Myddryn Prayer List |
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Myddryn Prayer List "S" |
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First Level
Sacred
Guardian
(Enchantment/Charm)
Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
By use of this spell, a priest becomes instantly aware when the recipient
of the spell is in danger, regardless of the distance between the priest
and the recipient. The recipient may be on a different plane of existence
than the priest.
When this spell is cast by a priest of at least 3rd level, he receives
a mental image of the endangered person's situation. At no time, however,
does the priest know the person's location through the use of this spell.
The material component is a rose petal that has been kissed by the spell
recipient. |
Sanctuary (Abjuration)
Sphere: Protection
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Range: Touch
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Components: V, S, M
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Duration: 2 rds. + 1 rd./level
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Casting Time: 4
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Area of Effect: 1 creature
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Saving Throw: None
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When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on. The components of the spell include the priest's holy symbol and a small silver mirror. |
Sap
Schools: Conjuration/Summoning
Spheres: Plant
Area of Effect: 10-ft x 10-ft area
Casting Time: 4
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: 10 yds
Saving Throw: Special
A sap spell coats everything within the area of effect in tree sap. After the spell is cast, any creature entering the area of effect is slowed to half its movement rate while in the affected area. Any creature in the area of effect when the spell is cast must make a successful saving throw vs. spell or be covered in the sticky substance. Those who succeed can reach the nearest unaffected surface by the end of the round, although their movement rate is also reduced to half normal while within the area of effect. Those who fail their saving throws have their movement rate reduced to 1 and have their Dexterity reduced by half. Casting spells, employing magical items requiring any sort of movement, or any launching any sort of physical attack is impossible while under the effects of this spell. In addition to any loss of the creature incurs a +2 Armor Class penalty (to a maximum of AC 10). Winged creatures and those employing magical items such as wings of flying cannot fly.
A free action spell or ring or similar effect negates the effects of a sap spell for the affected individual only. Thoroughly dousing an individual covered in sup with wine also ends the effect.
The material components are the priest's holy symbol and a drop of tree sap. |
Scribe
Schools: Alteration
Spheres: All
Area of Effect: Creates 1 copy
Casting Time: 1 rd
Components: V, S, M
Duration: 8 hrs maximum
Range: Touch
Saving Throw: None
By means of this spell, the priest's handwriting, if it happens to be poor, is greatly enhanced. Furthermore, the priest can write twice as rapidly as normal and still produce high-quality copying of a text or map. This spell decreases the chance of error by 25% in the copying of text, including maps. It can be used when fabricating a magical scroll.
The scribe spell lasts as long as the priest continues to copy or compose a text, with a limit of eight hours in any case. Any interruption of the copying ends the scribe spell. In the case of scribing a magical spell scroll, the interrupted spell is spoiled and useless, and the work must be begun again.
The material components are ink, quill and parchment (book or scroll). |
Sentry
Schools: Conjuration/Summoning
Spheres: Guardian
Travelers
Area of Effect: 120-ft-diameter sphere
Casting Time: 1 hr
Components: V, S, M
Duration: 8 hrs or until triggered
Range: 0
Saving Throw: None
This spell was created to aid in guard duty while most members of a group of travelers in the wild are sleeping. Like the 1st-level wizard spell unseen servant, this spell creates an invisible, mindless, and shapeless force. This force cannot fight and, unlike an unseen servant, it cannot affect its physical surrounding except as indicated below.
The priest casts this spell by walking the perimeter of the area of effect sprinkling pinches of sand every few feet and then returning to the center of the area of effect. Once the spell casting is completed, the shadowy sentry stands guard in the center of the area of effect and the caster immediately falls asleep.
If any visible object over 1 foot in length, width, or height that was not present during the casting of the spell enters the area of effect while the spell is in operation or if the spell is about to end, the shadowy force silently shakes the caster awake. When the caster awakes, the priest is wide awake and aware that something has triggered the sentry or that the spell has ended. The spell then immediately expires.
A visible object must be an object that a guard could have perceived with normal vision if he or she had been awake and on guard duty. Visible objects cannot be invisible, Hiding in Shadows, or hidden behind walls, trees, or earth.
If this spell is cast by a priest of 5th level or higher, the sentry also has 60-foot elfsight in addition to normal sight, and what is visible to it includes beings seen with that faculty.
