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Myddryn Prayer List

 
Myddryn Prayer List "R"
 
 
 

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First Level

Rainshield
Schools: Conjuration/Summoning
Spheres: Protection
Area of Effect: 2-ft radius
Casting Time: 1
Components: V, S
Duration: 2 turns/level
Range: 0
Saving Throw: Special

This spell causes an invisible, slightly convex barrier about three feet in diameter to appear five feet above the caster's head. The rainshield shelters the caster from rain or other liquids falling from above. It can be freely penetrated by solid objects or magical effects that are not liquid.
With conscious effort, the cater can move the rainshield from its position directly overhead to a better angle for stopping wind-blow rain, or even directly in front or to the side to impede a direct liquid-based attack. The limited area the rainshield protects may allow splashes to strike the caster even if the major part of an attack is diverted. Others standing near the caster might share the benefits at the DM's discretion, but the essential protection is the caster's and the rainshield cannot be deliberately positioned to give more benefit to another.

Read Language
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S
Duration: 5 rds/level
Range: 0
Saving Throw: None

This spell confers the ability to read a language for the duration of the spell. It does not translate magical scripts used to record wizard spell books, nor allow use of wizard spell scrolls. It does not decipher codes, nor does it allow the caster to speak or write the language.
The material component is the priest's holy symbol.

Remove Fear (Abjuration) Reversible

Sphere: Charm

Range: 10 yds.
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 creature/4 levels
Saving Throw: Special
The priest casting this spell instills courage in the spell recipient, raising the creature's saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.). The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa. Neither spell has any effect on undead of any sort.

Repair (Alteration) Reversible
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Object touched
Saving Throw: None

This spell is similar to the 1st-level wizard spell mending. It will repair any one object, which has a maximum volume of 1 cubic foot per level of the spell caster. For plate armour and any other object which has listed hit points (eg., a rope of climbing), the spell restores 1 HP per level of the priest. Just like mending, the spell will not, in and of itself, repair magical items which have lost their enchantments. However, the spell will repair magical items which have some damage but are still magical. For example, the spell will restore hit points to damaged magical plate armour, and can repair damage to a rope of climbing which has not been completely severed. However, if the rope of climbing had been completely severed, (cf. Dungeon Master's Guide) the spell could only repair the rope and would not restore the lost magical properties. The material components are a small piece of metal which is consumed when the spell is cast, and the priests holy symbol.

The reverse of the spell, break, does 1 points of damage per level of the priest to any one item if the item has hit points, or forces the item to save with a base roll of 10 if the item does not have hit points. Magical items, or items with a total volume of over 1 cubic foot per level of the spell caster are not affected by break. Failure indicates that the item has broken into 1d8+2 pieces. In both cases, the priest must touch the item, requiring a successful attack roll against an unwilling recipient.

Request Animal (Enchantment/Charm)
Sphere: Animal, Charm
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: One animal
Saving Throw: Special

By casting this spell, a priest can ask a particular animal for a favour. The priest must have some sort of enticement for the animal to actually perform the favour, because the animal can opt not to carry out the priest's wishes. The casting time of this spell is 1 plus the time necessary to make the request, which may take no longer than one turn. This spell does not empower the priest to actually speak the animal's language.

For example: if a priest spotted an owl, the priest could request the owl, if it saw any other humanoids around, to fly back and alert the priest. An appropriate offering might be some choice part of a rabbit, a mouse, or some other form of owl snack food. If the owl was actually required to fly patrol all night (and forego hunting, a favourite owl activity) then probably the owl would turn him down no matter what the priest offered.

Resist
Schools: Alteration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None

This spell allows the shukenja to harden another against the pains and discomforts of heat, cold, fatigue, and hunger. Upon receiving the spell, the recipient is unaffected by heat or cold. One less point of damage per die is taken from magical fires and magical cold (ice, cold rays, and so on). Fatigue is banished as if the character had slept for one hour for every level of the caster, although this does not allow spellcasters to regain spells. The effects of hunger and starvation are delayed until the spell has expired.
The material components of this spell are a piece of rice cake or dumpling, a scrap of cloth, a drop of water, and an owl's feather.

