Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 4x + 4x per rank
Minimum Prayer Length: 5
Maximum Duration: 1 minute + 1 minute per rank
Area of Effect: Creature Touched
Resistance Roll: NA
The recipient of this prayer gains the benefit of a Bless prayer (see the prayer Bless) and a special bonus of 1d8 additional stamina points for the duration of the prayer. The Aid prayer enables the recipient to actually have more stamina than his full normal total. The bonus points are lost first when the recipient takes damage; they cannot be regained by curative magic or rest. Example: A 2nd-level character has 8 physical points and 6 stamina points. He suffers 2 points of damage (6 - 2 = 4), and then receives an aid prayer that gives 5 additional stamina. The fighter now has 8 physical and 9 stamina points, 5 of which are temporary stamina. If he is then hit for 7 points of damage, 2 normal stamina and all 5 temporary stamina points are lost. He then receives a Restore Stamina prayer that restores up to 5 points of stamina, restoring him to his original 6 stamina, but restoring none of the Aid stamina.
Note that the operation of the prayer is unaffected by permanent losses due to energy drain, Hit Die losses, or the operation of certain artifacts; the temporary gain is figured from the new, lower total.
The material foci of this prayer area tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol. The recipient must carry the cloth with him or her to receive the benefits of the prayer.
Grace: 14
Difficulty: 16
Range: 0
Components: V, S, M
Duration: Special
Minimum Prayer Length: 1 minute
Area of Effect: Special
Resistance Roll: NA
The priest casting an augury prayer seeks to divine whether an action in the immediate future (within one-half hour) will be for the benefit of, or harmful to, the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury prayer can be used to find if weal or woe will be the immediate result. If the prayer is successful, the GM yields some indication of the probable outcome: "weal," "woe," or possibly a cryptic puzzle or rhyme.
An Intuition check is made for receiving a meaningful reply. The priest receives a +1 bonus for every 3 ranks the priest has, and an additional +1 for every 3 ranks of Faith. The Priest receives a plus +3 if the augury concerns truth or light, and a plus +4 if the augury concerns justice. Your GM determines any adjustments for the particular conditions of each augury. Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls. Asking about the results of a mundane action would be Base Difficulty 8, asking about the results of an action involving supernatural forces would be Base Difficulty 10, and asking about the results of actions involving unfriendly divine or demonic forces would be at least a Difficulty 12.
A material focus for augury is needed, but this may be just about anything, ranging from flickering of a flame, the careful examination of tea leaves, or even the colors of a sunset. The use of Blessed, specially prepared gem-inlaid sticks, or similar tokens of at least 1,000 sp will reduce the Grace cost by 4.
Grace: 5
Difficulty: 14
Range: Touch
Components: V
Duration: 80x per rank
Minimum Prayer Length: 5
Maximum Duration: 20 minutes per rank
Area of Effect: 10 yard radius per rank
Resistance Roll: NA
The beneficence prayer surrounds the priest in an aura of mystical harmony and wisdom. All who see him recognize him as a holy many of virtue and kindness and many are predisposed to treat him in a friendly and respectful manner. The prayer gives the priest a bonus of +4 on encounter reaction rolls with most people and creatures. Only those who are sworn enemies of the character, his race, or what he represents are immune to the effects of the prayer. Nor does the prayer work on creatures who have no understanding of the priest's position or role. Thus, the prayer is unable to affect the reactions of a den of tigers or a group of bandits waiting to waylay the unwary. It can however, affect the reaction of a group of peasants or a village of assassins, provided the latter are not hired to harm the priest.
Beneficence does not deprive those affected of their free will and does not cause them to instantly follow the suggestions of the priest. Their reactions are improved for everyday dealings, not for very unusual events.
Grace: 10
Components: V, S
Duration: Permanent
Minimum Prayer Length: 2
Maximum Duration: NA
Area of Effect: Person Touched
Resistance Roll: NA
This prayer allows the priest to bestow the recuperative grace of Myrak Paladoth on the subject, instantly bestowing 2d8 worth of stamina. The minimum bestowed stamina is equal to half of the priests rank. Note that bestowed stamina that exceeds the characters maximum stamina fades at a rate of 1 stamina point per second, until the characters maximum stamina is reached. The onset of this decay is delayed by 1 second for every rank of Faith in Myrak Paladoth the recipient of the prayer has.
Grace: 3
Difficulty: 13
Range: 60 yards
Components: V, S, M
Duration: 6x
Minimum Prayer Length: 5 seconds
Maximum Duration: 6 minute
Area of Effect: 50 ft circle
Resistance Roll: NA
Upon uttering the bless prayer, the priest raises the morale of friendly creatures by +1 and any Resistance Rolls they make against fear or illusion effects by +1. Furthermore, it raises their attack rolls by +5%, with an additional bonus to striking supernatural evil of +5% + 1% for every rank of faith in Myrak Paladoth possessed by the recipients. This additional bonus may not exceed the rank of the priest or the rank of his or her faith.
A Blessing, however, affects only those not already engaged in melee combat. The priest determines at what range (up to 60 yards) he will invoke the prayer. At the instant the prayer is completed, it affects all creatures in a 50-foot circle centered on the point selected by the priest (thus, affected creatures leaving the area are still subject to the prayer's effect; those entering the area after the casting is completed are not).
A second use of this prayer is to Bless a single item (for example, a crossbow bolt for use against an unholy opponent). The weight of the item is limited to one pound per priest rank and the effect lasts until the item is used or the prayer duration ends.
Multiple Bless prayers are not cumulative. In addition to the verbal and somatic elements of the prayer, if the Bless is invoked at night or underground, the Bless prayer requires Holy Water. Without it, the Grace costs increases by 2.
This prayer can be reversed by the priest to be a Curse upon enemy creatures. A curse lowers morale and Resistance Rolls by -1 and attack by -5%.
Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 10x + 10x per Rank
Minimum Prayer Length: 10 seconds
Maximum Duration: 5 minutes + 5 minutes per rank
Area of Effect: 1 creature per rank
Resistance Roll: Spiritual (CHA) (harmless)
When granted, this prayer creates an invisible spiritual shield around the recipients. When viewed by those able to perceive spiritual influences, the shield can be seen as a soft white aura of light surrounding the recipient. This aura provides protection against physical attacks, allowing the recipient to add his or Faith in Myrak Paladoth as deflection AP, plus 1 per rank of the priest. In addition, anyone surrounded by the Bulwark of Faith gains +1 circumstance bonus to subsequent Faith checks for the duration of the prayer.
Grace: 5
Difficulty: 14
Range: 30 yards
Components: V, S
Duration: 10x Per Rank
Minimum Prayer Length: 2
Maximum Duration: 1 Minute Per Rank
Area of Effect: 20 ft radius Circle
Resistance Roll: Reason
Creatures affected by this prayer hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs on the first initiative roll following completion of the Cause Hesitation prayer.
The prayer affects 2d4 Hit Dice or levels of creatures, although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled.
Grace: 10
Difficulty: 15
Range: 0
Components: V, S
Duration: Time of Chanting
Minimum Prayer Length: 5
Maximum Duration: NA
Area of Effect: 30-foot radius
Resistance Roll: NA
By means of the Chant prayer, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the Chant prayer is completed, all attack made by those in the area of effect who are friendly to the priest gain +5%, plus their Faith in Myrak Paladoth. All Resistance Rolls and damage rolls likewise gain + 1 bonus. The priest's enemies suffer -5% to all attack rolls, and a -1 penalty to all Resistance Rolls and Damage rolls respectively. This bonus/penalty continues as long as the priest continues to chant the mystic syllables and is stationary. An interruption, however, such as an attack that succeeds and causes damage, grappling the chanter, or a silence prayer, breaks the prayer. Multiple chants are not cumulative; however, if the Prayer of St. Murthion is spoken while another priest of Myrak Paladoth is chanting, the effect is increased to +10/2 and -10/2.
Grace: 3
Difficulty: 13
Range: Touch
Components: V, S
Duration: Special
Minimum Prayer Length: 10 seconds
Area of Effect: The circle of priests
Resistance Roll: None
Using this prayer, three to five priests combine their abilities so that one of them may invoke prayers and abilities at an enhanced rank. The highest rank priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest cast the combine prayer. He temporarily gains one rank for each priest in the circle, up to a maximum gain of four ranks. He likewise gains one rank of Faith for every priest in the circle. The rank increase affects prayer details and special abilities that vary with the priest's rank. Note that the central priest gains no additional Grace.