The material components are the priest's holy symbol and a small bag of fine sand. |
Shillelagh (Alteration)
Sphere: Combat, Plant
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Range: Touch
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Components: V, S, M
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Duration: 4 rds. + 1 rd./level
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Casting Time: 2
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Area of Effect: 1 oak club
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Saving Throw: None
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This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course. The material components of this spell are a shamrock leaf and the caster's holy symbol. |
Sixth Sense
Schools: Abjuration
Spheres: Protection
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: 1 hr
Range: 0
Saving Throw: None
By means of this spell, the priest is imbued with a sixth sense, alerting him or her to unexpected danger (to the priest or an ally) within ten feet of the caster's current position. Although the exact nature of the threat is never revealed, the priest does realize that something dangerous is about to occur a moment before the event unfolds. While so protected, the priest receives a +3 bonus to all surprise checks, and any ability check made to determine the success of an immediate reaction to a dangerous situation is made with a +3 bonus. For example, if the priest is working his way along a high mountain ledge, the magic of this spell might warn of a powerful gust of wind in time to grab onto an outcropping of rock, and the priest would receive a +3 bonus to her Strength check to hold on to the rock spur. Likewise, if an ally would step onto a hidden pit trap, the priest realizes his friend's danger in time to make a desperate grab for his arm and receive a +3 bonus to his Strength check to hold on. In addition, sixth sense provides a +3 bonus to saving throws made to avoid natural hazards such as rockfalls, avalanches, and so on.
The material components are the priest's holy symbol and a drop of sweat. |
Speak With Astral Traveler (Alteration)
Sphere: Astral
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
When a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting speak with astral traveler, a priest can mentally communicate with the projected individual. Although communication is mental, it takes the same amount of time as a normal, verbal dialogue. The spell ends abruptly when its duration expires.
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Speak With Birds
Schools: Alteration
Spheres: Animal
Divination
Area of Effect: 1 avian within a 30-ft radius
Casting Time: 4
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None
This spell empowers the priest to comprehend and communicate with any normal or giant avian that is not mindless. The priest is able to ask questions and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasive-ness are likely in basically wary and cunning birds; the more stupid ones will instead make inane comments. If the bird is friendly and of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). |
Speak with the Intoxicated
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 1
Components: V, S
Duration: 1d20 rounds
Range: 0
Saving Throw: None
This spell empowers the priest to comprehend and communicate with any person that is intoxicated. The priest is able to ask questions and receive intelligent answers that may still be friendless, cooperative, or understanding. The true usefulness of the spell is when the intoxicated person is comatose.
A spell or power of this sort could make the priest a very valuable party commodity for his ability to interrogate those who require so much alcohol to loosen their tongues that it also shuts down most of their brains. |
Stoneblend
Schools: Illusion/Phantasm
Spheres: Elemental, Earth
Area of Effect: Creature touched
Casting Time: 4
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: None
This spell enables the recipient to blend against stone walls so as to be effectively invisible for as long as he or she holds still. The creature must press its body against the stone wall when the spell is cast.
Careful observation of the exact area in which the concealed creature stands allows a 5% chance for visual detection. Tactile or other physical inspection of the specific region immediately reveals the presence of the creature and ends the spell. The material components are the priest's holy symbol and a pinch of dust. The spell also requires that the recipient be dressed in dull or drab colors (browns, blacks, and/or grays) that do not clash with the surrounding environment. |
Strength of Stone
(Invocation/Evocation)
Sphere: Elemental Earth
Range: Touch Components: V, S, M
Duration: 3 rds.+ 1 rd./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None
This spell grants supernatural strength to the recipient by raising his Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but flying or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion.
The material components are a chip of granite and a hair from a giant. |
Summon Midwife (Conjuration/Summoning)
Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell will summon the nearest midwife. The midwife will get the summons. She is under no obligation to respond to the summons, but very few midwives will ignore it unless unfortunate circumstances prevail. |
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2nd Level |
Sanctify
(Conjuration/Summoning) Reversible
Sphere: All
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 10 yard 0 10 yard square/priest Saving Throw: None
This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests. After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area. Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground. Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher. |
Sheltered Form
Spheres: Weather
Area of Effect: Caster
Casting Time: 2
Components: V
Duration: One hour+one hour/level
Range: Touch
Saving Throw: None
When sheltered form is cast, it prevents bad weather from having adverse effects on the priest. The caster is protected from the effects on nonmagical heat and cold in a range of 10 degrees F to 100 degreeds F, with such temperatures feeling as if they were only a mild 70 degrees F. The ward ceases to function in extreames of temperatures beyond the limits mentioned above.
