Myddryn Prayer List |
|
|
Myddryn Prayer List "W" |
|
|
 |
|
Vestibulum sed etiam. Lorem ipsum sit amet dolore. Nulla facilisi. Sed tortor. Aenean felis. Quisque commodo metus. Vestibulum vel purus lorem ipsum etiam nullam dolore. Quisque augue tortor, facilisis sit amet, accumsan congue, Nunc ante elit, tincidunt aliquam. Vestibulum sed congue, dignissim nec augue. Nunc ante elit, tincidunt aliquam. Donec leo. Vivamus fermentum nibh in augue. Praesent a lacus at urna congue rutrum. Nulla enim eros, porttitor eu, tempus id, varius non, nibh. Duis enim nulla, luctus eu, dapibus lacinia, venenatis id, quam. Vestibulum imperdiet, magna nec eleifend rutrum, nunc lectus vestibulum velit, euismod lacinia quam nisl id lorem. Quisque erat. Fusce quis tortor. Aenean lectus lorem, imperdiet at, ultrices eget, ornare et, wisi. Pellentesque adipiscing purus ac magna. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Vestibulum pellentesque, justo mollis pretium suscipit, justo nulla blandit libero, in blandit augue justo quis nisl. Fusce mattis viverra elit. Fusce quis tortor. In posuere eleifend odio. Fusce quis tortor. Aenean lectus lorem, imperdiet at, ultrices eget, ornare et, wisi.
|
First Level
Wailing Wind
Schools: Alteration
Spheres: Elemental, Air,
Weather
Area of Effect: Cube, 10 ft/level
Casting Time: 1 rd
Components: V
Duration: 1 turn/level
Range: 5 yds/level
Saving Throw: None
By means of this spell, a priest creates a magical warning system. When any creature larger than a common honeybee enters a guarded area (a passage, chamber, cavern, doorway, or cave mouth of up to the area of effect), a wailing, whistling blast of wind blows from the guarded area toward the casting priest. The priest designates the area to be protected verbally, and must be standing within 5 yards per level of the area to be protected when the spell is cast.
The wailing wind travels toward the caster as long as he or she is on the same plane as the guarded area, but fades out beyond 100 yards per level of the caster. The wailing wind has a distinctive tone that can be heard by all creatures capable of hearing. It transmits and magnifies any sounds (speech, movement, etc.) made by the triggering being at the time it is activated and thus it may give any listener a clue as to what sort of intruder approaches.
The spell cannot be modified to be activated only by specific beings or types of creatures. Once the guarded area is entered and the wailing wind rises, the spell is exhausted unless the caster was of sufficient level to allow another activation of the spell for another intruder. The wind itself lasts for 1 round per level of the casting priest once triggered although the caster can end it sooner.
A wailing wind can be activated more than once, depending on the level of its caster. As the level of the caster increases, the number of blasts of wailing wind occurring for different intruders at different times is also increased. A 1st- or 2nd-level caster creates only a single-blast wailing wind, a 3rd- or 4th-level caster creates a wind of two blasts; a 5th-or 6th-level caster creates a wind of three blasts, and so on with no known maximum. |
Warning Shout
Schools: Alteration
Spheres: Protection
Area of Effect: ½-mi radius
Casting Time: 1
Components: V, S
Duration: Instantaneous
Range: 0
Saving Throw: None
A priest who casts a warning shout can project a single word loud enough to be heard outdoors approximately a half-mile away. The sound is magically amplified so that it is the same volume close to the spellcaster as it is at the edge of the spell's radius. Only one word can be projected using this spell (such as "Intruders!" or "Help!").
As a side effect, the spell wakens sleeping creatures in the area that can be naturally awakened by noise and are not extremely deep sleepers. These sleeping creatures may not know what woke them, at the discretion of the DM. |
Waterfloat
Schools: Alteration
Spheres: Protection
Area of Effect: 10-ft cube
Casting Time: 1
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: 10 yds/level
Saving Throw: Special
This spell prevents objects or creatures in the area of effect from sinking into water or other liquids.
The caster can affect a weight of 200 pounds, plus 100 additional pounds per level, divided between as many creatures or objects as he or she chooses to include in the spell. Affected objects and creatures bob to the surface and remain afloat for the duration of the spell, regardless of subsequent drifting.
Anything affected by this spell resists being pulled under with a buoyant force equal to its normal weight. If the spell is cast on an unwilling creature-for example, a merman trying to escape by diving-then a successful saving throw vs. spell negates the effect, though the creature counts toward the spell limit.