The encircling priest must concentrate on maintaining the combine effect. They lose all defensive bonuses for shield and agility. If any of them has his concentration broken, the combine prayer ends immediately. If the combine prayer is broken while the central priest is invoking a prayer, that prayer is ruined just as if the priest was disturbed. Prayers cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced prayer ends. Note that the combination is not broken if only the central priest is disturbed.
Grace: 5
Difficulty: 14
Range: 30 yards
Components: V
Minimum Prayer Length: 1 second
Duration: 20x
Maximum Duration: 1 minute
Area of Effect: 1 creature
Resistance Roll: Special
This prayer enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; hence, a command of "Suicide!" is ignored. A command to "Die!" causes the creature to fall in a faint or cataleptic state for the duration, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than the duration; undead are not affected at all. Creatures with Reason of 13 (high) or more, or those with 6 or more Hit Dice or experience levels are entitled to a Will Resistance Roll. Creatures with 13 or higher Reason and 6 Hit Dice/levels get only one Resistance Roll.
Grace: 10
Difficulty: 15
Range: 0
Components: V, S
Duration: 8x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 2 Minutes per Rank
Area of Effect: The Caster
Resistance Roll: None
By means of a Contemplation prayer, the priest in effect alters the flow of time with regard to himself. While but one second of time passes for those not affected by the prayer, the priest is able to spend two seconds in contemplation. The priest can contemplate on some matter while time passes for all others. The gamemaster should low the player one minute of real time withdrawn to ponder some problem or question. No discussion with other players is permitted. Note that while affected by the Contemplation prayer, the priest can use only the following prayers: any divination prayer, or any curing or healing prayer, but the latter on himself only. The use of any of these prayers in a different fashion (e.g., a Heal Injury prayer bestowed upon a companion) negates the Contemplation prayer. Similarly, the Contemplating priest 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; while Contemplating, the priest loses any Agility or Shield bonus. Any successful attack upon the priest breaks the prayer.
Grace: 10
Difficulty: 15
Range: 0
Components: V, S
Duration: Special
Minimum Prayer Length: 15
Maximum Duration: Special
Area of Effect: One flame
Resistance Roll: None
By means of this prayer, a priest of Myrak Paladoth extends the duration of a burning flame. The flame mystical burns longer under the influence of this prayer, burning for one day per rank of the priest for every hour that it would have burned normally. The Faith of the priest determines the size and brightness of the fire that may be attempted. Faith 4 may affect a candle, Faith 6 is needed for a lamp, Faith 8 for a torch, and Faith 10 for a small campfire.
A fire under the effect of a Continual Flame prayer is still an ordinary fire. The fire still produces heat, and may be extinguished in a normal fashion. The amount of smoke produced, though, is reduced proportionally to the time it will burn.
Grace: 7
Difficulty: 15
Range: 30 yards
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 30 seconds
Area of Effect: Up to 27 cubic feet
Resistance Roll: NA
When a create water prayer is granted, up to four gallons are generated for every experience rank of the priest (e.g., a 2nd-rank priest creates up to eight gallons of water, a 3rd- rank priest creates up to twelve gallons of water, etc.). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation, otherwise its divine nature fades, leaving normal water that can be used, evaporated, etc. Water can be created an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard).
The prayer requires at least a drop of water to create.
Note that water can neither be created within a creature. For reference purposes, water weighs about 8½ pounds per gallon, and a cubic foot of after weighs approximately 64 pounds.
Grace: 9
Difficulty: 16
Range: 10 ft * Rank * Faith
Components: V, S
Duration: 40x per rank
Minimum Prayer Length: 5
Maximum Duration: 10 minutes per rank
Area of Effect: 60-foot-radius globe
Resistance Roll: KAR
This prayer brings forth a bright, luminous radiance that illuminates everything within 60 feet of the prayer's center. The brilliant radiance has the same brightness and strength of sunlight. Typically, objects seen in darkness beyond this illumination appear as vague and shadowy shapes. The prayer centers on a point selected by the priest, and he or she must have a line of sight and unobstructed path for the prayer when invoked. Day light can spring from air, rock, metal, wood, or almost any similar substance. Although itself immobile, the prayer remains centered on the object or creature even as they move. If this prayer targets a creature, the creature may make a Karma Resistance Roll. Successful Resistance indicates that the prayer is centered immediately behind the creature, rather than upon the creature itself.
A Daylight prayer centered on the visual organs of a creature blinds it, reducing its attack rolls by 20, its Resistance Rolls by 4, and allowing its opponents to receive a bonus of 20 when attacking the affected creature. The priest can extinguish the Daylight at any time by uttering a single word. Light prayers are not cumulative - multiple invocations do not provide a brighter light.
Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: Special
Minimum Prayer Length: 2
Maximum Duration: Special
Area of Effect: One Creature per Rank
Resistance Roll: WIL
Creatures affected by this prayer are put into a deep and restful sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost stamina as if he rested for a full night. Wizards can prepare spells as if real time had passed.
Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use Deep Rest more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only non-hostile subjects can be affected by a Deep Rest prayer. A friendly subject may choose to Resist the Deep Rest, and make a Will Resistance Roll.
While sleeping under the effects of Deep Rest prayer, it is virtually impossible to awaken the subject, save by means of physical violence. However, the rejuvenation provided is so complete that the subject receives a Health Resistance Roll against any mystically induced slumber for the next 18 hours, in addition to whatever normal Resistance Roll is allowed.
The material foci are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights. Without the foci, the Grace cost increases by 4.
Grace: 6
Difficulty: 14
Range: 10 yards per rank
Components: V, S
Duration: 5x per rank
Minimum Prayer Length: 4
Maximum Duration: 2 minutes per rank
Area of Effect: One creature
Resistance Roll: NA
This prayer grants the priest or any creature within range the priest chooses a mystical shield, which surrounds and protects the target from missiles and blows. The blessed creature may make a Myrak Paladoth Faith check against any successful attack, with the difficulty of the check equal to the opponents weapon skill. The recipient of this prayer receives a +1 bonus to this check for every rank of the priest. If the Faith check succeeds, the subject of the prayer takes no damage from missile weapons and only half damage from melee attacks. Through the grace of Myrak Paladoth, he or she manages to nimbly sidestep the shot or deflect the blow of the attacker. While this prayer does not stop damage from attacks such as fire or spells that automatically hit, such as Magic Missile, it does allow a Faith check to deflect any spell or prayer that has a physical manifestation for the effect, such as Acid Arrow, or Spiritual Hammer.
Grace: 7
Difficulty: 15
Range: 10 + 10 yards per rank
Components: V, S, M
Duration: 5x per rank
Minimum Prayer Length: 1 seconds
Maximum Duration: 1 minute per rank
Area of Effect: One Hit Die of creature per rank
Resistance Roll: NA
This prayer reveals whether a creature (or object) carries a disease, normal or magical. In addition, there is a 10% chance per rank of the priest that he is able to identify the exact type of disease. The material focus for this prayer is a bamboo or ash wand with prayer-inscribed paper strips attached to it. Without such an aid, the Grace cost increases by 2.
Grace: 10
Difficulty: 15
Range: 30 yards
Components: V, S
Duration: 10x
Minimum Prayer Length: 10
Maximum Duration: 10 minutes
Area of Effect: 1 creature per 10 seconds
Resistance Roll: WIL
When used by a priest, this prayer can detect if a person or monster is under the influence of a Charm spell, or similar control such as Hypnosis, Suggestion, Beguiling, Possession, etc. The creature rolls a Will Resistance Roll and, if successful, the priest learns nothing about that particular creature from the casting. A priest who learns that a creature is being influenced has a +1 bonus per Rank to the Intuition check to determine the exact type of influence. The Difficulty for a simple, short term Spell is 6, while more subtle forms of control, such as a Suggestion spell, are at least an 8. Up to 10 different creatures can be checked before the prayer wanes. If the creature is under more than one such effect only the information that the charms exist is gained. The type (since there are conflicting emanations) is nearly impossible to determine.