The sheltered form does not have a visible aura, yet it also prevents the priest from being hampered by mundane rain, snow, hail, and gusts of wind; the character avoids not only illness brought on from such conditions but also poor visiual conditions and bad terrain. To an observer, the priest appears only slightly dampened or hindered by the weather.
The prayer offers slight protection again magically-generated weather (dust devil or ice storm), granting thepriest a +1 on his saving throws for the duration of the sheltered form.
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Silence, 15' Radius (Alteration)
Sphere: Guardian
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Range: 120 yds.
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Components: V, S
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Duration: 2 rds./level
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Casting Time: 5
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Area of Effect: 15-ft.-radius
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Saving Throw: None
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Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc. |
Slow Poison (Necromancy)
Sphere: Healing
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Range: Touch
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Components: V, S, M
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Duration: 1 hr./level
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Casting Time: 1
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Area of Effect: 1 creature
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Saving Throw: None
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When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured. The material components of the slow poison spell are the priest's holy symbol and a bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested). |
Snake Summoning
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 120-ft radius
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn/level
Range: 120 yds
Saving Throw: Special
This spell allows the priest to summon all snakes, serpents, and serpent-like creatures within the area of effect. Creatures with Hit Dice greater than the level of the priest and those creatures with a high Intelligence are allowed a saving throw vs. spell to avoid the effect. If the saving throw is failed or the creature not allowed a save, it comes to the priest and follows him about, so long as the priest maintains concentration on the spell.
The creatures make no attempt to harm the priest or those with him, unless they are attacked. Once attacked, the spell is broken. The priest can move at half his normal movement rate without breaking his concentration. At the end of the spell, the serpents revert to their normal state, with all the consequences this may entail.
The material component is a small silver flute, which is played throughout the duration of the spell.
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Soften Earth and Stone (Alteration)
Sphere: Elemental Earth
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Range: 10 yds./level
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Components: V, S, M
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Duration: Permanent
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Casting Time: 5
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Area of Effect: 10-ft. square/level
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Saving Throw: None
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When this spell is cast, all natural, undressed earth or stone in the area of effect is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay, easily molded or chopped. The priest affects a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM option). Magical or enchanted stone cannot be affected by this spell, nor can dressed or worked stone. Creatures attempting to move through an area softened into mud are reduced to a move of 10 feet per round. Any creatures caught within the mud when the spell takes effect must make a saving throw vs. paralyzation or lose the ability to move, attack, or cast spells for 1d2 rounds as they flounder about in the muck. Loose dirt is not as troublesome as mud, and creatures are only reduced to half their normal movement rate, with no chance of being caught for a round or two. However, it is impossible to run, sprint, or charge over either surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of PCs trying to break out of a cavern might use this spell to soften a wall. While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face or roof and falls. A moderate amount of structural damage can be inflicted to man-made structures by softening the ground beneath a wall or tower, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. The material component is a bit of slip (wet clay) from the wheel of a master potter. |
Speak With Animals (Alteration)
Sphere: Animal, Divination
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Range: 0
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Components: V, S
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Duration: 2 rds./level
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Casting Time: 5
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Area of Effect: 1 animal within 30 ft.
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Saving Throw: None
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This spell empowers the priest to comprehend and communicate with any warm- or cold-blooded normal or giant animal that is not mindless. The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). Note that this spell differs from the speak with monsters spell, for this spell allows conversation only with normal or giant nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on. |
Spring
Schools: Alteration
Spheres: Elemental, Water
Area of Effect: Creates 1 spring
Casting Time: 1 rd
Components: V, S, M
Duration: 24 hrs maximum
Range: 3 yds/level
Saving Throw: None
The priest can use this spell to create a temporary spring of water with a flow rate of 2 to 12 gallons a minute, depending on the relative dryness of the region. If the DM determines that underground water exists within range, it is detected and drawn to the surface at the spot chosen unless its path is blocked by solid rock. The appearance of the water is delayed one round for every 10 feet it must travel. In arid country, the spring may last for as little as 1 hour and flow at a lower rate.
