is made, the result is adjusted upward or downward as indicated by the 1d6 roll. Thus, the subject is either more or less likely to score a hit, more or less likely to be hit, or more or less likely to succeed on a saving throw or similar check.
Regardless of the outcome, the effects of the portent do not extend beyond 24 hours after the casting. If the event has not occurred by that time, then it will not.
The material component is either a numbered wheel or tea leaves.

Precipitation
Schools: Alteration
Spheres: Elemental, Air, Elemental, Water, Weather
Area of Effect: 30 ft diameter cylinder up to 60 ft high
Casting Time: 4
Components: V, S, M
Duration: 1 round
Range: 10 yards/level
Saving Throw: None

This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) will be extinguished. Small fires (tourches and campfires) will sputter and smoke for a round after the drizzling stops. Bonfires and most magical fires will be unaffected. Large magical fire effects ('fireball', 'wall of fire', 'flamestrike') cast into the area during the rain will create a warm fog that obsures vision in an area 60' in diameter. This lasts 2-5 rounds, half that in a breeze, and but one round in a strong wind.
The 'precipitation' spell has doubled effect in humid climes, causes only slight dampness in arid climes, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing.

Predict Weather
Schools: Greater Divination, Lesser Divination,
Spheres: Divination, Weather
Area of Effect: 9 sq mi.
Casting Time: 1 rd
Components: V, S, M
Duration: 2 hrs/level
Range: 0
Saving Throw: None

A priest casting a predict weather spell gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours of advance weather can be forecast. Thus, at 1st level, the priest knows what the weather will be for two hours; at 2nd level the priest knows the weather for 4 hours in advance, and so on.
The material component is the priest's holy symbol.

Prevent Nausea (Abjuration) Reversible
Sphere: Healing
Range: 0
Components: V, S
Duration: 6 turns per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

This spell will prevent the creature affected from getting nausea for the duration of the spell. The reverse of this spell, nausea, will cause nausea to the victim.

Prevent Spoilage (Abjuration, Alteration)
Sphere: Plant, Protection, Wards
Range: 10 feet per level
Components: V, S, M
Duration: 1 year per level
Casting Time: 1 round
Area of Effect: One pound of material per level
Saving Throw: Negates

This spell prevents the spoilage of material (mostly food) due to time. In this aspect it is similar to the preserve spell of the wizard. It has an additional bonus: it changes the aspect of the material so that pests like rats and other vermin will not consume or even gnaw on the material - not even if they are very hungry. Thus, it prevents the spoilage of food due to vermin. It does not prevent spoilage if it is dropped into filth or other ugly stuff: it still has to be stored in the appropriate containers. It also prevents magical food from spoiling.

The material components are the holy symbol of the priest and a small glass containing jelly which has been sealed after cooking. This glass vanishes in the casting.

Proof Against Undeath
Schools: Alteration
Necromancy
Area of Effect: Creature touched
Casting Time: 4
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: Special

This spell is cast on a dead creature to prevent it from being raised as a skeleton or zombie with an animate dead spell. The creature cannot have been dead for a number days greater than the caster's level; otherwise it has not effect. The size, level, or Hit Dice of the dead creature makes no difference. Detect magic reveals the magical enchantment on the body, and it can be removed with a dispel magic spell. This spell has no effect on living creatures or those already animated as skeletons or zombies. Corpses being magically enchanted into some other, more powerful form of undead are granted a saving throw vs. spell (based on the corpse's level and class from his previous life); if it makes this save even once, the corpse cannot be raised as any form of undead.
The material components of this spell can vary; either metal coins must be placed on the recipient's eyes, the petals of flowers must be sprinkled beneath him, or dust from his homeland must be sprinkled on him.

