Myddryn Prayer List |
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Myddryn Prayer List "A" |
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First Level
Alert
Vigil
Schools: Enchantment/Charm, Necromancy
Spheres: Charm, Necromantic
Area of Effect: Creature touched
Casting Time: 1 rd
Components: V, S
Duration: 7 turns + 1 turn/level
Range: Touch
Saving Throw: None
This spell causes the creature touched to remain awake and alert for
the spell's duration (determined by the caster's level). Even an exhausted
creature won't doze or fall asleep, and all of its senses perform at
peak ability (tired eyes keep focus and so on). A creature under the
effects of an alert vigil is not "resting" (healing), but
the magic does not make the recipient more weary when it expires. |
Analyze
Balance
Sphere: Numbers, Divination
Range: 80 yards
Components: V, S, M
Duration: 5 rounds+1 round/level
Casting Time: 1 round
Area of Effect: One creature, object, or 10' square
Saving Throw: None
This
spell allows a priest to sense how far a character, creature, object,
or area is from a condition of balance -- in other words, the degree
to which its alignment is removed from true Neutral. The spell gives
no indication of the "direction" in which the alignment is
removed from true Neutral except under certain conditions which follow.
The spell does, however, indicate along which axis or axes of alignment
the variation lies.
For example, a priest uses this spell to analyze the balance of a Chaotic
Neutral creature. The spell indicates that the creature is removed from
Neutral by one grade, and the variation is along the Law/Chaos axis;
thus, the creature must be either Chaotic Neutral or Lawful Neutral.
If the creature were Chaotic Evil, the spell would indicate that it
is removed from balance by two grades, one along each axis; thus, the
creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful
Good.
A priest has a 5% chance per level of correctly determining the direction
of variation along one randomly chosen axis. This means that a 10th-level
priest evaluating the balance of a Chaotic Neutral creature would have
a 50% chance of learning that the creature is Chaotic (and hence Chaotic
Neutral, since it is only one step away from balance).
Similar to spells such as detect evil, this spell will not yield a result
on a hidden trap. If cast on a creature with an intelligence level of
"animal" or "non-," it will always read true Neutral
(i.e., zero steps removed from balance).
The material components are four iron coins which the priest tosses
in his hand while concentrating on the spell. The coins are not consumed
in the casting. |
Analyze
Opponent
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 1 creature/level
Casting Time: 4
Components:S, M
Duration: 1 rd
This spell facilitates the quick analysis of a single opponent by the
priest. Up to five weaknesses or strengths can be learned. At 1st level,
the priest can divine one salient weakness or strength; at 3rd level,
the caster learns
a second piece of information; at 5th a third; at 7th a fourth; and
at 9th a fifth. The opponent is allowed a saving throw vs. spell; if
this is successful, nothing is learned.
For example, if a 5th level priest casts this spell on a troll, she
might learn that trolls can regenerate (a strength), that they are particularly
susceptible to fire (a weakness), and that this particular troll was
partially blind in his left eye. The last nugget of information might
translate into a +1 bonus to hit, at the DM's discretion, if the priest
attacked so as to exploit the troll's weakness.
The material component of this spell is the priest's holy symbol, which
needs simply to be touched to cast the spell. |
Animal
Call (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 120 yard + 10 yard per level radius
Saving Throw: None
This spell allows the priest to call all animals within the spell effect.
The animals will converge upon the priest within 1d3 rounds. While the
spell is in effect, none of the animals will attack each other. While
there, the priest may set one small task for the group to perform. When
the spell ends, the animals will peacefully disperse to whence they came.
This spell is only effective outdoors. When cast by the periest, it summons
one normal woodland creature that is within a mile of the caster. The
creature is allowed a saving throw vs. spell. The DM determines the type
of creature summoned, depending on terrain and level of the caster. The
creature's Hit Dice must be equal to or less than half the level of the
caster. This beast is friendly toward the preist. It remains with the
caster so long as he travels through the wilderness, but won't go more
than 20 miles from its home. Upon entering any large encampment, village
or other settlement, the beast parts company with the priest. In addition,
mistreating the beast causes it to leave or even turn on the priest
The spell does not provide telepathic or perfect communication with the
beast; however, it does understand the general meaning of spoken commands
and gestures. The animal is still a wild beast and can be dangerous, especially
misinterpreting common situations as threatening. If well treated, the
animal defends and serves the priest to the best of its ability and nature.