The material component is a small forked stick, which is thrust into the ground. |
Stone Message (Invocation)
Sphere: Divination, Elemental (Earth)
Range: Special
Components: V, S, M
Duration: 1 minute
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
The priest casts this spell directly into the prism on his holy symbol (this spell was created for a deity whose symbol is a hand grasping a prism). The priest then names (not by truename) the person he wants to talk to. If this target person is within 10 yards of a holy symbol to the same deity (thus that holy symbol also has a prism in it), then the target person will notice that the prism flashes. Only the target person will notice the flashes of light. When the target person touches the holy symbol, the prism will show the face of the priest, and the priest's prism will show the face of the target person. The priest can then talk into his prism and hold a short conversation with the target person. If the target person is not within 10 yards of a specified holy symbol, the priest will feel like the spell was a dud. The spell will wait one minute for the person answer. If the person did not answer, the priest will know that the person did not answer.
Idle chatter is not being appreciated by the deity (noise pollution on his holy waves). Quick conversations are appreciated. There is also a 5% chance that someone or something associated with the deity (one of his priests or minions) will notice and remember the conversation. This does not mean the priest or minion will do anything, just that others may be listening in.
The material components for this spell are the two needed holy symbols, and are obviously not consumed in the casting. |
Stop (Enchantment/Charm)
Sphere: Charm, War
Range: 30 yards
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One 1-yard per level long, 2-yard per level wide cone
Saving Throw: Negates
Author: Unknown
This spell is intended for those times an army is racing toward you in a charge. Each creature in the cone will have to save versus spell or come to a sudden full stop as if it ran into a solid wall (no damage is caused, they just stop). For the rest of the duration, those that did not save cannot move towards the priest. Those that did make their saving throw can move towards the priest only at half rate.
To cast this spell, the priest puts his open hand forward and yells "Stop!" (like a traffic cop).
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Stormvoice
Schools: Alteration
Spheres: Weather
Area of Effect: Special
Casting Time: 5
Components: V, S
Duration: 1 rd
Range: Special
Saving Throw: Neg.
This spell enables the caster to speak with the voice of a storm. The caster can be heard clearly at 10 times normal distance. All creatures within a 20- foot radius of the caster must roll successful saving throws vs. spell or be deafened for 1d4 rounds and be knocked from their feet. |
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3rd Level |
Sap Strength (Necromancy, Summoning)
Sphere: Necromantic, Summoning
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
This spell duplicates a shadow's Strength drain. The priest must roll to hit, and if he fails to hit, he himself must save versus death magic or be drained of a point of Strength. This spell does not trigger a negative plane protection, and it will affect creatures normally immune to undead energy drains. When used against undead with energy drain abilities, the priest must save versus death magic or lose twice as many energy levels as normal. When used against normal living victims, if the victim fails a saving throw versus death magic, they lose a point of Strength. People drained to a 0 Strength die and come back one day later as a free-willed shadow. The material component of this spell is a piece of ice. |
Shadowcloak
Schools: Alteration
Spheres: Protection,
Sun
Area of Effect: 10-ft-radius amorphous cloud
Casting Time: 6
Components: V, S
Duration: 1 rd/level
Range: Touch
Saving Throw: None
This spell creates a semisolid fog of amorphous shape that is centered on the caster or a single touched spell recipient being and moves with that being to hide him or her completely from view. In bright conditions, a rolling, roiling moving cloud of shadow can readily be seen, concealing only the spell recipient's precise identity, but in darkness, an unsuspicious observer is only 15% likely to think something is amiss with what he or she is seeing (darkness) and a successful Intelligence ability check must still be made to reach a decision that something is certainly unusual and that it is more or less at such-and-such a spot.
A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes, so that all attacks against the user occur at a -3 attack penalty and a damage penalty of -1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires) so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.
Torches, fire, smoke, and magical radiances are unaffected by contact with a shadowcloak spell, but in turn have no effect on it and do not force it to part or light up its gloom. An observer outside a shadowcloak can detect the presence of a light source inside a shadowcloak because it lightens the dark appearance of the fog around it to a light gray-but the observer would not be able to see other things within the shadowcloak itself.
