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Priest Scroll from Hag's Isle

 

Contain's the following Prayer's:-

1st Level
1.Detect Magic
2.Proof Against Undeath
 
2nd Level
1.Mystic Bolt
2.Proctection From Serpents
3. Slow Poison
 
3rd Level
1. Protection From Undead 10' Radius
 

 

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Prayer Descriptions
First Level

Detect Magic
(Divination)
Sphere: Divination
Range: 0 Components: V, S, M
Duration: 1 turn Casting Time: 1 rd.
Area of Effect: 10 ft. x 30 yds. Saving Throw: None

When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.

The spell requires the use of the priest's holy symbol.

Proof Against Undeath
Schools: Alteration
Sphere: Necromancy
Area of Effect: Creature touched
Casting Time: 4
Components: V, S, M
Duration: Permanent
Range: Touch
Saving Throw: Special

This spell is cast on a dead creature to prevent it from being raised as a skeleton or zombie with an animate dead spell. The creature cannot have been dead for a number days greater than the caster's level; otherwise it has not effect. The size, level, or Hit Dice of the dead creature makes no difference. Detect magic reveals the magical enchantment on the body, and it can be removed with a dispel magic spell. This spell has no effect on living creatures or those already animated as skeletons or zombies. Corpses being magically enchanted into some other, more powerful form of undead are granted a saving throw vs. spell (based on the corpse's level and class from his previous life); if it makes this save even once, the corpse cannot be raised as any form of undead.
The material components of this spell can vary; either metal coins must be placed on the recipient's eyes, the petals of flowers must be sprinkled beneath him, or dust from his homeland must be sprinkled on him.

 
Second Level

Mystic Bolt (Invocation)
Sphere: Thought
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates

This spell sends a mystical bolt of energy through the target's mind, doing 1d6 points of fatigue damage plus an additional hit point per level of priest. The spell may only be cast on sentient creatures, and creatures of fifteen of higher Intelligence are allowed a saving throw versus spell to avoid the effects entirely. The material component for this spell is a glass bottle.

Protection From Serpents
Schools: Abjuration
Spheres: Animal
Area of Effect: Creature touched
Casting Time: 1 turn
Components: V, S, M
Duration: Special (24 hr maximum)
Range: Touch
Saving Throw: None

This spell protects the subject from normal serpents. Nonmagical and unintelligent snakes simply ignore the creature's presence. Giant, magical, or intelligent snakes and snakelike beings, such as nagas, can still attack, but at a -2 penalty. the protected creature has a +1 saving throw bonus against injected poisons for the spell's duration.
The material component is ash from a fire in which a snake has been cremated. Relatively large amounts of the ash are required, because, as the spell is cast, the shaman smears the ash over the creature's body. The spell ends if the ash is washed off, or after 24 hours in any case. If the ash is removed from a part of the subject, the exposed portion is again vulnerable to snake bites.

Slow Poison
(Necromancy)
Sphere: Healing
Range: Touch Components: V, S, M
Duration: 1 hr./level Casting Time: 1
Area of Effect: 1 creature Saving Throw: None

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).

Third Level

Protection from Undead, 10-foot Radius (Abjuration)
Sphere: Necromantic, Protection
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4 rounds
Area of Effect: 10-foot radius sphere around creature touched
Saving Throw: None

This spell is equal to the 4th-level priest spell protection from evil, 10-foot radius, except as noted above, and that it protects only from undead.

   
 
 
 
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