Thus, a monkey would prefer harrassment and tricks to outright combat,
while a tiger would fearlessly spring into the midst of the priest's foes.
Common animals summoned include monkeys, hawks, badgers, boars, bears,
tigers, and serpents.
The spell requires a piece of candy, sugar, or other tasty morsel for
the creature summoned. |
Animal
Healing I
Spheres: Animal, Healing
Area of Effect: One animal
Casting Time: 1
Components: V, S, M
Duration: Permanent
Range: 10 feet per level
Saving Throw: None
This spell simulates the casting of a cure light wounds for a true animal
only. This spell does not work for a shapechanger of any kind, even
if its natural shape is an animal and its other shape is something else.
This spell cures 1d8 hit points of the animal. It even cures critical
wounds such as laming or a broken leg. The reverse, animal harm I, requires
a touch in combat and deals 1d8 HP of damage. Note: the reverse will
almost never be used by a priest with access to the animal sphere C
if it is used, there have to exist some very good reasons C and if it
is used without such reasons, the priest should be prepared to suffer
the consequences.
The spell requires an ointment made from healing plants and the holy
symbol of the priest. The reverse requires an ointment made from poison
ivy and the holy symbol of the priest. |
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2nd Level |
Aid
(Necromancy, Conjuration)
Sphere: Necromantic
Range: Touch Components: V, S, M
Duration: 1 rd. + 1 rd./level Casting Time: 5
Area of Effect: 1 creature Saving Throw: None
The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.
For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.
Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.
The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol. |
Alert
Allies
Schools: Alteration,
Greater Divination,
Lesser Divination
Spheres: Thought
Area of Effect: 90-ft radius
Casting Time: 1 rd + 1 rd per creature touched
Components: V, S
Duration: 8 hrs maximum
Range: Touch
Saving Throw: None
This spell enables the priest to send
an instantaneous mental missive to his comrades alerting them to a dangerous
situation. It is not possible to send any message other than "Alert"
by means of this spell, nor is two-way communication of any sort possible,
but the true meaning of the mental missive, other than the fact that
a dangerous situatoin exists, can be prearranged, if so desired.
Alert allies can be cast only on awake, living, and sentient creatures
(Animal Intelligence or higher). The somatic component involves the
priest physically touching foreheads for one full round with each recipient.
One ally per level of the spellcaster, up to a maximum of ten individuals,
can be linked by means of this spell.
Once cast, the mental links forged by means of this spell last until
the alert is broadcast or for at most eight hours. An alert has a maximum
range of 90 feet around the priest. Anyone beyond that range won't hear
the alert, although the spell effect (and the mental link) ends nonetheless.
Likewise, anyone maintaining a psionic defense shield, wearing a ring
of mind shielding, or employing similar magics, won't receive the mental
warning. However, if a recipient is asleep and that condition is not
maintained by chemical or magical means (although it may have been induced
by such), he or she immediately awakens and is aware that an alert has
been issued.
It is possible to issue a mental missive and then perform another action
aside from spell casting in the same round. The alert broadcast effectively
imposes an initiative penalty of 1 on any course of action attempted
in the same round. |
Animal
Healing II (Alteration) Reversible
Sphere: Animal, Healing
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One animal
Saving Throw: None
This
spell simulates the casting of a cure serious wounds for a true animal
only. This spell does not work for a shapechanger of any kind, even
if its natural shape is an animal and its other shape is something else.
This spell cures 2d8+1 hit points of the animal. It even cures critical
wounds such as laming or a broken leg. The reverse, animal harm II,
requires a touch in combat and deals 2d8+1 HP of damage. Note: the reverse
will almost never be used by a priest with access to the animal sphere
- if it is used, there have to exist some very good reasons - and if
it is used without such reasons, the priest should be prepared to suffer
the consequences.
The
spell requires an ointment made from healing plants and the holy symbol
of the priest. The reverse requires an ointment made from poison ivy
and the holy symbol of the priest. |
Assist
Labor & Birth
Schools: Necromancy
Spheres: Healing
Area of Effect: One creature
Casting Time: 2
Components: V, S, M
Duration: Instant
Range: Touch
Saving Throw: None
This
spell has multiple functions to assist the mother in labor and birth:
1)
Epidural - Produces a numbing of the lower back and pelvis to reduce
stress on the mother during labor.