Grace: 4
Difficulty: 13
Range: 120 yards
Components: V, S, M
Duration: 10x + 5x seconds per rank
Minimum Prayer Length: 10 seconds
Maximum Duration: 10 + 5 minutes per rank
Area of Effect: 10 foot path
Resistance Roll: NA
This prayer discovers emanations of evil from any creature, object, or area. Character orientation, however, is revealed only under unusual circumstances: characters who are strongly aligned, do not stray from their faith, and who are at least 6th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasa or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for its is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.
The degree of evil (faint, moderate, strong, overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per rank of detecting its general bent. The priest may detect in a path of 10 feet wide in the direction in which the priest is facing. The priest must concentrate - stop, have quiet, and intently seek to detect the aura - for at least 20 seconds to receive a reading.
The prayer requires the use of the priest's holy symbol as its material focus, with the priest holding it before him.
Grace: 5
Difficulty: 14
Range: 5 yards per rank
Components: V, S, M
Duration: Instantaneous
Minimum Prayer Length: 7
Area of Effect: up to 100 sq yards per rank
Resistance Roll: NA
This prayer gives the priest general information on the balance of forces - good, evil, lawful, and chaotic - in a given area. It does not reveal the exact alignment or nature of anything in the area of effect, only general proportions of each element. The gamemaster must consult his information about the target to determine the answer. Answers are always vague - "there is more evil than good here," or "the lawful order of the universe is ascendent in this area."
The prayer must be invoked on a specific person, thing, or location, the size of which is limited by the rank the priest has attained. When invoked upon a living creature, the prayer takes into account not only the creature's given alignment, but also the acts they have done, the actions they currently intend to do, and any other factors that may be at variances with their stated alignment. Thus, a diabolic character noted for his occasional outburst of compassion towards the helpless might be detected as being "faithful but in which the other forces are at struggle." The prayer can also be used on buildings and areas, in an attempt to learn whether there are powers at work in these places. A dwelling haunted by spirits would show the harmonies tending towards evil and destruction, while the cave of as noted holy hermit would give the opposite impression.
The material focus for this prayer is a specially prepared mixture of black onyx and gold, ground to a fine level and mixed by the priest. The value of the gold and onyx must be at least 25 gold star. The mixture is poured by the priest over the holy symbol during the invocation of the prayer, and the information is determined from the pattern the sand forms. The mixture can be used again. Without the mixture, the use of this prayer requires at least 10 minutes of prayer and meditation, and 5 extra Grace.
Grace: 10
Difficulty: 15
Range: 10 ft per Rank
Components: V, S, M
Duration: 10x per Rank
Minimum Prayer Length: 2
Maximum Duration: 5 Minutes Per Rank
Area of Effect: 5' diameter circle
Resistance Roll: None
By use of this prayer, the priest can determine if a creature is alive, including creatures in a coma or trance, or under the influence of Feign Death. Any form of mental protection, such as Resist Charm, prevents the effectiveness of this prayer, as does any thickness of metal. An inch of stone or wood is treated as ten feet of open space for the purpose of determining whether the prayer functions.
The priest must concentrate to determine the area to be scanned, and then must concentrate at least 10 seconds on each target to be scanned in the area.
The material foci are the priest's holy symbol, and a hair from the head of a newborn animal.
Grace: 5
Difficulty: 14
Range: 30 yards
Components: V, S, M
Duration: 10x
Minimum Prayer Length: 10
Maximum Duration: 10 minutes
Area of Effect: 10' path, 45' long
Resistance Roll: NA
When the detect magic prayer is granted, the priest detects magical radiations in a path 10 feet wide and up to 90 feet long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, overwhelming). The priest can turn, scanning a 60-degree arc every 10 seconds. A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the prayer.
The prayer requires the use of the prayer's holy symbol.
Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this prayer does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
Detect Magic does not work on the Ethereal Plane, but it will work normally if cast from the Border Ethereal into the Ethereal Plane proper. The Astral Plane is inherently magical, and detect magic has only a 5% chance for detecting a specific magic radiation against this background "noise".
This prayer requires the priest be able to see the objects or area from which magical radiation is being checked. Thus, the priest cannot cast this prayer while blind, or while in the dark.
A mage or another priest does not necessarily have an aura which can be seen with this prayer. However, if the priest takes the time to specifically check an individual, there is a 5 percent chance per rank of spell in memory that the spells will be noted by Detect Magic. If successful, he or she also learns which spell ranks are grouped together in single bindings, i.e. as single spells or prayers, allowing some gage of the subject's strength to be gained as well. There is some risk, however, as observation of a person in this manner gives the subject the same chance to notice as does scrying by other magical means. Given the limited range of the prayer, once noticed it is much easier for the subject to find the source of the scrying.
Grace: 6
Difficulty: 14
Range: 0
Components: V, S, M
Duration: 40x + 4x per rank
Minimum Prayer Time: 5
Maximum Duration: 10 minutes + 1 minute per rank
Area of Effect: Special
Resistance Roll: NA
This prayer enables the priest to determine if an object has been poisoned or is poisonous. One object, or a 5-foot cubic mass, can be checked every 10 seconds. The priest has a 5% chance per rank of determining the exact type of poison.
The material focus is a burning candle, which turns smoky and green if poison is present.
Grace: 8
Difficulty: 15
Range: 0
Components: V, S, M
Duration: 30x per rank
Minimum Prayer Length: 3 seconds
Full Duration: 4 minutes per rank
Area of Effect: 10 foot path, 40 feet long
Resistance Rolls: None
Upon casting this prayer, the priest is able to detect snares, pits, deadfalls, and similar hazards along a 10 foot wide by 40 foot long path. Such hazards include simple pits, deadfalls, snares of wilderness creatures (e.g., trapdoor spider, giant sundews, and lions, etc.) and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The prayer is directional - the priest must fact the desired direction to determine if a pit exists or a trap is laid in that direction. The priest experiences a feeling of danger form the direction of a detected hazard, which increases as the danger is approached. The priest learns the general nature of the danger (pit, snare,, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enable the priest to sense what intended actions might trigger it. The prayer detects certain natural hazards - quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The prayer does not detect magical traps save those that operate by pit, deadfall, or snaring, nor those that are mechanically complex, nor does it detect snares or deadfalls that have been rendered safe or inactive.
The priest must have his holy symbol to complete the prayer.
Grace: 4
Difficulty: 13
Range: 0
Components: V, S, M
Duration: 60x
Minimum Prayer Length: 10
Maximum Duration: 30 Minutes
Area of Effect: Triangle, side 60' + 10' per Rank
Resistance Roll: None
This prayer enables the priest to detect all undead creatures out to the range of the prayer. The area of effect extends in an triangular path away from the priest, with 60' feet plus 10' per rank long on each side. Scanning a direction requires 10 seconds and the priest must be motionless. While the prayer indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by one foot of solid stone, one yard of wood or loose earth, or a thin coating of metal. The prayer does not indicate the type of undead detected, only that undead are present. The priest has a 10% chance per rank of determining the strength of the undead.
The material focus for this prayer is a bit of earth from a grave.
Grace: 16
Difficulty: 17
Range: 5 ft per Rank/2 per Faith/2
Components: V, S
Duration: 10x per Rank
Minimum Prayer Length: 6
Maximum Duration: 3 minutes per Rank
Area of Effect: One Creature/Rank
Resistance Roll: WIL
The priest concentrates on one subject, who must be in range. The priest knows if the subject deliberately and knowingly speaks a lie by discerning disturbances in her aura caused by lying. The prayer does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The priest may concentrate on a different subjects, but may target no more than a total of creature per Rank of the priest.
Grace: 5
Difficulty: 14
Range: Touch
Components: V, S
Duration: 180x per rank
Minimum Prayer Length: 10 seconds
Maximum Duration: 1½ hours per rank
Area of Effect: Creature Touched
Resistance Roll: NA
The creature receiving this prayer is protected from normal extremes of cold or heat (depending on which application the prayer selects at the time of casting). The creature can stand unprotected in temperatures as low as -30° F. or as high as 130° F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The prayer is immediately canceled if the recipient is affect by any non- normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (e.g., an endure cold prayer is canceled by magical heat or fire as well as by magical cold). The recipient of the prayer does not suffer the first 10 points of damage (after any applicable Resistance Rolls) from the heat or cold during the round in which the prayer is broken. The prayer ends instantly if either resist fire or resist cold is cast upon the recipient.