To the user and any others present and bearing consecrated holy symbols of the casting priest, the shadow-cloak borders appear as a slight hazy shimmering in the air, but no darkness is apparent. The spell does not affect the vision and combat abilities of such beings. |
Shift Glyph
Schools: Alteration
Spheres: Creation,
Divination
Area of Effect: 1 magical glyph, rune, symbol, or inscription
Casting Time: 6
Components: V, S
Duration: Permanent
Range: 5 yds/level
Saving Throw: Special
This spell allows the casting priest to move an unknown or hostile magical glyph, rune, symbol, or magical inscription (defined as a message of many characters all written at the same time and intended to be read together) from the surface on which it is found to another surface of the priest's choosing within spell range. If no suitable surface (presumably one similar to the original surface, or failing that, a relatively smooth horizontal or vertical surface large enough to hold the writing) exists within range, the spell does not work, but it is not wasted.
When a shift glyph is cast, all magical symbols within range of the caster that the spell can affect glow with a dim white radiance. The caster has until the end of the round to choose which one to move; beings familiar with certain glyphs can identify them at this time. 0nce.a glyph is chosen, the other magical markings cease to glow, fading back into their former state. Note that the chosen glyph may be one the caster did not know of before the spell illuminated it.
The caster of a shift glyph must then make a saving throw vs. spell; if this saving throw fails, the chosen glyph takes effect (discharges) in its original location and does not move. If the saving throw succeeds, the glyph is successfully moved to its new location. If the glyph or writing is moved successfully but remains linked to something on, under, behind, or beneath its former location (suggesting that its former area remains trapped or dangerous), the magic makes the caster aware of this, but reveals nothing about the nature of the not-yet-triggered magic. |
Smoke Cloud (Conjuration/Summoning)
Sphere: Elemental (Air, Fire), Summoning
Range: 40 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell summons a weak 3 HD smoke elemental. It hits twice for 1d4+1 points of damage and has a movement of 190 feet per round. The smoke will choke anyone within 10 feet for 1d3 rounds. Any creature from the para-elemental plane of smoke, fire, or air can dissipate it with a touch. If the cloud moves more than 40 feet away from the caster at any time, it will instantly dissipate. The material component is, not surprisingly, a wisp of smoke. |
Smokescreen
Schools: Conjuration/Summoning,
Elemental Air
Elemental Fire
Spheres: Elemental, Air,
Elemental, Fire
Area of Effect: special
Casting Time: 7
Components: V, S
Duration: 4 rounds/level
Range: 10 yards/level
Saving Throw: special
This spell causes a cloud of smoke to arise around a point chosen by the
caster. It persists in this locale for four rounds per level of the caster and
reduces visibility ranges for all types of vision (including infravision) to
2d4 feet. The ground area affected by the spell is a square progression
based on the level of the caster: 10'x10' area at first level, 20'x20' at
second level, 30'x30' at third level and so on. The height of the cloud is
restricted to 10 feet, although the cloud will otherwise expand to fill
confined spaces. Creatures caught in the cloud must save versus spells or
be blinded by the smoke as their eyes begin to water uncontrollably.
Creatures must also save versus poison or begin reeling and choking,
unable to attack for 1d4+1 rounds after leaving the cloud, and taking 1d6
points of damage due to the smoke inhalation. Those who make successful
saving throws can leave the cloud without suffering any ill effects,
although those remaining in the cloud must save each round. A strong gust
of wind can cut the duration of the spell by 75%. This spell cannot be cast
underwater. |
Snow Man (Conjuration/Summoning)
Sphere: Elemental (Air, 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
This spell conjures up a 5 foot snow man. The snowman has 3 HD, MV 90 feet per round, and one attack for 2d6. It can be hit by normal weapons, and can freeze potions with a touch. It can put out normal fires and torches. It can also cause a small snowstorm in its range (40 yard radius from priest) that lasts for 1d4 rounds, making all creatures in the storm blind. Any being from the planes of ice, air, or water can destroy the snowman with a touch, including another snowman. If the snowman moves more than 40 yards away from the caster it will instantly melt. The material component for this spell is a bit of snow. |
Speak With Dead (Necromancy)
Sphere: Divination
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Range: 1
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Components: V, S, M
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Duration: Special
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Casting Time: 1 turn
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Area of Effect: 1 creature
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Saving Throw: Special
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Upon casting a speak with dead spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life. A dead creature of different alignment or of higher level or Hit Dice than the caster's level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM's option, the casting of this spell on a given creature might be restricted to once per week. The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.