2) Push - Assists mother in pushing the child out. Will cut the time
of labor by 1d4 hours.
3) Turn Baby - Will position the child correctly during labor for proper
birth.
The
material components of this spell are boiling hot water and towels. |
Augury
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: Special Casting Time: 2 rds.
Area of Effect: Special Saving Throw: None
The
priest casting an augury spell seeks to divine whether an action in
the immediate future (within one-half hour) will benefit or harm the
party. For example, if a party is considering the destruction of a weird
seal that closes a portal, an augury spell can be used to find if weal
or woe will be the immediate result. If the spell is successful, the
DM yields some indication of the probable outcome: "weal,"
"woe," or possibly a cryptic puzzle or rhyme. The base chance
for receiving a meaningful reply is 70%, plus 1% for each level of the
priest casting the spell; for example, 71% at 1st level, 72% at 2nd,
etc. Your DM determines any adjustments for the particular conditions
of each augury.
For
example, if the question is "Will we do well if we venture to the
third level?" and a terrible troll guarding 10,000 sp and a shield
+1 lurks near the entrance to the level (which the DM estimates the
party could beat after a hard fight), the augury might be: "Great
risk brings great reward." If the troll is too strong for the party,
the augury might be: "Woe and destruction await!" Likewise,
a party casting several auguries about the same action in quick succession
might receive identical answers, regardless of the dice rolls.
The
material component for an augury spell is a set of gem-inlaid sticks,
dragon bones, or similar tokens of at least 1,000 gp value (which are
not expended in casting). |
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3rd Level |
Accelerate Healing (Alteration) 3rd Level Priest Spell
Sphere: Time Tome of Magic
Range: Touch
Components: V, S
Duration: 1-4 days
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None
This spell enables the affected creature to experience natural healing at twice the normal rate for 1-4 days. In other words, a person affected by accelerate healing regains 2 hit points per day of normal rest or 6 hit points per day spent resting in bed. The spell has no effect on potions of healing or other magical forms of healing.
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Air/Water Breathing
(Alteration) Player’s Handbook
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. |
Air Column (Alteration)
Sphere: Elemental (Air)
Range: 60 feet
Components: V
Duration: 1d4 rounds
Casting Time: 1
Area of Effect: 60 feet high, 30-foot radius cylinder
Saving Throw: Negates
With the utterance of a word, the priest can create a column of air that can perform two functions. Firstly, it can be used as a cushion if the priest is falling. If the priest casts this spell while falling, a column of air supports him (and anyone in a 30-foot radius). This column slows his decent as if he had fallen 60 feet less. If the distance fallen is 60 feet or less the creatures caught in the area of effect are set down on the ground (on their feet, paws, etc.) at the end of the duration.
The second use lifts people who are on the ground and buffets them with in the column. Creatures caught within the column are unable to cast spells or use missile weapons but they can use melee weapons at -4 and creatures outside the column are at -2 to-hit those trapped inside, due to the random motion of those inside. Also people outside the area of effect are not able to fire missile weapons through or into the column. If they use melee weapons on creatures within the column they must make a Strength check at +2 to hold onto their weapon. |
Air Lance (Alteration)
Sphere: Elemental (Air)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Line or cone (see below)
Saving Throw: Special
This spell creates a force of air directed by two of the priest's arms. The line version of this spell creates a 90-foot "lance of air" which strikes the target if the priest succeeds to hit AC 10 minus Dexterity adjustments for target. The force of the blow causes 3d6 points of damage and causes the target to make a Dexterity check with modifiers as below. This version opens doors as a 20 Strength.
The cone version has a width of 5 feet at the base and 60 feet at the end of the cone, and a length of 60 feet. All in the area of the cone take 1d6 points of damage (save versus petrification to avoid) and are knocked over unless they make a Dexterity check with a +1 modifier, also applying the modifiers below.