The material component is the priest's holy symbol. |
Weathertell
Schools: Greater Divination,
Lesser Divination
Spheres: Divination,
Weather
Area of Effect: Special
Casting Time: 3 rds
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: None
This spell enables the caster, who must be able to see the sky and listen to the winds, to predict the general weather conditions for the upcoming 1 hour per level of the caster. These are the natural weather conditions at the caster's current location (and probably the nearby area) assuming that no magical manipulation occurs. Thus, this spell could predict a natural rain shower that is coming in three hours, but could not predict a magically created storm tomorrow morning. The caster discovers the general wind speed and prevailing direction of the wind that will be extant for the indicated time period. Specific timing of gusts and wind shifts is not available, however. Similarly, the caster discovers whether it will be precipitating, what type of precipitation it will be, and approximately how hard any precipitation will fall. Exceptional weather pat-tarns (such as tornadoes) are revealed to the caster, but he or she cannot predict their path with any accuracy. Finally, the spell also reveals if magic is currently acting on the weather at the instant the spell is cast, but not in what way it is being affected.
The material component is a miniature weather-vane carved of wood or made from metal. |
Wind Column
(Invocation/Evocation)
Sphere: Elemental Air
Range: 0 Components: S
Duration: 2 rds./level Casting Time: 1
Area of Effect: The caster Saving Throw: None
Subtlety: +1 Knockdown: None
Sensory: Moderate visual Critical: None
A priest with access to this spell need not fear most routine falls, since the casting of the wind column creates a pillar of strong winds to slow his descent. The spell is most effective in areas or regions where a strong breeze is available, such as the heights of a mountain or the mast of a ship at sea. In areas of dead, calm air, it is much more difficult to muster the windpower necessary to arrest the caster’s fall. The caster’s rate of descent (and risk of damage) varies with the strength of the prevailing winds, as shown below.
If the wind is very strong, the caster can even choose to gain altitude instead of falling, although he can rise no higher than 5 feet per level above his original height before the wind column loses cohesiveness and he starts to fall again. However, a priest could use this to leap out a castle window and allow the winds to bear him to the roof of the tower, if the conditions are right.
Wind
|
Falling
|
Damage
|
Strength
|
Rate
|
Sustained
|
Very strong
|
±2 ft./sec. (120 ft./rd.)
|
None
|
Strong
|
4 ft./sec. (240 ft./rd.)
|
None
|
Moderate
|
8 ft./sec. (480 ft./rd.)
|
1 per 10 ft.1
|
Light
|
16 ft./sec. (960 ft./rd.)
|
1d2 per 10 ft.2
|
None
|
32 ft./sec. (2000 ft./rd.)
|
1d3 per 10 ft.3
|
1 Maximum of 8 points
2 Maximum of 10d2
3 Maximum of 12d3
If you prefer to use the combat round scale from Player’s Option: Combat & Tactics, rounds are approximately one-tenth as long, and movement per round is reduced accordingly. For example, in moderate winds, the caster will fall about 48 feet per round in the Combat & Tactics scale. |
|
2nd Level |
Warning
Schools: Lesser Divination,
Greater Divination
Spheres: Divination
Area of Effect: 10-ft radius around creature touched
Casting Time: 2
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: None
This spell heightens the sense of the recipient and his or her awareness of danger. The subject receives a favorable adjustment of 1 on surprise checks (3-in-10 becomes 2-in-10, and so on) from events originating within the area of effect. (For example, the subject can be surprised by a missile fired from outside the area of effect.)
Likewise, the individual cannot be easily struck from behind, since the subject becomes aware of any creature moving behind him or her within 10 feet. Further, the subject has a 30% chance to notice any trap or hidden danger (including invisible opponents) within the area of effect. Also, the chance of a foe successfully Hiding in Shadows or Moving Silently in the area of effect is halved.
The various warnings given by this spell are only noticeable to the recipient of the spell. It is that individual's decision to notify other members of an allied group should a warning be received.
The material component is a small metal figure sprinkled with the dust of a crushed pearl. |
Water Whip (Evocation)
Sphere: Combat, Elemental (Water)
Range: 0
Components: V, S, M
Duration: 5 rounds + 1 round per 2 levels
Casting Time: 6
Area of Effect: One 10-foot long whip
Saving Throw: None
With this spell, the caster causes a crystal clear blue whip to form in his hand - the weapon is made entirely of water. If the caster successfully hits with the water whip in melee, the target suffers damage equal to 1d2 (or 1 for Large creatures) + 1 point per level of the caster. Thus, an 8th-level priest will do either 9 or 10 points of damage. If the priest hits with a natural 20, he has succeeded in disarming his opponent; the target still takes damage. A creature attacking with only natural weapons (teeth and claws, for example) cannot be disarmed in this manner.