Grace: 10
Difficulty: 13
Range: 0
Components: V, S
Duration: Special
Minimum Prayer Length: 10 seconds
Maximum Duration: 1 Hour
Area of Effect: 90-foot radius
Resistance Roll: WIL
A priest using this prayer to allow a small portion of the divine presence to pass through him. By means of this aura, the priest can enthrall an audience that can fully understand his language. Those in the area of effect must make their Will Resistance Roll or give the caster their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to the priest have a +4 bonus to the roll. Creatures with 4 or more levels or Hit Dice, or with a Will of 16 or better, are unaffected.
To cast the prayer, the caster must speak without interruption for a full 20 seconds. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 minutes thereafter while they discuss the matter. Those entering the area of effect must also make Resistance Rolls or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new Resistance Roll. The speech ends if the priest is successfully attacked or performs any action other than speaking, although the 1d3 minute delay still applies. If the audience is attacked, the prayer ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -2.
Grace: 5
Difficulty: 14
Range: 10 yards
Components: V, S
Duration: 1d4*20x per rank
Minimum Prayer Length: 1
Full Duration: 1d4*60x per rank
Area of Effect: 1 creature/4 ranks
Resistance Roll: WIL
This prayer causes one creature to be filled with the dread of righteous punishment for all the misdeeds the creature has preformed. The creature must make a Will Resistance Roll, and if failed, the creature will flee in panic from the Priest or any other representative of Justice at maximum movement speed for the duration of the prayer. A successful Will Resistance Roll against the effect allows the creature to continue against the Priest and his or her allies. Even a successful Resistance Roll will leave the creature with a -1 to his or her morale for every four full ranks of Faith of the priest.
This prayer has no effect on undead of any sort. Creatures that are incapable of understanding wrong-doing or justice, such as constructs or vermin, are not affected by this prayer. Individuals of unusual piety and holiness may be immune to this prayer as well, at the Game Master's discretion.
Grace: 25
Difficulty: 18
Range: 10 ft * Rank * Faith
Components: V, S, DF
Duration: Instantaneous
Minimum Prayer Length: 7
Area of Effect: Cylinder (10-ft. radius, 40 ft. high)
Resistance Roll: AGI & INT (See description)
The Flames of Perdition produces a vertical column of divine fire roaring downward. The prayer deals 1d(Faith) points of fire damage per every two ranks of the priest, rounded up. This damage may be reduced by half if a successful AGI Resistance Roll is made.
Being as much spiritual as physical, the Flames of Perdition also inflect 1d(Faith) points of spiritual damage per every two ranks of the priest, rounded down. This damage may be reduced by half if a successful INT Resistance Roll is made. Being of a spiritual nature, this damage will harm even creatures immune to fire or only present spiritually. This affect results directly from divine power, and is therefore not subject to being reduced by Protection from Elements (fire), Fire Shield (Chill shield), and similar magic or warding.
Use of this prayer on targets not deserving of divine punishment can be a Sin. This prayer does only half damage if invoked in darkness.
Grace: 12
Difficulty: 16
Range: 30 yards
Components: V, S
Duration: 120x
Minimum Prayer Length: 5
Maximum Duration: 30 minutes
Area of Effect: 10-foot path
Resistance Roll: NA
When a priest uses a Find Traps prayer, all traps - concealed normally or magically - of magical or mechanical nature become apparent to him. Note that this prayer is directional, and the priest must face the desired direction in order to determine if a trap is laid in that particular direction.
A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the priest would view the result as undesirable or harmful, and the harmful or undesirable result are as specifically intended as such by the creator. Thus traps include alarms, glyphs, and similar prayers or devices.
The priest learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the priest to sense what intended actions might trigger it. Note that the priests divination is limited to his knowledge of what might be unexpected and harmful; the prayer cannot predict actions of creatures (hence a concealed murder hole or ambush is not a trap) nor are natural hazards considered traps (a cavern that floods during rain, a wall weakened by age, a naturally poisonous plant). This prayer shows the form of a Glyph, Sigil, or other magical mark if it is a trap. The prayer does not detect traps that have been disarmed or are otherwise inactive.
Grace: 15
Difficulty: 16
Range: Touch
Components: V, S, M
Duration: Until Discharged
Minimum Prayer Length: 10 Minutes
Area of Effect: Object Touched, or up to 5 sq ft per Rank
Resistance Roll: Special
This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
The character set the conditions of the ward. Typically, any creature violating the warded area without speaking a pass phrase (which the priest set when invoking the prayer) is subject to the ward it stores. Glyphs can be set according to physical characteristics (such as height, weight, or hair color), or creature type or species (such as "undead" or "human"). Glyphs can also be set with respect to pass those of the priest's religion, establishing a Faith Difficulty check to pass without disrupting the Glyph. They cannot be set according to level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet had three drawers, each could be separately warded.
When invoking this prayer, the priest weaves a tracery of faintly glowing lines around the warding sigil. The glyph can be placed to conform to any shape up to the limitations of the priest's total square footage. When the prayer is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be disrupted. Mislead, Polymorph, and Nondetection can fool a glyph, for example.
The Sense Spiritual prayer allows the character to identify a Glyph of Warding with a successful Prayer Lore check (Diff 6). Identifying the Glyph does not discharge it and allows the character to know the basic nature of the Glyph (version, type of damage caused, what prayer is stored).
Depending on the version selected, a Glyph either smites the intruder or activates a prayer.
Smite Glyph: A smite deals a range of damage from 1 up to the Faith of the Priest per two caster levels to the intruder and to all within 5 feet of the intruder. This damage is a spiritual blow, although it may affect even magical constructs. Those affected can make an Intuition Resistance Roll to take half damage.
Prayer Glyph: The priest can store any prayer of up to a cost in Grace equal to 5 plus Rank plus Faith. The Grace and Faith check for this prayer must be expended when the Glyph is set. All rank-dependent features of the prayer are based on the priest's rank at the time of invoking. If the prayer has targets, it targets the intruder. If the prayer has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder. If the prayer summons creatures, they appear as close as possible to the intruder and attack. All Resistance Rolls operate as normal for the prayer.
Material Component: Worth at least 200 sp.
Grace: 25
Difficulty: 18
Range: 5 ft + 5 ft / 2 Ranks + 5 ft / 2 Faith
Components: V
Minimum Prayer Length: 1 second
Duration: 20x
Maximum Duration: 1 minute
Area of Effect: 1 creature per Rank
Resistance Roll: Special
This prayer operates the same as the prayer, Command, except that it may affect one creature per Rank of the priest.
Grace: 2
Difficulty: 13
Range: Touch
Components: V, S
Duration: 20x
Minimum Prayer Length: 2 seconds
Duration: 2 minutes
Area of Effect: Creature touched
Resistance Roll: NA
The prayer imbues the subject with a touch of divine guidance. The recipient receives a +1 competence bonus on a single Resistance Roll or Skill Check. If the recipient's Faith in Myrak Paladoth is 6 or higher, the bonus is +2. The recipient may choose which check the bonus will be applied to, but must make the decision before doing the action.
Grace: 4
Difficulty: 14
Range: 5 ft * Rank * Faith
Components: V, S
Duration: 10x per Rank
Minimum Prayer Length: 4 seconds
Maximum Duration: 2 minutes per Rank
Area of Effect: Target Creature
Resistance Roll: KAR
Guilt's Aura causes a white, fire-like aura to appear around any creature that the priest can locate exactly. For a creature upon whom Guilt's Aura is visible, all opponents who can see the Aura receive a +5 bonus to their connection roll. Furthermore, those who have Faith in Myrak Paladoth may also add this to their connection roll.
The priest can identify the target by sight, touch, or other methods, but it must be unique and direct. The priest cannot designate a target by name, deed, or region. Invisible creatures do not become visible, but the Aura around them remains clearly visible, and allows the creature to be targeted without difficulty. The Aura is visible in all but the brightest lights, i.e. it provides full benefits in anything less than direct sunlight.