Foresight
Schools: Greater Divination, Lesser Divination
Spheres: Combat, Divination
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: 200 yds
Saving Throw: Special

This spell enables the priest to foresee the actions of a single creature two rounds into the future. For every three levels of experience, the caster can predict the actions of the creature an additional round into the future (to a limit of four rounds). For example, a 1st- or 2nd-level priest can foresee the actions of the target creature the following two rounds, while a 3rd-, 4th-, or 5th-level priest can foresee the actions of the target creature in the following three rounds. The caster must be able to see the creature or read its mind (through the use of mind read, a potion of ESP, etc.) for the spell to work.
A priest benefiting from a foresight spell cannot be surprised by any action of the creature. For example, if a priest foresees that the creature will cast a fireball spell, she could quaff a potion of fire resistance. A priest who perceives that the creature will jmake any sort of physical attack receives a +4 Armor Class bonus, for that attack only, for anticipating the opponent's maneuver. The priest also receives a +4 saving throw bonus against attacks like area-effect spells and breath weapons, if a saving throw is allowed.
The target creature is allowed a secret saving throw vs. spell when this spell is cast. If the saving throw is failed, the priest receives a true vision. If the saving throw is successful, the spell is wasted. If the target creature rolls a 1, the priest receives a false vision. This gives the priest a penalty of -4 Armor Class and saving throws when trying to avoid the predicted attack.
If a priest reveals the visions in any fashion that the target creature can understand, the creature might adjust its actions accordingly. For example, if a priest shouts "Everyone take cover, the wizard is casting a lightning bolt!", the wizard might change her spell selection. However, if the priest shouts in elvish and the enemy wizard does not speak elvish but the priest's comrades do, the wizard is unlikely to change her action.
The spell requires the priest's holy symbol, a miniature silver hourglass filled with fine white sand worth at least 50 gp, and a small piece of amber. Only the last is consumed in the casting

Protection from Dirt (Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1d4 turns + 1 turn per level over third
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: None

This spell can hold up to 1d6 tons of dirt out of a 10-foot radius. The seductress and anyone in the area of effect will be protected from stones and dirt. The seductress can turn off the spell at will. This spell will protect from soil-based attacks, but not arrows, although the arrow will be clean if it enters into the sphere. This spell can also be used for land slides, cave-ins, dust storms, etc. The material component is a stained leather bag of dirt.


Protection From Evil/ Protection From Good
(Abjuration)
Reversible
Sphere: Protection
Range: Touch Components: V, S, M
Duration: 3 rds./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the priest uses holy water or burning incense.

This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged.

The material components for the reverse are a circle of unholy water or smoldering dung.

Protection From Plants
Schools: Abjuration
Spheres: Plant, Protection
Area of Effect: Creature touched
Casting Time: 3
Components: V, S, M
Duration: 2 rounds/level
Range: Touch
Saving Throw: None

This spell prevents bodily contact between the creature touched (the caster or a willing recipient of the spell) and normal plants in a manner similar to the protection from evil spell. The spell does not inhibit monsters and plants of a magic nature (excluding giant normal plants). All attacks from normal plants incur a -2 penalty on hit rolls. Saving throws for the spell recipient against attacks from normal plants receive a +2 bonus. The material components of the spell consist of plant fiber (any type) and crushed leaves.

Purify Food & Drink
(Alteration)
Reversible
Sphere: All
Range: 30 yds. Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 cu. ft./level, Saving Throw: None
in 10 sq. ft.

When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.

The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.

Purify Self
Schools: Alteration
Spheres: All
Area of Effect: The caster
Casting Time: 4
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None

This spell causes all grime, dirt, and stains to be removed from the caster and his vestments. It enables priests to present themselves in immaculate condition. All clothing worn by the caster is restored to its original intended color and it even retains any holy marks or adornments added after its creation. Wounds in the body of the caster are cleansed and infections are purified. One point of damage is healed if no curative spells have been previously applied to a wound, and all normal wounds are considered bound after this spell is cast.
Priesthoods for which the effects of this spell are inappropriate, such as those of the various deities of corruption, disease, and of the earth, employ variants of this spell and material components more appropriate for their faiths.
The material component is a piece of soap.

Purify Water
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: 1 cu ft/level
Casting Time: 1 rd
Components: V, S
Duration: Instantaneous
Range: 40 yds
Saving Throw: None

This spell makes dirty, contaminated water clean and pure, suitable for consumption. Up to one cubic foot per level of the druid casting the spell can thus be purified. all affected water must be within a 10-foot cubic volume.
The reverse of the spell, contaminate water, works in exactly the same manner, and even holy/unholy water can be spoiled by its effects.

