Myddryn Prayer List |
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Myddryn Prayer List "T" |
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First Level
Thought Capture (Divination)
Sphere: Thought
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10 yards
Saving Throw: None
One of the more bizarre contentions held by priests of the School of Thought is generally scoffed at by outsiders. The theory states that once a thought has occurred in someone's brain, it exists as a "freestanding mental object." This "thought object" usually remains inside the brain of the creature that created it, but sometimes it escapes (this supposedly explains why people forget things). When this happens, the thought object stays in the geographical area where it was lost. Any receptive brain (usually the brain of the creature that initially created the thought) can pick it up again simply by bumping into the invisible, free-floating thought. According to the theory, this is the reason that people can regain a lost thought by going back to the location where the thought was lost. This supposedly works because the free-floating thought is recaptured, not because the locale reminds them of the thought. Unfortunately for philosophers who disagree with this, thought capture seems to be extremely strong evidence for this theory.
This spell makes the priest's brain something of a magnet that attracts thought objects in close proximity. The priest can sense strong thoughts and emotions and can sometimes even see momentary visions of creatures who died or suffered some powerful emotion in the immediate vicinity. Thought objects are always attracted to the priest in the order of the strongest (those attached to powerful emotions or significant events) to the weakest. Thus, if several thought objects share the same vicinity, the priest will perceive information about the most interesting or significant event. The priest might pick up images of a battle from the point of view of a warrior who died there, or he might gain information about the victor of the battle.
The DM dictates the information provided to the priest, and thus can use this spell to provide players with important background information or can add texture to a campaign world. The information provided might be highly cryptic or symbolic, perhaps in the form of a rhyme or riddle.
The priest gains one thought object per casting of the spell. The spell may be cast a number of times in the same locale, with the priest gaining a different thought object with each casting. A locale contains a finite number of thoughts, however, and once the priest has gained all of them (per the DM), the spell will fail in that locale. |
Tracker (Divination)
Sphere: Divination
Range: 1 foot per level
Components: V, S
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Negates
Author: Unknown
This spell allows the priest to place an enchantment on an object. The priest will then know, for the duration, the direction and relative distance to the object. The object can be up to a mile away before the spell fades away. The spell will last until the spell duration expires or it is dispelled. If the object is on a unknowing recipient at the time of casting, then (and only then) does the carrier get a saving throw. |
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2nd Level |
Timekeeper (Divination)
Sphere: Time
Range: 0
Components: V, M
Duration: 1 week
Casting Time: 3
Area of Effect: One person
Saving Throw: None
The material components for this spell are a blessed slowed hourglass, a 6-inch piece of string and a 1x1-inch piece of grass, leather or paper called binding. The character that the spell is being cast upon must, while the spell is being cast, tie 5 knots into the string and bind the string to the hourglass with the binding. Upon successful completion the binding disappears. The string disintegrates at a rate of 1 knot per day.
The character that the spell has been cast on will know the time, within an hour, by looking at the hourglass. If the character should lose either the string or the hourglass, the spell will be broken. Due to the intense concentration involved it is recommended that the character is not be submitted to the spell more than twice a month. |
Tracking (Divination)
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn per level
Casting Time: 2 rounds
Area of Effect: The caster
Saving Throw: None
Author: Teh S. Cheng <tsc0265@rigel.tamu.edu>
With this spell, the casting priest is temporarily endowed with tracking ability similar to that of a ranger. However, the tracking spell is better. Using this spell, the priest becomes not only aware of all physical traces, but psychic traces too. Thus, he could trace a creature who has travelled using pass without trace. This makes almost anything trackable, even aerial creatures (at least, those who leave strong enough psychic impressions). There are some restrictions, though. The priest must have an item that belonged to the creature being tracked. Furthermore, tracking with this spell must begin at a point that the creature has been at within the past half hour. The material component for the spell is some mistletoe. |
Translate
Schools: Alteration
Spheres: Divination
Area of Effect: 1 text or scroll
Casting Time: 1 rd
Components: V, S, M
Duration: 3 turns/level
Range: 0
Saving Throw: None
This spell allows the priest to read texts (scrolls, maps) written in a foreign language (including Thieves' Cant). It does not allow the reading of wizard-magic texts or the deciphering of coded messages. The spell can be used in conjunction with a scribe spell if the translation is to be written down. Any scroll containing a spell or recipe for a potion or powder cannot be translated. |
Turning of Eyes (Abjuration)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: One creature per 2 levels
Saving Throw: None
A priest can call upon his god to shield him from the eyes of others. His God then averts the eyes of those around the caster, so that the caster will not be noticed. Creatures with the lowest Hit Dice or levels are affected first. So, if a 8th-level priest casts this spell and he faces three 1st-level fighters, one 2nd-level and one 5th-level, only the 5th-level doesn't avert his eyes, the others do (they can be distracted by a sound or something, or just happen to look the other way). Note that the 5th-level fighter's eyes are not averted by the spell, but that doesn't mean he automatically sees the caster. It just means he's not affected by the spell. The spell effect also wears off if the caster makes a lot of noise (more than talking-level), such as melee combat. Casting other spells does not end the spell. The material component of this spell is a hood, to be donned by the caster. |
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3rd Level |
Telepathy (Divination, Alteration)
Sphere: Thought
Range: 30 yards
Components: V, S
Duration: 1 turn+2 rounds/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.