Once surrounded by Guilt's Aura, even leaving the range of the prayer will not end the prayer's affect. Guilt's Aura may be ended by the priest at will, or be another priest of Myrak Paladoth who absolves the victim with a Faith check of difficulty equal to the Faith of the priest invoking the prayer. Entering the area of affect of a Darkness spell or prayer suppresses the Aura while in the Darkness. A Darkness spell or prayer invoked directly at a Guilt's Aura may destroy the Aura. The Aura will vanish when the duration of the prayer expires
Anyone who is truly innocent receives, at the Game Master's discretion, a +10 to their Resistance Roll. Anyone who has committed a venial sin and feels guilt or remorse from the crime may also, at the Game Master's discretion, suffers a -1 penalty per Rank of the priest to all Resistance Rolls against Myrak Paladoth for the duration of the prayer.
Grace: 15
Difficulty: 16
Range: 5 ft per Faith + 5 ft per Rank
Components: V, S
Duration: Instantaneous
Minimum Prayer Length: 6 seconds
Area of Effect: 15 ft radius burst
Resistance Roll: WIL (Special, see description)
With this prayer, a wave of light bursts forth from the point chosen by the priest. The prayer imbues the light with the presence and force of holy presence, and all within the burst feel the light touch against their souls. Living creatures must make a shock check in response, with the Hammer of the Sun inflicting 1d(Faith) of Shock for every Rank of the priest. Divine beings suffer no penalties from the holy light, and followers of Myrak Paladoth reduce the amount of Shock by their Faith in Myrak Paladoth for each level they have.
Creatures with unusual light sensitivity must make a HEA Resistance Roll or be struck blind for a number of seconds equal to the Shock Total. Undead and other creatures with links to unholy Darkness must make a WIL check or suffer 1d(Faith) damage. Furthermore, this prayer acts as a Rebuke Darkness within the area of effect.
Grace: 5
Difficulty: 14
Range: Touch
Components: V, S
Duration: Permanent
Minimum Prayer Length: 5 seconds
Area of Effect: Creature touched
Resistance Roll: NA
By means of this prayer, the priest lays his hand upon the wound or injury of a creature, and causes 1d8 points of the damage to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Should the prayer cure more than the wounds actual damage, the rest of the prayer will restore lost stamina, up to the characters maximum stamina.
Healing does take something of the reserves of the body, and the recipient of a Heal Injury accumulates one point of Fatigue for every point of damage healed.
A different prayer must be used for each injury. Using multiple prayers on a single wound will let the best roll affect the wound. The prayers cannot be layered one on top of the other.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
Grace: 30
Difficulty: 19
Range: Touch
Components: V, S
Duration: Permanent
Minimum Prayer Length: 30 seconds
Area of Effect: Creature touched
Resistance Roll: NA
By means of this prayer, the priest lays his hand upon the wound or injury of a creature, and causes 3d8 points of the damage to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Should the prayer cure more than the wounds actual damage, the rest of the prayer will restore lost stamina, up to the characters maximum stamina.
Healing does take something of the reserves of the body, and the recipient of a Heal Major Injury accumulates one point of Fatigue for every point of damage healed.
A different prayer must be used for each injury. Using multiple prayers on a single wound will let the best roll affect the wound. The prayers cannot be layered one on top of the other.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
Grace: 15
Difficulty: 16
Range: Touch
Components: V, S
Duration: Permanent
Minimum Prayer Length: 15 seconds
Area of Effect: Creature touched
Resistance Roll: NA
By means of this prayer, the priest lays his hand upon the wound or injury of a creature, and causes 2d8 points of the damage to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Should the prayer cure more than the wounds actual damage, the rest of the prayer will restore lost stamina, up to the characters maximum stamina.
Healing does take something of the reserves of the body, and the recipient of a Heal Serious Injury accumulates one point of Fatigue for every point of damage healed.
A different prayer must be used for each injury. Using multiple prayers on a single wound will let the best roll affect the wound. The prayers cannot be layered one on top of the other.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
Grace: 30
Difficulty: 19
Range: 10 ft * Faith * Rank
Components: V, S, DF
Duration: 8x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 2 Minutes per rank
Area of Effect: One Living Creatures
Resistance Roll: WIL
This prayer acts much like a Hold Person prayer, save that it may affect any single living creature.
Grace: 10
Difficulty: 15
Range: 10 ft * Faith * Rank
Components: V, S, M
Duration: 8x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 2 Minutes per rank
Area of Effect: One humanoid
Resistance Roll: KAR
This prayer holds humans, demihumans, or humanoid creatures rigidly immobile and in place. The Hold Person prayer affects any bipedal human, demihuman, or humanoid creature. Thus, a high-level human warrior could be held, while a bear or dog could not. Undead creatures cannot be held.
Those who succeed on their Resistance Rolls are totally unaffected by the prayer.
When the prayer is granted, a shining shaft of light comes from above, although the origin of the light cannot be determined. The target is held with a shaft of light, unable to move or speak, and transfixed by the light above them. If the subject wishes to do anything else other than be only vaguely aware of his or her surroundings, the subject much make a Will check against the Priest's Faith. If successful, the creature's can use abilities or senses not requiring motion, speech, or sight. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
While the light does illuminate the subject clearly, the area around is only dimly lit. However, the light is a holy light. Undead or evil creatures attempting to penetrate the barrier around each person must suffer all of the penalties of exposing themselves to daylight or holy ground to do so.
The priest casting the Hold Person prayer can end the prayer with a single utterance at any time.
The priest needs a small light in the area to serve as the focus of this prayer. A candle will do, as well the sun, a torch, or any other significant light source equal to or greater than a candle.
Grace: 20
Difficulty: 17
Range: 10 ft * Rank * Faith
Components: V, S
Duration: Instantaneous
Minimum Prayer Length: 5
Area of Effect: 20-ft.-radius burst
Resistance Roll: AGI
The priest draws down holy power to smite the priest's enemies. Only evil and unfaithful creatures are harmed by the prayer; Faithful and devote creatures are unaffected.
The prayer deals 1d(Faith) points of damage per two priest ranks to evil creatures and blinds them for Faith*Rank seconds. A successful Agility Resistance Roll reduces damage to half and negates the blinding effect.
The prayer deals only half damage against creatures who are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Agility Resistance Roll.
Those with Faith Rank 2 or higher in Myrak Paladoth, Faith Rank 4 or higher in "aligned" deities such as Daltus, or Rank 6 or higher in "neutral" deities such as Maritimus, are immune to this prayer.
Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 5 Minutes
Area of Effect: 1 Symbol
Resistance Roll: None
With this prayer, a priest purifies and imbues the essence of his god into the symbol of his god. Afterward, the symbol is holy, and may be used as a focus for prayers or devotionals. The symbol will remain holy until defiled by some means. Note that if the Faith of the priest who purified the symbol is strong enough, instead of being defiled by evil actions or prayers, the symbol may prevent them! The maximum Faith check able to be made with a holy symbol is equal to the Faith of the Priest who purified the symbol, plus his rank.
Grace: 20
Difficulty: 17
Range: Touch
Components: V, S
Duration: Special
Minimum Prayer Length: 10 Minutes
Area of Effect: 1 Creature
Resistance Roll: None
With this prayer and ceremony, the priest bestows a portion of his or her own Grace upon on another Creature. The priest determines at the time of Imbue how much Grace will be bestowed, and what prayer or prayers it may be used for. Until the subject of the Imbue with Grace uses the Grace bestowed, the priest may not recover that amount of Grace.
The subject of the Imbue with Grace may invoke the prayers by using his or her own Faith or the Faith of the Priest bestowing the Grace, which ever is higher. The prayers function as though invoked by a priest of the same Rank as the priest bestowing the Grace. A failed faith check does not waste the Grace, however. The recipient may attempt the prayer again, until successful.
Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 30x
Minimum Prayer Length: 4 seconds
Maximum Duration: 6 minutes
Area of Effect: Creature touched
Resistance Roll: Special
This prayer causes affected undead to lose track of and ignore the warded creature for the duration of the prayer. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a Perception Resistance Roll to avoid the effect. Note that a priest protected by this prayer cannot Turn affected undead. The prayer ends immediately if the recipient make any attack, although casting prayers such as Heal Injury, Augury, or Chant does not end the ward.