   
     
2nd Level

Planar Vision (Divination)
Sphere: Astral, Divination
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: Sight
Saving Throw: None

Using this spell, the priest can perceive creatures in the Border Ethereal, out of phase beings (eg., phase spiders), dimension doors, creatures viewing his location through colour pools, and boundaries of planetravel-proof areas; he can also identify portals to other planes (but he cannot say what plane is on the other side).

Priest Lock
Schools: Alteration
Spheres: Protection
Area of Effect: 1 portal up to 12 sq ft/level
Casting Time: 4
Components: V, S
Duration: Permanent
Range: Touch
Saving Throw: None

By means of this 2nd-level priest spell, a priest can place a magical protection on any window, door or portal. The door will open for anyone who speaks the password that was put into place by the priest who priest locked the door.
The password can be a single word or several sentences. The priest has complete freedom in choosing the password, including the language in which it must be spoken. The password works only if it is spoken in the language the priest designates. The language does not need to be the native tongue of the spellcaster.
A pries locked door can be opened by breaking, or a successful knock or dispel magic spell, just as a wizard lock. The priest can negate the spell by speaking the password in reverse. This allows the priest to cast a new spell in order to change the password.
The caster must set a duration that the door, once opened, will remain unlocked, up to the caster's level in rounds. The priest can also place a time delay on the release of the door, which cannot exceed 10 rounds.
For example, a priest casts a priest lock on the door to her room. She specifies in the spell that the door will be released two rounds after the password has been spoken and the door will remain unlocked for five rounds after that. Her native language is Common, but her password is a phrase spoken in the Dwarven language.

Produce Flame
(Alteration)
Sphere: Elemental (Fire)
Range: 0 Components: V, S
Duration: 1 rd./level Casting Time: 5
Area of Effect: Special Saving Throw: None

A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round.

The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.

Protection From Aging
Schools: Abjuration
Spheres: Time, Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 3 rds/level
Range: Touch
Saving Throw: None

While protected by the effects of this spell, the recipient is immune to unnatural aging and attack forms, such as the sight of a ghost. The spell does not protect against natural aging or willingly accepted aging effects, such as that inflicted by a haste spell.
The material components of this spell are the priest's holy symbol and a powdered black sapphire worth at least 50 gp.

Protection From Animals
Schools: Abjuration
Spheres: Animal, Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: 2 rounds/level
Range: Touch
Saving Throw: None

This spell prevents bodily contact between the creature touched (the caster or a willing recipient of the spell) and normal animals in a manner similar to the protection from evil spell. The spell does not inhibit monsters and animals of a magic nature (excluding giant normal animals). All attacks from normal animals incur a -2 penalty on hit rolls. Saving throws for the spell recipient against attacks from normal animals receive a +2 bonus. The material components of the spell consists of animal hair (any type), a chip of animal bone, and a drop of animal blood.

Protection From Charm
Schools: Abjuration
Spheres: Charm, Protection
Area of Effect: Creature touched
Casting Time: 5
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This spell adds a bonus of +1 per three levels of the caster to the recipient's saving throws against charm spells and all related effects. These include spells such as a suggestion, and magic jar; items such as a potion of human control, and spell-like effects, such as the gaze of a vampire or the song of a harpy or bard. It is not effective against charm attacks that allow no saving throw. A saving throw of 1fails regardless of the bonuses conferred by this spell. The maximum benefit allowed by this spell is +3 at 9th level.
The material component is holy water.

Protection from Disease (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to disease. The creature can't contract, become a carrier, or pass on any disease he may already have. This spell doesn't cure disease: it merely prevents its transfer. When a person is subject to this spell, a glowing light appears on the subject's palm. This is to assure the person has this protection on. Therefore, a person can't untruthfully say: "Let's have sex, I have protection on". The material component of this spell is a scoop of mould (a generic form of penicillin).