Ring of Hands (Abjuration) Reversible Sphere: Protection
Range: 0
Components: V, S
Duration: 2d10 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This is a cooperative magic spell. It requires a minimum of two priests and can accommodate a maximum of ten. Each priest must cast ring of hands on the same round. At the end of the casting, the priests involved join hands, thus completing the spell. If any priest breaks the circle, the spell immediately ceases. The priests may not move from their locations but are free to speak. They may not cast spells requiring a somatic or material component while the ring is formed. The ring of hands forms a protective barrier around the priests and everything within their circle. For each priest, assume a five-foot circumference of the circle; thus, three priests would create a circle of 15-foot circumference. For easy calculation, assume that for each priest, the circle can accommodate four persons. The barrier functions as a protection from evil spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws made by the priests or anyone in the circle against attacks from such creatures receive a +1 bonus for every priest in the circle. Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier. Because the priests casting the spell cannot move and must hold hands, they do not receive any Dexterity bonuses to Armor Class. Furthermore, opponents gain a +2 bonus on attack rolls against the priests, since there is little they can do to avoid a blow. Creatures within the ring are free to act as they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 penalty to attack rolls since the priests intervene. The reverse of this spell, ring of woe, functions as detailed above except the effect applies to good creatures as would a protection from good spell.

Rosemantle
Schools: Alteration, Necromancy
Spheres: Protection
Area of Effect: 1 living creature
Casting Time: 4
Components: V, S
Duration: 2+1d4 rds
Range: Touch
Saving Throw: None

This spell causes the affected being (who can be the caster) to glow with a soft, faint, rosy radiance. Until the spell expires or is dispelled, the spell recipient moves and functions with the same freedom a ring of free action grants and is temporarily released from any negative modifiers or activity restrictions due to naturally or magically induced pain, nausea, fear, or venom effects. (The effects of venom are suspended by the spell, but not negated or lessened in any way.)



 
     
2nd Level

Repair Virginity (Necromancy)
Sphere: Healing
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 2 turns
Area of Effect: Creature touched
Saving Throw: Special

This spell returns the subject to a state of physical virginity. If the subject makes the saving throw, then all sexual skills, knowledge, and techniques are retained; if the saving throw is failed, all knowledge and skills are lost except those known before having lost virginity. A female will grow an intact hymen, and any physical or medical damage caused by sex or childbirth will be eradicated. The subject will legitimately be considered a virgin for all religious purposes. The material component for this spell is a white piece of silk.

Resist Acid and Corrosion (Abjuration)

Sphere: Protection

Range: Touch
Components: V, S
Duration: 1 rd./level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
This spell provides a subject with a better resistance to acid, corrosives, and caustic substances of all kinds. Mild corrosives cannot harm the subject at all, although they can still damage his gear. More intense acids and corrosives (black dragon breath, Melf’s acid arrow, and the natural attacks of various puddings, oozes, slimes, and jellies) inflict only half the normal damage on the protected character. If the attack requires a saving throw, the subject gains a +3 bonus, sustaining half damage with a failed save or one-quarter damage with a successful saving throw.

Resist Eye Contact (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature touched per level
Saving Throw: None
Author: Unknown

This spell gives +4 on all saving throws versus gaze weapons for each creature touched. Note: this does not apply to beings whose gaze weapons do not require the victim to meet the attacker's gaze. The material component is a small disc of translucent material such as mica or smoked glass.

Resist Fire/Resist Cold (Alteration)

Sphere: Protection

Range: Touch
Components: V, S, M
Duration: 1 rd./level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed, the creature sustains one-half damage, and if the saving throw is successful, the creature sustains only one-quarter damage. Resistance to fire lasts for one round for each experience level of the priest placing the spell. The caster needs a drop of mercury as the material component of this spell.

Resist Intoxication (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 6d6 hours
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

This spell is used to protect a priest against becoming intoxicated when drinking, which is typically unbecoming of the clergy. The alcohol ingested during the duration is mystically less effective. The priest has a +1 per two levels bonus to his Constitution check to resist becoming (more) intoxicated. Note that it is still possible to become drunk while protected, but it is much more difficult.

The material components that are consumed at casting time are a raw chicken egg and a pint of spring water.


Resist Paralysis (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

For the duration of this spell, the recipient is immune to all forms of paralysis, including gaze attacks, paralytic poison, hold spells and dragon induced fear paralysis. This spell does not remove paralysis already in effect, it just prevents the recipient from being paralysed in the future. The material component of this spell is a feather, and an infusion of tea and ginger which is consumed by the priest.