The material focus is the priest's holy symbol.
Grace: 20
Difficulty: 17
Range: Personal or touch
Components: V, S
Duration: 50x per rank
Minimum Prayer Length: 4
Maximum Duration: 10 minutes per rank
Area of Effect: Creature Touched
Resistance Roll: WIL (harmless)
This prayer enables the priest or the creature the priest touches to move and attack normally for the duration of the prayer, even under the influence of magic or forces that usually impedes movement, as long as their actions follow a just course. The prayer also allows the priest or creature touched to move and attack normally while underwater, even with cutting weapons and with bludgeoning weapons provided that the weapon is wielded in the hand rather than hurled. The prayer of Just Action does not, however, allow water breathing, or protection from other physical consequence for the action taken.
Grace: 3
Difficulty: 13
Range: 120 yards
Components: V, S
Duration: 300x + 50x per rank
Minimum Prayer Length: 4
Maximum Duration: 1 hour + 10 minutes per rank
Area of Effect: 20-foot-radius globe
Resistance Roll: KAR
This prayer causes a luminous glow within 20 feet of the prayer's center. The brightness in this radius equals a torch. At best, objects seen in darkness beyond this illumination appear as vague and shadowy shapes The prayer centers on a point selected by the priest, and he or she must have a line of sight and unobstructed path for the prayer when invoked. Light can spring from air, rock, metal, wood, or almost any similar substance. Although itself immobile, the prayer remains centered on the object or creature even as they move. If this prayer targets a creature, the creature may make a Karma Resistance Roll. Successful Resistance indicates that the prayer is centered immediately behind the creature, rather than upon the creature itself.
A Light prayer targeted directly on the visual organs of a creature effectively blinds it, reducing its attack rolls by 20, its Resistance Rolls by 4, and allowing its opponents to receive a bonus of 20 when attacking the affected creature. The priest can extinguish the Light at any time by uttering a single word. Light prayers are not cumulative - multiple invocations do not provide a brighter light.
Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 300x Per Rank
Minimum Prayer Length: 4
Maximum Duration: 1 Day Per Rank
Area of Effect: 2 Holy Symbols
Resistance Roll: None
By means of this prayer, the priest spiritual links two holy symbols of his deity. For the duration of this prayer, the two symbols are linked, and act as one. As long as the two symbols are within 5 feet for every rank of Faith possessed by the bearers, touch to one holy symbol is the same as touch to the other. Thus, a prayer that is touch only may be invoked through the symbols. For example, a priest with Faith 6 and knight with Faith 4 have a pair of linked holy symbols. The priest may cast any touch prayer, such as Heal Injury, and reach the knight if the two are within 50 feet of each other. The link flows both ways, and the priest may benefit from it as well. A single holy item may be linked to one additional symbol for every 3 ranks earned by the priest, (i.e. 1 at ranks 1-3, 2 at ranks 4-6, etc.) The material foci are the two holy symbols, and a 6 inch golden chain which may not be disturbed or or disrupted during the duration.
Grace: 25
Difficulty: 18
Range: Touch
Components: V, S, M, DF
Duration: 1 year * Rank * Faith
Minimum Prayer Length: 10 minutes
Maximum Duration: Permanent
Area of Effect: Creature touched
Resistance Roll: None
When moral suasion fails to win a criminal over to right conduct, the priest may use the Mark of Justice to encourage the criminal to walk the straight and narrow path.
The priest draws an indelible mark on the subject and states some behavior on the part of the subject that will activate the Mark. When activated, the Mark curses the subject. Typically, the priest designates some sort of criminal behavior that activates the Mark, but the priest can pick any act the priest pleases. The effect of the Mark is identical with the effect of Bestow Curse.
Since this prayer takes 10 minutes to invoke and involves writing on the target, the priest can cast only it on someone who is willing or restrained.
Like Bestow Curse, Mark of Justice cannot be dispelled, but it can be removed with a Break Curse, or other powerful spells. Remove curse, however, works only if the caster is at least as high level as the rank of the priest's Mark of Justice. These restrictions apply regardless of whether the Mark has activated.
Grace: 20
Difficulty: 17
Range: Touch
Components: V, S, M
Duration: Instantaneous
Minimum Prayer Length: 9
Area of Effect: 1 Creature, or object up to 1 cu. ft./rank
touched
Resistance Roll: Physical (HEA) (harmless)
The priest detoxifies any sort of venom in the creature or object touched. A poisoned creature suffers no additional damage or effects from the poison, and any temporary effects are ended, but the prayer does not reverse instantaneous effects, such as physical damage, temporary ability damage, or effects that don't go away on their own.
This prayer also neutralizes the poison in a poisonous creature or object. A poisonous creature replenishes its poison at its normal rate.
Grace: 5
Difficulty: 14
Range: 0
Components: V, S, M
Duration: 150x
Minimum Prayer Length: 4
Maximum Duration: 450x
Area of Effect: Special
Resistance Roll: None
By using this prayer, the priest can temporarily bless up to three prayer beads, no larger than sling bullets. The prayer beads can then be hurled or slung at an opponent. If hurled, then can be thrown up to 20 yards. The character using them must roll normally to hit, although the blessing on the beads enables any character to be proficient with them. The beads are considered to be enchanted weapons for determining if a creature can be struck (those struck only by magical weapons, for instance). They have an attack bonus equal to the Faith in Myrak Paladoth of the character using the beads, though never more than the Faith of the priest who preformed the prayer. Each bead that hits inflicts 1d4 points of damage, 2d4 points against undead. The blessing on each bead last for the duration or until used.
The material foci are the priest's holy symbol and the prayer beads, used in devotion to Myrak Paladoth.
Grace: 4
Difficulty: 13
Range: Touch
Components: V, S, M
Duration: 12x per rank
Minimum Prayer Length: 5
Maximum Duration: 3 minutes per rank
Area of Effect: Creature touched
Resistance Roll: NA
When this prayer is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has three major effects:
First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -10% penalties to attack rolls; any Resistance Rolls caused by such attacks are made with a +2 bonus. If the protected creature has Faith in Myrak Paladoth, the Faith of the creature will increase the penalty as well. For every four full ranks of Faith in Myrak Paladoth, an additional +1 may be added to all Resistance Rolls from evil sources.
Second, any attempt to possess (as by a Magic Jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this prayer. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.
Third, the prayer prevents bodily contact by creatures of an extraplanar or conjured nature (such as Aerial Servants, Elementals, Imps, Invisible Stalkers, Salamanders, Water Weirds, Xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by prayers or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tires to force the barrier against the blocked creature.
All attacks from those suffering from a Curse of Myrak Paladoth are considered to be evil by this prayer, and a recipient of a Protection From Evil receives all appropriate benefits from the Prayer against such any action taken by the Cursed creature.
To complete this prayer, the priest must use holy water to trace the a circle around the recipient. The recipient must all carry a holy symbol of Myrak Paladoth. The lack of Holy Water raises the Grace Cost by 2. If the recipient does not have a holy symbol of Myrak Paladoth, then the Protection is broken once they leave the circle.
Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 100x per rank
Minimum Prayer Length: 2
Maximum Duration: 10 minutes per rank
Area of Effect: One creature
Resistance Roll: NA
The recipient of this prayer receives total immunity to supernatural paralysis. Spells or prayers such as Hold Person and Slow have no effect on the individual. This prayer's benefits also provide protection against the supernatural paralysis attacks of monsters. However, this prayer provides no protection against physical damage or poisons, even paralyzing poisons.
The material focus is bit cloth taken from the priest's garments soaked in grease or oil. Without this, the Grace cost is increased by 2.
Grace: 5
Difficulty: 14
Range: 30 yards
Components: V, S
Duration: Permanent
Minimum Prayer Length: 20 seconds
Area of Effect: 1 cubic foot per rank, 10-ft-sq area
Resistance Roll: NA
When invoked, this prayer makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to one cubic foot of food and drink per rank can be thus made suitable for consumption. This prayer does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by Purify Food and Drink, but the prayer has no effect on creatures of any type nor upon magical potions.