Frost Whip
Schools: Alteration
Invocation/Evocation
Spheres: Combat, Weather, Elemental water
Area of Effect: Flexible 6-ft-long beam 4 inches in diameter
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw:½

This spell creates a beam of frost stretching from the caster's hand. With a one-round delay, it can be shifted to any other body extremity; this ability is normally used only when the caster is climbing, dangling down from a ledge, or pinned under foes. The beam lasts until the spell expires, the caster wills the magic to end, or the priest undertakes the casting of another spell.
A frost whip is commonly swung about to lash foes. It can pass through them like a force, rather than a real whip, so that if the caster faces several opponents, it can be swung in an arc through all of them. If held in front of the body or across an opening, it can sometimes be made unavoidable so that foes must take damage from it, but it otherwise attacks once per round at the caster's normal THAC0 for 4d4 points of damage. A successful saving throw vs. spell reduces the damage by half.
A gentlyl applied frost whip can also freeze windows shut, stop pipes, freeze water, ruin fruits and vegetables, and render items fragile or surfaces slippery.

Protection From Orisons
Schools: Abjuration
Spheres: All
Area of Effect: Creature or object touched
Casting Time: 1 rd
Components: V, S
Duration: 9 hrs + 1 hr/level
Range: Touch
Saving Throw: None

By casting this spell, the priest receives immunity to the effects of orisons cast by other priests, acolytes, or creatures that use the orison spell. The spell protects the caster, or one item or person that he touches (such as a book or a drawer). Any orison cast against the protected person or item dissipates with an audible popping sound. Any unwilling creature touched (via an attack roll) is allowed a saving throw vs. spell to escape the effect.
Notes: Common where orisons are used.

Special Note: Protection from orisons also protects against cantrips, and protection from cantrips functions against orisons as well.

Protection From Serpents
Schools: Abjuration
Spheres: Animal, Protection
Area of Effect: Creature touched
Casting Time: 1 turn
Components: V, S, M
Duration: Special (24 hr maximum)
Range: Touch
Saving Throw: None

This spell protects the subject from normal serpents. Nonmagical and unintelligent snakes simply ignore the creature's presence. Giant, magical, or intelligent snakes and snakelike beings, such as nagas, can still attack, but at a -2 penalty. the protected creature has a +1 saving throw bonus against injected poisons for the spell's duration.
The material component is ash from a fire in which a snake has been cremated. Relatively large amounts of the ash are required, because, as the spell is cast, the shaman smears the ash over the creature's body. The spell ends if the ash is washed off, or after 24 hours in any case. If the ash is removed from a part of the subject, the exposed portion is again vulnerable to snake bites.

Protection vs. Elementals
Schools: Abjuration
Spheres: Elemental, All, Protection
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: None

This spell grants the affected creature protection versus elementals. True elementals will not be able to attack the recipient of the spell as in the case of a protection versus evil spell. However, the spell is broken if the affected creature attacks the elemental. The spell can only be used for one elemental type at a time. The material component of the spell depends on the type of elemental the caster wants the affected creature to be protected from, it is a small piece of the concerned element, be it a small rock, a bit of water.

 
     
3rd Level

Phantom Plow
Schools: Invocation/Evocation
Spheres: Elemental, Earth
Area of Effect: Furrow, 20-ft length/level
Casting Time: 6
Components: V, S
Duration: Special
Range: 10 yds/level
Saving Throw: Special

This spell turns aside the earth in a deep furrow in a straight line as indicated by the caster that extends from next to the caster's feet (or beneath the caster if he or she is not touching the ground) to a distance of 20 feet per level. The furrow stops if it encounters consecrated ground, and it does not form at all if the intended path lies entirely within consecrated ground. If a furrow is directed against a wall, it stops, but it strikes the wall as does a ram (see Table 52: Structural Saving Throws in the DMG).
All earth bearing an active or latent dweomer that is touched by the spell glows with a brilliant crimson faerie fire for 1d4+1 rounds. All creatures standing on the ground opened by the furrow suffer 1d4 points of damage (half if a successful saving throw vs. spell is made). Affected creatures must make a successful saving throw vs. fall for all glass or crystal items worn or carried, or the items break.
Creatures buried in, or burrowing or phasing through the earth suffer 4d4 points of damage from the phantom plow, with no saving throw.