Any creature especially susceptible to water damage suffers double damage. Note: double damage does not apply to creatures susceptible to holy water, such as undead (the water that composes the whip is not holy water).
Although magical in origin, it is not considered a magical weapon unless cast by high level priests (tenth level or greater). That is, for casters of tenth level or greater, the water whip is considered a weapon, +1; for casters of twentieth level or greater, it is considered a weapon, +2; and so on.
In addition to the caster's holy symbol, the spell requires a leaf from any water-dwelling plant as a material component. |
Watery Fist (Conjuration/Summoning)
Sphere: Elemental (Water)
|
|
Range: 60 yds.
|
Components: V, S, M
|
Duration: 1 rd./level
|
Casting Time: 5
|
Area of Effect: Special
|
Saving Throw: None
|
This spell conjures a coherent pseudopod of water from any suitable body of water at least 5 feet across and 2 feet deep (for streams) or 10 feet in diameter and 2 feet deep (for ponds or pools). The pseudopod can stretch up to 10 feet plus 1 foot per caster level from its source, so a 3rd-level priest could command watery fist to strike at a creature hovering thirteen feet above a lake or standing on the shore 13 feet from the water. The pseudopod obeys the priest’s mental commands, although the priest must concentrate each round in order to maintain control of the watery member. The pseudopod is incapable of fine manipulation, but it can be used to make bludgeoning or constricting attacks. When used to strike at opponents, it attacks with the caster’s THAC0 and inflicts damage as shown below. The priest may add his magical attack adjustment (from his Wisdom score) to his THAC0, but Strength-based adjustments or special weapon skills don’t help the priest to control watery fist. The pseudopod may be able to make rear or flank attacks if the priest can direct it into the proper position. If used to encircle and constrict, the pseudopod must first make an attack roll as described above, inflicting damage based on the priest’s level. However, in following rounds, the pseudopod automatically strikes its grappled target for constricting damage, +1 point per round of constricting. In other words, in the first round the victim sustains listed damage, in the second round he sustains listed damage +1, in the third he sustains listed damage +2, and so on. The pseudopod holds its target with an effective Strength equal to the priest’s Wisdom score.
Caster
|
Striking
|
Constricting
|
Level
|
Damage
|
Damage
|
1–4
|
1d6
|
1d3
|
5–8
|
1d10
|
1d6
|
9–12
|
1d12
|
1d8
|
13+
|
2d8
|
1d10
|
Watery fist can be released by the priest any time he cares to stop concentrating on maintaining it. The pseudopod immediately resumes its normal state, possibly drenching a grappled creature or extinguishing a small fire if the caster wishes. The pseudopod is AC 6 and has 15 hp plus 1 hp per caster level, but it can only be damaged by magical weapons, fire, or cold; all other attacks simply pass through the water. Transmute water to dust, part water, lower water, and Otiluke’s freezing sphere all destroy watery fist on contact. The material component is a vial full of blessed water or a sprig of mistletoe that is thrown onto the body of water from which the fist will be summoned. |
Wieldskill
Schools: Enchantment/Charm
Spheres: Charm,
Thought
Area of Effect: 1 being
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: Touch
Saving Throw: None
This spell temporarily gives any one creature (seen and mentally chosen by the caster at the time of casting) proficiency in the use of a specific weapon or tool. The spell recipient may be the caster or another being touched by the caster during casting. The magic bestows temporary but complete familiarity with the use, care, and handling of the weapon and all accouterments. For instance, a wizard temporarily given proficiency in the use of a crossbow knows how to wind or cock it, which nearby implement is the necessary windlass (if it is that type of crossbow), and the different uses and proper loading of a variety of quarrels (if an array is present). Similarly, a scholar suddenly made familiar with a pickaxe would know how to use it to cleave rock along a plane, how to avoid striking sparks, how to strike so as to blunt the tool very quickly or as slowly as possible, what care to give it, and so on.