Caster's Level
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Max. Length
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Time
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No. of
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of Experience
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of Time Dead
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Questioned
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Questions
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1-7
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1 week
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1 round
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2
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7-8
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1 month
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3 rounds
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3
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9-12
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1 year
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1 turn
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4
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13-15
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10 years
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2 turns
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5
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16-20
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100 years
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3 turns
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6
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21+
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1,000 years
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1 hour
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7 |
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Spell Shield
Schools: Abjuration
Spheres: Protection
Area of Effect: Creature touched
Casting Time: 6
Components: V, S
Duration: 5 rds
Range: Touch
Saving Throw: None
This spell protects a single being against all magic in the following ways: The recipient receives a +3 bonus to all saving throws vs. spell; the recipient is rendered immune to all Illusion/ Phantasm and Enchantment/Charm spells for the duration of the spell shield (previously existing magics of this sort are permanently broken by the shield), and the shield absorbs ld2 points from each die of damage inflicted by any spell that does affect the shielded being. |
Spontaneous Combustion (Alteration, Conjuration)
Sphere: Elemental (Fire)
Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One square foot per level
Saving Throw: None
This spell causes one square foot of flammable material per level of priest to burst into flames. Heavy burning clothing such as thick robes will cause 1d12 points of damage per round while light burning clothing will cause only 1d6 points of damage per round. Rolling on a floor to smother the flames will stop a victim from taking any more damage and put out the flame in two rounds.
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Stone Shape
(Alteration)
Sphere: Elemental (Earth)
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 9 cu. ft. + 1 cu. ft./level Saving Throw: None
By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.
The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object, and then touched to the stone when the spell is uttered. |
Stonebirds
Schools: Alteration
Spheres: Animal
Elemental, Earth
Area of Effect: 2d10 birds
Casting Time: 4
Components: V, S
Duration: Special
Range: Special
Saving Throw: None
When cast, this spell summons 2d10 birds, which are transformed into living stone. The birds are under the control of the caster and retain all of their avian abilities. Each stone bird is treated as a 1 Hit Die creature with a THAC0 of 19. A stone bird has 4 hit points and inflicts ld4 points of damage with each pecking attack.
Stone birds can be directed to fly into a creature. If the bird successfully strikes a creature, it inflicts 2d8 points of damage and dies.
Birds remain in their stone form for 10 minutes per level of the caster, or until they are killed. At the end of the spell's duration, the birds are no longer under the caster's control.
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Storm Shield
Schools: Abjuration
Spheres: Protection,
Weather
Area of Effect: Special
Casting Time: 6
Components: V, S
Duration: 6 rds + 1d4 rds
Range: 10 yds/level
Saving Throw: None
This spell creates a floating, weightless, mobile barrier of solid air that blocks all damage from winds, lightning, normal missiles, and heat or cold. A storm shield attracts all electrical discharges within 30 feet and absorbs them so that no harm is done to nearby beings. It automatically neutralizes any extreme of heat (including fire), or cold (including ice), that it comes into contact with, but does so only once for each extreme. A storm shield neutralizes a second encounter or round of contact with either extreme heat or cold, but as it does so, the storm shield itself dissipates, ending the spell.
A storm shield is always about 6 inches thick and occupies a square, flat area of 10 square feet per level, stopping where it encounters solid obstacles. It can be fitted into a narrow passage or opening, so as to seal it entirely or be made to fold in on itself if the caster so wills to make a smaller barrier that can be moved about in narrow confines without becoming stuck. The caster can move the shield by force of will at MV 12 (B) and turn or tilt it as desired, until he or she engages in other spellcasting, whereupon control over the shield is lost, and it remains stationary until the spell expires.
A storm shield is effective from all sides, but it only deflects normal missiles; a sword or other weapon can be thrust through it with no effect on either the shield or the attack. |
Sympathetic Magic I
Schools: Greater Divination
Lesser Divination
Area of Effect: 1 creature or object
Casting Time: 1 rd
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell allows the caster to make a divination about a specific person or thing, if some portion of the subject is available to the caster.
The caster can roughly perceive the current location and condition of the subject (dead or alive, healthy or wounded, etc.). If a creature is strongly aligned with good or evil, this is also learned. If the subject is on another plane, out-of-phase, in another dimension, traveling in time, or similarly absent only this fact is perceived. This divination is blocked by any magic of equal level or greater that wards against divinations.
The spell requires some material focus associated with the creature or object. This can be, for example, a lock of hair, fingernail parings, a sliver of wood or metal, and the like. The material is destroyed in the casting. |
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