Probe Enemies
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: Special
Casting Time: 1 rd
Components: V, S
Duration: 1 rd
Range: 10 yds/level
Saving Throw: None

When probe enemies is cast, all hostile entities within the spell's range, and in the priest's line of sight, are probed by the spell's magic. While the duration lasts, the caster must maintain concentration: if the caster is distracted (i.e., suffers damage, casts another spell, initiates melee, and so on), the spell fails, and no information is learned. Once the duration has run its course, however, the caster will know which opponent is most powerful, or which foe poses the greatest threat to the priest, if no single enemy can be regarded as more powerful than any other. Note, however, that the spell does not tell the caster why or what makes a given creature more powerful than another, only that it is more powerful in some way.
While this spell offers no saving throws to those it inspects, magic resistance still applies, as do magical effects that impede the effectiveness of Divination magic (e.g., amulet of proof against detection and location). In such instances, the probe enemies spell will choose the most powerful opponent who is not so obscured.

Protection From Amorphs
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: 5 rds/level
Range: Touch
Saving Throw: None

This abjuration protects the recipient from the attacks of any of the various amorphous monsters, including slimes, jellies, oozes, puddings, gelatinous cubes, and slithering trackers. To qualify as an amorphous creature, the monster must have an amorphous or fluid body, attack through acids or secretions of some kind. Most are native to the Prime Material Plane and are formless, primordial beings, as opposed to creatures such as elementals. The monster cannot stand the touch of the barrier surrounding the protected character, and its natural attacks automatically fail. Ranged attacks by these creatures also fail.
If the protected character makes an attack against the monster, or if he forces the barrier against the monster, the spell ends and he is no longer protected.
The material component is a mixture of rare salts sprinkled in a small circle around the creature to be protected.

Protection from Charm, 10-foot Radius (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: 10-foot radius sphere
Saving Throw: None
Author: Unknown

While this spell is in operation, all creatures in the area of effect have a percentage immunity to all forms of charm (spell, item, or whatever) equal to 20% plus 5% per level of the priest (up to a maximum of 90%). Thus, if cast by a 5th-level priest, any creature in the area of effect targeted by a charm spell would not need to make a saving throw if 45 or lower was rolled on percentile dice. The material component is a miniature cloth blindfold.

Protection From Cold
Schools: Invocation/Evocation
Spheres: Elemental, Air
Elemental, Water
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

The effects of a protection from cold spell differ according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete immunity to: freezing temperatures (immersion in icy water, icy blasts of wind, and so on); exposure to magical frosts such as freezing dragon breath; spells such as frost fingers, chill metal (reverse of heat metal), Snilloc's snowball, Snilloc's snowball swarm, ice storm, wall of ice, cone of cold, Otiluke's freezing sphere, winter wolf breath, ice toad and brown mold cold radiations, and so on. The invulnerability lasts until the spell has absorbed 12 points of ice or cold damage per level of the caster, at which time the spell is negated. If the spell is cast upon another creature, it gives invulnerability to normal freezing temperatures, gives a +4 bonus to saving throws vs. cold attacks, and reduces damage sustained from magical cold attacks by 50%.
The material components of this spell are the priest's holy symbol and a small sliver of ice.

Protection from Constriction (Abjuration)
Sphere: Protection
Range: 30 yards
Components: V, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None

When cast, a protection from constriction spell will mitigate crushing damage taken each round from a single attack form. Up to one hit point per level of the priest is deducted from crushing damage. Note that this does not mitigate damage from crushing weapons or falling; it will protect against constriction, bear hugs, Bigby's crushing hand, or any similar gradual compression. Example: a 6th-level priest under the effect of this spell is hugged by an owlbear on three consecutive rounds for 3, 10, and 7 points of damage. Damage accrued over each round would be 0, 4, and 1 HP, respectively. The material component is a hard-boiled egg anywhere on the spell recipient.