This magic does not confer any added Strength, reach, body weight, or other physical adjustments so as to allow the spell recipient to wield the weapon or tool most effectively; it just instills the precise and complete knowledge of how to do so. When the spell ends, this knowledge is forgotten, although memories of particular things done with the weapon or tool remain. |
Withdraw (Alteration)
Sphere: Protection
|
|
Range: 0
|
Components: V, S
|
Duration: Special
|
Casting Time: 5
|
Area of Effect: The caster
|
Saving Throw: None
|
By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell. |
|
3rd Level |
Water Breathing (Alteration) Reversible
Sphere: Elemental (Water, Air)
|
|
Range: Touch
|
Components: V, S
|
Duration: 1 hr./level
|
Casting Time: 6
|
Area of Effect: 1 creature
|
Saving Throw: None
|
The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character. The reverse, air breathing, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element. |
Water Walk (Alteration)
Sphere: Elemental (Water)
|
|
Range: Touch
|
Components: V, S, M
|
Duration: 1 turn + 1 turn/level
|
Casting Time: 6
|
Area of Effect: Special
|
Saving Throw: None
|
By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient's feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow. The recipient's rate of movement remains normal. If cast under water, the recipient is borne toward the surface. For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature. The material components for this spell are a piece of cork and the priest's holy symbol. |
Water Window
Schools: Greater Divination,
Lesser Divination
Spheres: Divination,
Elemental, Water
Area of Effect: 5 x 5 ft sq
Casting Time: 1 rd
Components: V, S, M
Duration: 1 hr
Range: 10 ft
Saving Throw: None
This spell allows the caster to gain information from a quantity of water. Once the spell is cast, the water begins to show the images of objects and creatures that have been reflected in its surface over the past 24 hours. The caster can make specific requests such as "show me the last man who passed by here, " and the water will show the appropriate reflection. Should the request be impossible to fulfill, the water becomes opaque gray until another request is made or the spell expires.
Should the caster use the spell on flowing water, such as a river, the caster must keep up with the water in order to view the reflection. Other-wise, the flowing water shows images of what happened upstream (where the actual water was when the objects were reflected in it). If there was no light to produce a reflection, the water shows only darkness under the effect of this spell.
The spell requires a suitable body of water. |
Water Wyvern
Schools: Conjuration/Summoning
Spheres: Elemental, Water
Area of Effect: A body of water at least twice the caster's body volume
Casting Time: 6
Components: V, S, M
Duration: 4 rds
Range: 40 yds
Saving Throw: None
This spell causes a pre-existing body of water of at least twice the caster's body volume to animate in accordance with the caster's wishes. A wyvernlike mass of water is created, though it must be emphasized the term is based on shape resemblance. The spell only shapes unintelligent water and sets it to a task-it does not create a sentient or aware monster.
A water wyvern can rise up (to a maximum of 12 feet above the water surface) and strike at tar-gets of the caster's choosing with a "bite" of crushing water that inflicts 2d8 points of damage, and strikes once per round. It is AC 3, MV swim 12, has 33 hit points (dealing it more damage than that total causes it to collapse, ending the spell), and has a THAC0 of 13. The size of the "wyvern" created may vary, but its useful properties do not.
The caster of a water wyvern can choose to ride upon it or direct it to carry others. As a steed, the water wyvern achieves a wet solidity, surging along under the creatures it bears like a galloping horse. It forms a stable platform for the casting of swift, simple spells (those requiring no material components other than a holy symbol or surrounding water and with a casting time of 5 or less). If the "wyvern" carries only one rider (a single creature, plus worn or carried gear, of less than 300 pounds total weight), it can use its bite attack as directed by the caster. If it carries two or more creatures or more than 300 pounds weight, it can be only a mobile platform and has no attacks. A water wyvern can carry a maximum of two creatures, or three if one is its caster.
No one but its caster can stop or steer a "wyvern." It will only bite as directed by the caster-but as long as the caster is within range, the caster need not be riding it or in direct contact with it to command it.
If the creator of a water wyvern undertakes any other spellcasting or wills the "wyvern" to cease to exist, it instantly melts away, slumping back into the surrounding waters as the magic dissipates.
The material components are a tooth from any sort of animal, and three scales from any aquatic creature. |
Wind Blast
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 5
Components: V, S, M
Duration: Instant
Range: 20 feet
Saving Throw: Neg.
With this spell the priest creates a powerful gust of wind. The wind encompass an area whose size is 5' cube per 2 levels of the priest, arranged as the priest would like, but no less than 10' long.
All creatures within this area must make a saving throw vs. spells, adding their defense bonus from Dex, or be buffeted by the wind, losing their actions for this round and they will be taken to the end of the area of effect.
Missile weapons, of size M and below, coming from that direction will automatically miss, and scatter along the edge of the wind. The missiles will not cause damage to anyone, having lost its momentum and being buffeted by the wind.