Restore Strength (Necromancy)

Sphere: Necromantic

Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Subtlety: +3
Knockdown: None
Sensory: Moderate visual
Critical: None
This spell removes unnatural weakness, debilitation, or exhaustion from the creature touched and restores him to his normal strength and stamina. It is useful in countering the effects of chill touch, ray of enfeeblement, ray of fatigue, the touch of a shadow or roper, and any similar spell or effect. Only temporary ability score losses may be alleviated by this spell; if a character suffers an incapacitating, physical injury, restore strength cannot help him. Also, loss of strength or stamina from purely natural causes such as exposure, disease, or exertion is not repaired by restore strength. The duration is permanent in that the subject remains at his maximum strength and endurance only until he is drained (or exerts himself) again.

Rosetouch
Schools: Alteration
Spheres: Protection
Area of Effect: Object touched
Casting Time: 5
Components: V, S
Duration: Special
Range: Touch
Saving Throw: None

This spell causes the caster's hands to glow with a bright rose-red radiance. At any time after the spell is cast until the priest casts another spell, loses consciousness, goes to sleep, or dies, the caster can choose to mend any one item. The item cannot be larger in volume than the caster's body.
The item is touched by the caster, who must deliberately choose to affect it. The object may have been once living or even be presently living. When used on a living being, rosetouch closes gaping wounds - even over a foreign object - and closes off veins and arteries to prevent further blood loss, but cannot restore lost hit points, life force, or functioning organs, nor knit together severed limbs.
As the item is mended, the rosy glow pulses brightly, surrounding the item, and then fades. At the end of the round in which the rosetouch is bestowed, the item is whole.
This spell is often used to mend broken weapons or tools. Although it cannot restore the dweomer of a broken or expended magical weapon, its physical repair work is permanent and cannot be dispelled. A weapon that has been rosetouched gains no attack or damage bonuses, but is a magical weapon for purposes of what it can hit for 1 round per level of the caster.

 

     
3rd Level

Remove Curse (Abjuration) Reversible

Sphere: Protection

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again. The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)--roll each round. It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

Remove Paralysis (Abjuration)

Sphere: Protection

Range: 10 yds./level
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: 1d4 creatures in 20-ft. cube
Saving Throw: None
By the use of this spell, the priest can free one or more creatures from the effects of any paralyzation or from related magic (such as a ghoul touch, or a hold or slow spell). If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be affected, or the spell fails and is wasted.

.

Remove Scar (Necromancy) Reversible
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
Author: Scott Neilly

The purpose of this spell is to remove scars caused by battle or other mishaps. Any Comeliness that was lost due to scarring is now restored from application of this spell. Larger scars may require several applications to remove all the effects of the disfigurement. The material component of this spell is a small dressing.

The reverse of this spell, scar, causes hideous scars to form on the targets face and body causing a loss of 1d3 Comeliness points. Multiple applications of this spell cannot drop Comeliness lower than 0. A saving throw versus spell will negate the effect. The material component of
the reverse is a small knife.

Resist Acid (Abjuration)
Sphere: Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to acid, instead of water. Acid is obviously enough a serious problem. Why no priest ever before developed a spell against it is a mystery to
me.

Resist Air (Abjuration)
Sphere: Elemental (Air), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to air, instead of water. Linked to air are all those lovely gusts of wind, wind breath, control wind, air blast, and elemental blast spells plus the lovely effects of being hurled about by air elementals.

Resist Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).

Resist Electricity [1] (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell is similar to the priest spells resist fire and resist cold. The spell adds +3 to all saving throws against electricity or electrical attacks, and further reduces all damage by 50%. Thus, a successful saving throw indicates that quarter damage is taken and failure indicates that half damage is taken.

The material component for this spell is a small piece of amber.

Resist Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp
icicles, etc.

Resist Injury
Schools: Abjuration, Alteration
Spheres: Protection
Area of Effect: The caster
Casting Time: 1 turn
Components: M
Duration: 3 rds/level
Range: 0
Saving Throw: None

This spell negates the effects of damaging, even fatal wounds for its duration. For example, a dagger can be thrust through the priest's heart, yet he or she can function normally. Two points of damage per level can be negated, as well as any extra damage or effects from critical hits (if that option is used). This spell is often used in rituals; its exceptionally long casting time makes it less useful for immediate encounters.
Only the priest's holy symbol is required, as the casting is a matter of mental preparation and emotional state.


Resist Water (Abjuration)
Sphere: Elemental (Water), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates

This spell is similar to the resist fire and resist cold spells of first and second level. Similar to these, it reduces the damage the protected creature takes by the appropriate effects by half before saving throws are rolled. In addition, it offers a bonus of +2 to the saving throw against water. The material component is the holy symbol of the priest. Resist water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc.


 

     


 

 
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