Grace: 15
Difficulty: 16
Range: Touch
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 9
Area of Effect: Creature or Item Touched (or 30-foot radius)
Resistance Roll: Special
Upon the granting of this prayer, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse prayer does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the prayer typically enables the person afflicted with any such cursed item to get rid of it.
Certain special curses may not be countered by this prayer, or may be countered only by a priest of a certain level or more. A priest of 10th level or more can cure lycanthropy with this prayer by casting it on the animal form. The were-creature receives a Charisma Resistance Roll and, if successful, the prayer fails and the priest must gain a level before attempting the remedy on this creature again. Often, this prayer must be invoked in conjunction with other conditions to counter truly powerful curses.
Alternatively, a priest may use this prayer in an attempt to disrupt other, opposed spiritual forces in the area. When a priest uses this prayer in this way, he or she brings forth their holy symbol, and invokes a special blessing upon it. As a result, it has a chance to neutralize or negate the curses within a 30-foot radius as follows:
First, it has a chance to remove prayers and spell-like effects (including device effects and innate abilities) from creatures or objects if the power derives from an unholy being and is harmful to the recipient. Second, it may disrupt the invocation or use of these in the area of effect at the instant the break curse is cast.
Each effect in the prayer's area is checked to determine if it is removed. The chance is a resisted check based on the priest's level and Faith versus the combined total of the Faith and level of its caster or invoker. Thus, a 5th level priest with a Faith of 10 who attempts to break a prayer invoked by a 1st level priest of Dolerum with Faith 8, has a Difficulty of 9 (8+1), and a Base Odds of 16. The priest will have a bonus of 15 (5 + 10) for the check, and thus automatically succeeds. However, the same 5th level priest attempting to remove a prayer cast by a 5th level priest who also has a Faith of 10, then the Base Odds become 24. For considerations of the prayer Remove Curse, any bonuses or penalties to a priest's Faith checks are also applied.
A Remove Curse can affect only a specially cursed item if it is targeted directly upon the item and the priest touches it. This renders the curse non-operational for 1d10 seconds per level of the priest. An item possessed or carried by a creature has the creature's Will Resistance Roll against this effect, otherwise it is automatically rendered non-operational. Note that an item's physical properties are unchanged: a non- operational curse chain is still a chain.
Grace: 5
Reversible
Difficulty: 14
Range: 10 yards
Components: V, S
Duration: 100x per rank
Minimum Prayer Length: 1
Full Duration: 300x per rank
Area of Effect: 1 creature/4 ranks
Resistance Roll: Special
The priest instills courage in the prayer recipient, granting the creature a +4 bonus to Resistance Rolls against magical fear attacks for 5 minutes for the duration of the prayer. The maximum duration of the protection is 5 minutes for every rank of the priest. If the recipient has recently (that day) failed a Resistance Roll against such an attack, the prayer immediately grants another Resistance Roll, with a +4 bonus to the die roll. For every four ranks of the caster, one creature can be affected by the priest (one creature at ranks 1 through 4, two creatures at ranks 5 through 8, etc.). For every four full ranks of Faith in Myrak Paladoth the recipient has, an additional +1 may be added to the Resistance Rolls.
Grace: 15
Difficulty: 16
Range: Touch
Components: V, S
Duration: Instantaneous
Minimum Prayer Length: 5
Area of Effect: Creature Touched
Resistance Roll: None
With this prayer, the priest may remove an infection from a wound. One infection may be completely removed for every four ranks of Faith of the priest. Supernatural infections are not automatically removed, but allow the recipient to make an Karma Resistance Roll to remove the infection. This Resistance Roll is made with a bonus equal to priest's rank.
Grace: 12
Difficulty: 15
Range: Touch
Components: V, S
Duration: Instantaneous
Minimum Prayer Length: 5
Area of Effect: Creature Touched
Resistance Roll: None
With this prayer, the priest may remove a parasite from a subject. One parasite may be completely removed for every four ranks of Faith of the priest. Supernatural parasites are not automatically removed, but allow the recipient to make a spiritual Resistance Roll to remove the parasite. This Resistance Roll is made with a bonus equal to priest's rank.
Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 200x Per Rank
Minimum Prayer Length: 3
Maximum Duration: 1 Hour Per Rank
Area of Effect: Creature Touched
Resistance Roll: None
Casting this prayer gives the recipient a +1 bonus for every three ranks of experience of the priest casting the prayer. It is not effective against such attacks that have no Resistance Roll, nor against the fascination effects of a high Appearance. Recipients with Faith in Myrak Paladoth gain an additional bonus for four ranks of Faith in Myrak Paladoth.
The recipient of the prayer must carry a symbol of Myrak Paladoth for the prayer to be effective.
Grace: 10
Difficulty: 15
Range: Touch
Components: V, S
Duration: 4x per rank
Minimum Prayer Length: 5
Maximum Duration: 1 minute per rank
Area of Effect: Creature Touched
Resistance Roll: None
When this prayer is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the priest. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, Fire Storms, Fireballs, Meteor Swarms, dragon's breath, Ice Storms, or Cone of Cold. In all of these cases, the temperature affects the creature to some extent. The recipient of the prayer gains a bonus of +3 to Resistance Rolls against such attack forms and all damage sustained is reduced by 50%; therefore, if the Resistance Roll is failed, the creature sustains one-half damage, and if the Resistance Roll is successful, only one-quarter damage is sustained.
If engaged in actions as part of a just cause or in the defense of justice, the recipient may add an additional bonus of +1 for every 5 ranks of Faith.
Grace: 8
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 10 minutes
Area of Effect: One Corpse
Resistance Roll: EMP
By sprinkling Holy Water over a corpse killed by undead while chanting this prayer, the priest reduces the probability that the corpse will rise as an undead at some later time. Further, it protects the body from the prayer Animate Dead that might be cast on the remains at some later time. The corpse is allowed an Empathy Resistance Roll, the same as it would during life. The type of undead determines the difficulty of the Resistance Roll. A corpse that fails the appropriate Resistance Roll will rise as an undead in the normal manner. If the Resistance Roll succeeds, the corpse will be forever useless for any purpose of undead procreation. This applies to the victims of ghouls, ghasts, wights, wraiths, specters, vampires, or any other from of undead that is able to produce others of its own kind.
While under the protection of a Rest In Peace prayer, the victim's spirit cannot be contacted by Speak With Dead unless the caster of the latter prayer is of a higher rank than the priest who preformed the Rest In Peace prayer. If a Speak With Dead prayer cast under these conditions is successful, the Rest In Peace prayer protection is canceled and cannot be replaced.
This prayer may be performed without the use of Holy Water, but doing so increases the Grace cost by 2, as well as increasing the difficulty of the Resistance Roll by 2.
Grace: 30
Difficulty: 19
Range: Touch
Components: V, S, M
Duration: Permanent
Minimum Prayer Length: 1 hour
Area of Effect: Creature touched
Resistance Roll: NA
A restoration prayer restores lost life force or vitality. It dispels any magical effects reducing one of the subject's ability scores (such as Ray of Enfeeblement) or cures all points of temporary ability damage to one of the subject's ability scores (such as from a Shadow's touch or poison). The Prayer also dispels negative energy levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than 1 day per priest rank. This is only automatically successful if the source of the life draining event has already been destroyed, e.g. the vampire is dead, etc. If the life stealing agent is still active, then it can attempt to resist the affect of this prayer.
Grace: 4
Difficulty: 14
Range: Touch
Components: V, S
Duration: Permanent
Minimum Prayer Length: 5 seconds
Area of Effect: Creature touched
Resistance Roll: NA
When casting this prayer and laying his hand upon a creature, the priest restores 1d8 points of lost stamina to the creature. This restoration cannot affect creatures without corporeal bodies, nor can it restore the stamina not living or of extraplanar origin. The prayer can only restore up to the character's maximum stamina. All other benefit is lost.
Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 6x hours
Minimum Prayer Length: 15
Maximum Duration: 1 day per rank
Area of Effect: Creature Touched
Resistance Roll: NA
By use of this prayer, a priest becomes instantly aware when the recipient of the prayer is in danger, regardless of the distance between the priest and the recipient. The recipient may be on a different plane than the priest.
When this prayer is invoked by a priest of at least 3rd rank and Faith 8, he or she 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 the prayer.