The material component is the priest's holy symbol. |
Wind Burn (Evocation)
Sphere: Elemental (Air, Water)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 75-foot long cone
Saving Throw: 1/2
Despite the name of this spell, wind burn has nothing to do with fire. Upon casting, the priest causes an exceptionally dry cone of air to originate from his hand. The cone is 5 inches in diameter at its base, 25 feet in diameter at its end, and 75 feet long. All targets of the spell must save versus spell. Those who fail suffer 1d6 points of dehydration damage per level of the caster as well as a temporary loss of 1 point of Constitution (creatures without Constitution scores suffer a -1 penalty to Armour Class). A successful saving throw means half damage and no loss of Constitution. Creatures exceptionally susceptible to dehydration damage (for example, those from the elemental plane of water, plant creatures, or even aquatic creatures) suffer a -4 penalty to their saving throw. Constitution point loss is cumulative; that is to say, if a target of two of these spells fails to save against both it will suffer a -2 to its Constitution (if it survives the damage, of course). A character is dead if his Constitution reaches zero (for creatures without Constitution, use Hit Dice; thus, even if a 3 HD monster had enough hit points to survive failing to save 3 times, it would still die since 3-3=0).
Constitution points may only be restored by consumption of a full day's water requirement (use the Dark Sun rehydration rules; or simply 1 gallon per day for a human sized creature). This spell is cannot be cast under water. |
Wind Servant (Conjuration/Summoning)
Sphere: Elemental (Air)
|
|
Range: 20 yds./level
|
Components: V, S
|
Duration: 1 rd./level
|
Casting Time: 6
|
Area of Effect: Special
|
Saving Throw: None
|
This spell allows the priest to exert fine control over air currents and winds, possibly extinguishing small fires or manipulating light objects as he sees fit within the spell’s range. Generally, the priest is limited to one discrete action per round since he must focus his wind servant tightly on any given task. The wind servant can affect objects or creatures weighing up to 1 pound per caster level, twice as much if the object is reasonably light or airy (a cloak, scroll, or haystack, for instance), or 10 times as much if the object is designed to be carried by the wind, such as a ship’s sail or a bird in flight. If an object is within the spell’s weight limit, the caster may direct the wind servant to carry it along in gusts and air currents at a flying movement rate of 12 (E). If the object leaves the limits of the spell’s range, the wind servant fails, and the object drops or falls normally from that point. Flying creatures of size M or smaller can be forced to land or be driven away by use of the spell if they fall within the weight limit, or slowed by 50% if they exceed the weight limit. Employing the wind servant against an arrow or light missile adds a penalty of –4 to the attack roll. In dusty, snowy, or sandy regions, the caster can instead use wind servant to create a vicious zephyr of stinging dust around an enemy. This zephyr inflicts damage equal to the opponent’s base AC less 2d6 points and creates a –2 penalty to the victim’s attack rolls. For example, an enemy in leather armor +1 (AC 7) would suffer 7 – 2d6 damage if attacked by means of this spell. Note that any use of the wind servant requires the priest’s undivided attention; he can take no other actions while directing the spell. |
Windbearer
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 6
Components: V, M
Duration: 1 turn +1 rd/level
Range: 10 yards/level
Saving Throw: Special
This spell creates a pillar of air 5' in diameter and up to 5' tall per level of the caster. The vertical dimension is decided at the time of casting. The pillar of air exerts an upward force of 40 pounds per level of the caster. If this is sufficient to counter the weight of an object or creature entering the area, the latter will rise vertically to the top of the column in a single round. Unwilling creatures are allowed a saving throw vs. spell to avoid the effect. The caster can vary the height of the pillar from the possible maximum to a minimum of 5' by concentrating for one round. |
Wings of Myddryn (Alteration)
Sphere: Animal, Elemental (Air), Travellers
Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn per level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
This spell causes large wings to grow on the back of the priest, allowing him to fly as per the wizard spell fly. The spell is not affected by armour of any sort (the wings will grow through the armour, and the armour will not be destroyed). The wings are white, angel-like. The material components are the priest's holy symbol, plus a white feather. |
Wind and Rain Protection
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: 1 creature
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: Touch
Saving Throw: None
By use of this spell, a priest can make one creature immune to wind or any form of precipitation. In essence, a shell is created around the creature that no form of precipitation (including rain, sleet, snow, fog, hail, meteorites, or any other natural objects falling from the sky) can pass through. The shell also reduces the speed of any wind touching the protected creature by 10 MPH per level of the priest. Any form of magical wind or precipitation is unaffected by this spell, but spells that summon up a natural wind or storm are affected. Any air elementals attacking a protected creature receive a -7 on all attack rolls, and the protected creature gets +5 on all saving throws against magical precipitation that inflicts damage, as well as against air elementals.
This spell in no way protects against lightning or temperature extremes.
The material component is a fan-shaped leaf, which is crushed in the casting, and a diamond of 500 gp or greater value, which is destroyed in the casting. |
|
|
|
|
|
|
|