Protection From Earth
Schools: Abjuration
Spheres: Elemental, Earth, Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

The effect of a protection from earth spell differs according to whether the caster or another creature is the recipient of the spell. In either case, the spell lasts no longer than one turn per caster level. Also, this spell does not confer the ability to freely move through stone or earth.
If the spell is cast on the caster, it grants complete invulnerability to damage and wounds inflicted by stone and earth (thrown stones, falling rocks, earth elemental attacks, crushing stone walls, avalanches, being buried alive, and so on . The invulnerability lasts until the spell absorbs 12 points of earth damage per level of the caster or one turn per caster level (whichever comes first), at which time the spell is negated. If the spell is cast on another creature, it reduces damage sustained by earth attacks by 50% and confers a saving throw bonus of +4 to the die roll against such attacks.
The material component is the priest's holy symbol.

Protection From Fire
(Abjuration)
Sphere: Protection, Elemental (Fire)
Range: Touch Components: V, S, M
Duration: Special Casting Time: 6
Area of Effect: 1 creature Saving Throw: None

The effect of a protection from fire spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

If the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as burning hands, fireball, fire seeds, fire storm, flame strike, and meteor swarm; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, at which time the spell is negated.

If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.

The caster's holy symbol is the material component.

Protection from Frost (Abjuration)
Sphere: Elemental (Air), Paraelemental (Ice), Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

This spell is in all respects similar to protection from fire, except that it protects the creature touched against cold attacks.

Protection From Insects
Schools: Abjuration
Spheres: Animal, Protection
Area of Effect: Creature touched
Casting Time: 9
Components: V, S, M
Duration: 2 rounds/level
Range: Touch
Saving Throw: None

This spell prevents bodily contact between the creature touched (the caster or a willing recipient of the spell) and normal insects in a manner similar to the protection from evil spell. The spell does not inhibit monsters and insects of a magic nature (excluding giant normal insects). All attacks from normal insects incur a - 2 penalty on hit rolls. Saving throws for the spell recipient against attacks from normal insects receive a +2 bonus. The material components of the spell consist of ground insect bodies.

Protection from Lycanthropes, 10-foot Radius (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None

This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from lycanthropes. The material component of this spell is a small silver dagger.

Protection from Petrification (Abjuration)
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One creature touched per level
Saving Throw: None

This spell gives a +4 bonus on all saving throws versus any petrification attack for each creature touched. The material component is a jellyfish tentacle.

Protection from Undead, 10-foot Radius (Abjuration)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None

This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from undead.

Protection From Winds
Schools: Abjuration
Spheres: Elemental, Air, Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None

The effect of a protection from winds spell differs according to whether the caster or another creature is the recipient of the spell. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete invulnerability to damage and ill effects inflicted by natural winds (no matter how strong), gust of wind spells, and similar threats, including the effects of the maddening winds of Pandemonium. The invulnerability lasts until the spell has absorbed 12 points of wind damage per level of the caster or one turn per caster level, whichever comes first.
If the spell is cast upon another creature, it reduces damage sustained by wind attacks by 50% and confers a saving throw bonus of +4 to the die roll against such attacks, as well as full protection against Pandemonium's winds.
The material component is the priest's holy symbol.

Psychic Immolation
Schools: Conjuration/Summoning
Spheres: Elemental, Fire
Area of Effect: Special
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: Special

This spell summons a small creature from the Elemental Plane of Fire that devours mental energy. This being can be hurled as a missile at a psionic opponent. If a hit is scored (at a +1 bonus to hit) the psionic creature is immediately engulfed in emerald flames. A nonpsionic creature is not affected. A psionic creature loses 10 psionic points and 1 point of fire damage per round for the duration of the spell. A successful saving throw vs. spell means the psionic creature has sated the summoned creature in a single round.
The elemental creature can be struck by magical weapons of +1 or better enchantment (AC 4) and dispersed by a total of 18 points of damage.

Pyrotechnics
(Alteration)
Sphere: Elemental (Fire)
Range: 160 yds. Components: V, S, M
Duration: Special Casting Time: 6
Area of Effect: 10 or 100 (TS) fire Saving Throw: Special

A pyrotechnics spell draws on an existing fire source to produce either of two effects, at the option of the caster.

First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for 1d4+1 rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.

Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.

The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water.

   
     
     
     


 

 
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