Target Modifier:
is smaller than man sized -1
is larger than man sized +2
has Strength under12 -1
has Strength of 18 +1
has Strength of 19 +2
has Strength of 20 +3
has Strength over 20 +4
has 4 or more legs +3
is under 100 pounds -2
is over 1000 pounds +2
Other modifiers may be applied at the DM's discretion, such as a target on a ledge, off balance, embraced, etc. This spell was originally created by a thri-kreen who would use his bottom two arms to scoop up air and use his top two arms to aim the lance. Similar somatic gestures should be used for two-armed creatures. The material component of this spell is a small fan which is consumed in the casting. |
Air Lens
Schools: Alteration
Spheres: Elemental, Air
Area of Effect: Special
Casting Time: 3
Components: V, S, M
Duration: 3 rds + 1 rd/level
Range: 90 yds
Saving Throw: None
By means of this spell, the priest creates a magical lens high in the air, with which he can direct intensified rays of the sun against his enemies. The caster must be in the sunlight for the duration of the spell. Once cast, the priest can attack with the lens twice per round, against one or two creatures within range of the spell. Attack rolls are made for each attack, and the priest suffers no nonproficiency penalty. Targets under cover receive benefits for both cover and concealment. Each hit inflicts 2d6 points of damage. Creatures resistant to heat or fire take only half damage.
The spell can be used to ignite flammable materials. When doing so against non-mobile targets, no attack roll is necessary - any normally combustible materials (cloth, wood, paper, and so on) ignite. Personal equipment can be targeted, but the priest must make a successful attack roll with a -4 penalty. If hit, the article of equipment ignites; burning clothing inflicts 1d6 points of damage for 1d6 rounds or until discarded. Burning shields become useless. The flames so created are not magical and can be extinguished normally. Magical darkness can negate the effects of this spell, magical shade reduces damage by half.
The material component for this spell is a small, round piece of glass. |
Amplify Damge
Schools: Necromancy
Spheres: Combat
Necromantic
Area of Effect: 1 creature
Casting Time: 3
Components: V, S
Duration: 1 rd/level
Range: 10'/level
Saving Throw: Negates
A target creature that fails its saving throws vs. spell is cursed. Dim energies sheathe the creature, causing it to suffer an additional +1d6 damage from melee attacks that hits it. |
Analyze Contraption
Schools: Greater Divination,
Lesser Divination
Spheres: Divination
Area of Effect: 1 contraption
Casting Time: 6
Components: V, S, M
Duration: Instantaneous
Range: Touch
Saving Throw: None
This spell enables the caster to determine the intended purpose of unfamiliar mechanical devices. The priest touches the object in question and receives a mental picture depicting what the object is supposed to do. Note that what a contraption is supposed to do is not necessarily the same as what the contraption will do; contraptions are notorious for reacting in unexpected ways. While this spell tells the caster how a device works, it does not tell the caster how to operate the device.
In addition to the complex machinery typically associated with gnomes, this spell can be used to analyze contraptions like mechanical traps and locks, clockwork monsters and devices, even unique artifacts like the apparatus of Kwalish.
The material component is the caster's holy symbol. |
Animal Healing III (Alteration) Reversible
Sphere: Animal, Healing
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One animal
Saving Throw: None
This spell simulates the casting of a cure critical wounds for a true animal only. This spell does not work for a shapechanger of any kind, even if its natural shape is an animal and its other shape is something else. This spell cures 3d8+3 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm III, requires a touch in combat and deals 3d8+3 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is used without such reasons, the priest should be prepared to suffer the consequences.
The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverse requires an ointment made from poison ivy and the holy symbol of the priest.
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Animate Dead
(Necromancy)
Sphere: Necromantic
Range: 10 yds. Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: Special Saving Throw: None
This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.
The priest can animate one skeleton or one zombie for each experience level he has attained. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved.
The spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a pinch of bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently. |
Archer's Redoubt
Schools: Invocation/Evocation
Spheres: Protection
Area of Effect: Special
Casting Time: 6
Components: V, S, M
Duration: 5 rds/level
Range: 0
Saving Throw: None
When this spell is cast, an immobile, invisible barrier, pierced only by a narrow arrow slit, comes into being and totally encompasses the caster. This shield provides protection equal to Armor Class 2 against frontal attacks and Armor Class 0 against all other attacks. The barrier also adds a +1 bonus to the priest's saving throws.
It is not possible to move an archer's redoubt, and leaving its confines ends the spell. However, the arrow slit can change position as mentally directed by the caster. Although a melee weaopn or hurled weapon can't be used from an archer's redoubt, any sort of bow or crossbow can be fired without hindrance.
The material component of this spell is the priest's holy symbol. |
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