This spell establishes direct, two-way mental contact between the priest and a single subject. The subject must have Intelligence of at least 5 for the spell to take effect. While the spell is in effect, the two participants can communicate silently and rapidly, regardless of whether they share a common language.
Telepathy does not give either participant access to the other's thoughts, memories, or emotions. Participants can only "hear" the thoughts that the other participant actively "sends."
Mind-to-mind communication is approximately four times faster than verbal communication. The level of complexity that can be communicated is only that which can be expressed through language. Gestures, expressions, and body language cannot be conveyed.
A priest can establish separate "telepathic channels" to multiple individuals. Each linkage is established through a separate casting of the spell. There is no network between the channels. For example, Balfas the priest establishes telepathy with Alra the warrior and Zymor the thief by casting this spell twice. Balfas can communicate a single thought to both Alra and Zymor, but Alra and Zymor cannot communicate with each other. Balfas, however, can "target" a thought so that only one of the two participants receives it.
If the priest casts this spell on an unwilling subject (for example, if the priest wants to silently threaten or taunt the subject), the subject receives a saving throw vs. spell to resist the effect. Willing subjects need not make a saving throw.
Lead sheeting of more than ½ " thickness will totally block telepathy.
Copyright 1999 TSR, Inc. |
Telethaumaturgy
(Enchantment/Charm)
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: None
This spell requires the priest to perform a numerological analysis of a subject's correct name. The result is that the priest may cast another spell that affects the subject individual at a range much greater than normal. In other words, by gaining deep knowledge of the individual, the priest creates a "channel" to that individual that makes a subsequent spell easier to cast on that subject.
Only certain spells can benefit from telethaumaturgy:
bless*
command
charm person or mammal
detect charm
hold person
know alignment
remove curse*
probability control
quest
confusion (one creature only)
exaction
For spells marked with an asterisk (*), telethaumaturgy also increases the range of the reversed spell. Unless indicated, telethaumaturgy does not increase the range of the reversed spells.
The increase in range depends on the level of the priest casting telethaumaturgy:
Level
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Range Multiplier
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1-6
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x2
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7-11
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x3
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12-16
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x4 |
17+ |
x5 |
Thus, a 12th-level priest who has cast telethaumaturgy on an individual could subsequently cast charm person on that individual at a range of 320 yards, rather than the normal range of 80 yards.
A spell to be enhanced by telethaumaturgy must be cast on the round immediately following the completion of telethaumaturgy. Spells that normally affect more than one individual (such as confusion ) will affect only the selected subject when cast following telethaumaturgy.
When telethaumaturgy is cast by a priest of 11th level or higher, it has an additional effect. If the target is within the normal range of the subsequent spell (e.g., 80 yards for charm person), the subject's saving throw suffers a penalty of -2.
Like the personal reading spell, telethaumaturgy functions only if the priest knows the correct name of his subject. If the priest casts the spell using an alias, he will not know that telethaumaturgy has not taken effect until the subsequent spell fails. The priest does not automatically know why the subsequent spell failed (the subject might simply have made a successful saving throw).
The material component is a small book of numerological formulae and notes. This book is different from the book used in personal reading. The book is not consumed in the casting. |
That Art Thou
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: 30-ft radius sphere
Casting Time: 1
Components: V
Duration: 1 rd/level
Range: 0
Saving Throw: None
By uttering the phrase "that art thou" the caster's senses become one with all beings and objects within a 30' radius sphere centered on the caster. The caster sees and feels every-thing sensed by every person, caterpillar, tree, and rock in the area of effect. (A first time caster will be surprised how much a rock feels.) The onrush of sensory information allows the caster to know of all beings and objects in the area, including hidden and invisible creatures, traps, and magic items. The caster does not sense thoughts or detect powers of creatures and objects contacted. Because the spell accesses thoughts, any being whose thoughts are masked cannot be spotted solely with this spell. While the spell is in effect, the caster can take no other action, including movement and speech. The caster can discontinue the effect at any time during the spell's duration. |
Trace Timeline (Divination)
Sphere: Divination, Time
Range: Special
Components: V, S
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One timeline
Saving Throw: None
This spell reveals crucial events in one sentient being's life to the caster. The caster must be intimately familiar with the subject's history as it is commonly known, or at least casually acquainted with the subject personally. However, "crucial" need not even be part of recorded history or even presented accurately in said history. The event is replayed instantly in the mind's eye of the caster. A timeline can be traced back 1d10 years per skill level of the caster. |
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