The material focus is a Holy Symbol or Signet that has been kissed by the prayer's recipient. Without this, the Grace cost increases by 5 for this prayer.
Grace: 5
Difficulty: 14
Range: Touch
Components: V, S, M
Duration: 6x + 3x per rank
Minimum Prayer Length: 6 seconds
Maximum Duration: 2 minutes + 1 minute per rank
Area of Effect: Creature Touched
Resistance Roll: CHA
When the priest invokes a Sanctuary prayer, any opponent attempting to strike or otherwise directly attack the protected creature must roll a Charisma Resistance Roll. If the Resistance Roll succeeds, the opponent can attack normally, unaffected by the prayer. If the opponent fails the Resistance Roll, however, the opponent loses track of the warded subject in combat, and totally ignoring the warded subject for the duration of the prayer. Those not attempting to attack the subject remain unaffected. Note that this prayer does not prevent the operation of area attacks (fireball, ice storm, etc.).
While protected by this prayer, the subject cannot take direct offensive action without breaking the prayer, but may use non-attack prayers, 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, invoke a Light in the area (but not upon an opponent), and so on.
The material focus of the prayer include the priest's holy symbol and a small silver mirror. The grace cost increases by 2 without the focus.
Grace: 14
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: Permanent until discharged
Minimum Prayer Length: 10 minutes
Area of Effect: Object touched
Resistance Roll: KAR for 1/2
Any closable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by the Seal of St. Latimer. The prayer is centered on a point selected by the priest. The item so sealed cannot have a second closure or warding prayer placed upon it. A Knock spell cannot affect the Seal of ST. Latimer in any way; as soon as the offending party opens the item, the seal discharges. As with most mystic seals, the Difficulty to find it is base 12.
When the Seal is discharged, there will be an explosion of five-foot radius from the prayer's center. All creatures within this area must make a Karma Resistance Roll. The Seal inflicts 1d4 points plus 1 point per rank of the priest; half that total amount for creatures successfully Resisting. Underwater, this seal inflicts half damage and creates a large cloud of steam. The item trapped is not harmed by this explosion.
The priest can use the trapped object without discharging it, as can any individual with a Faith of 6 or higher in Myrak Paladoth. The prayer may also be specifically attuned when invoked to allow an additional group access without breaking the Seal, e.g. by means of a keyword. Doing so costs an additional 4 Grace.
To place this prayer, the priest must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual.
The material focus of this prayer is a gold tip stylus, pin, dagger, or other object which may be used to write or inscribe with.
Grace: 15
Difficulty: 16
Range: 10 ft * Rank * Faith
Components: V, S
Duration: Instantaneous
Area of Effect: Ray
Resistance Roll: AGI
Focusing holy power like a ray of the sun, the priest projects a blast of light from the priest's open palm. The priest must succeed at a ranged touch attack to strike the priest's target. A creature struck by this ray of light takes 1d(Faith) points of damage per two ranks of the priest. Undead creatures take 1d(Faith) points of damage per priest rank, and undead creatures particularly vulnerable to sunlight, such as vampires, take 1d(Faith)+2 points of damage per priest rank. Constructs and inanimate objects take only half normal damage.
Grace: 5
Difficulty: 14
Range: 0
Components: V, S
Duration: 3x per rank
Minimum Prayer Length: 20 seconds
Maximum Duration: 15x per rank
Area of Effect: 120 yards
Resistance Roll: NA
With this prayer the priest places himself in a deep trance, during which he cannot move, speak or take any action. While in the trance, the priest is highly attuned to the powers and forces in the surrounding area. As such, the trances allows the character to discover whether any supernatural or magical effects are at work in the area. For each minute the priest remains in the trance, he feels the presence of any one lesser spirit, greater spirit, curse, permanent magical effect, or haunting, provided this is in the area of effect. He is able to determine the general type of thing contacted (natural spirit, evil haunting, etc.), but cannot communicate with it in any way or gain any other information about it. For example, the party stops at a deserted temple for the night. The priest enters into a trance, hoping to learn if supernatural forces are at work here. From the trance he learns that an evil spirit is haunting the temple. So prepared, the party can ready appropriate defenses or leave.
Grace: 10
Difficulty: 15
Range: 120 Yards
Components: V, S
Duration: 8x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 2 Minutes Per Rank
Area of Effect: 15' radius sphere
Resistance Roll: None
Upon the granting of this prayer, 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), and no noise whatsoever issues from or enters the area. The prayer can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The prayer can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives an Empathy Resistance Roll against the prayer. If the Resistance Roll is successful, the prayer effect is centered about one foot behind the position of the subject creature at the instant of casting. This prayer provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc.
Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 20x Minutes Per Rank
Minimum Prayer Length: 1
Maximum Duration: 1 Hour Per Rank
Area of Effect: Creature Touched
Resistance Roll: None
When this prayer is placed upon a poisoned individual, it greatly slows the effects of venom, if it is cast upon the victim before the poison takes full effect. This period, known as the onset time, is known to the gamemaster. While this prayer does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in hopes that, during that period, a full cure can be accomplished.
The material foci of the slow poison prayer 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). The lack of a material focus increases the Grace cost by 6.
Grace: 10
Difficulty: 15
Range: 10 Yards Per Rank
Components: V, S, F
Duration: 12x + 4x per Rank
Minimum Prayer Length: 5
Maximum Duration: 3 Minutes + 1 Minute Per rank
Area of Effect: Special
Resistance Roll: None
By calling upon Myrak Paladoth, the priest uses a Spiritual Weapon prayer to bring into existence a field of force shaped vaguely like the weapon the Priest is using. Once brought into existence, the weapon may be targeted upon any opponent in range that the Priest can identify.
When a target is selected, the Spiritual Weapon moves forward to attack the opponent. The weapon has the same base connection chance as the priest has with the weapon, but the priest may add his or her Faith as a bonus to the attack roll. The weapon strikes in the same direction as the priest is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the target for the loss of shield and Agility modifiers. The damage inflicted by the Spiritual Weapon is the normal damage inflicted by a normal such weapon.
A Disrupt Mystic prayer that includes either the priest or the Spiritual Weapon in its area of effect has a chance to disrupt the Spiritual Weapon.
The material focus of this prayer is the priest's Holy Symbol, and the weapon to be used. If the weapon has not been Blessed at some point by the priest, then the Grace Cost increases by two; likewise without the priest's Holy Symbol the Grace cost increases by two as well. The priest may use a miniature weapon that has been Blessed, made from high quality steel and precious metals, that the priest must hurl toward opponents while uttering the plea to his deity.
Grace: 10
Difficulty: 15
Range: Touch
Components: V, S, M
Duration: 20x + 5x/2 ranks
Minimum Prayer Length: 4
Maximum Duration: 4 minutes + 1 minutes/2 ranks
Area of Effect: One weapon
Resistance Roll: None
With this prayer, the priest causes a holy fire of red-hot intensity to spring forth from his hand, and coat one weapon. The weapons is not harmed by this fire, even if it is made of a combustible material. Any person with Faith 4 or higher in Myrak Paladoth may pick up the weapon without being harmed. The heat from the holy blaze is enough to sear flesh upon contact, otherwise. If the weapon successfully hits during combat, the creature struck suffers an additional 1d4 points of fire damage. If the creature is undead, the additional damage is 1d4 plus the wielder's Faith in Myrak Paladoth. The holy fire can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, the prayer does not make the weapons magical in the normal sense of the term, so creatures other than undead struck only by magical weapons are not harmed by the weapon, although the fire may hurt them. This prayer does not function underwater.
In addition to the priest's holy symbol, the prayer requires a drop of holy water to be anointed on the weapon as the material focus.
Grace: 12
Difficulty: 15
Range: 30 yards
Components: V, S
Duration: 2x per Rank
Minimum Prayer Length: 20 seconds
Maximum Duration: 2 minutes per Rank
Area of Effect: Special
Resistance Roll: None
This prayer delivers the punishment of St. Euric on any target or area designated by the priest. The punishment is a miniature whirlwind with a biting wind of cold and sand. The whirlwind is about one foot in diameter at its base, no more than five feet tall, and three to four feet across at the top. The whirlwind moves as directed by the priest, but dissipates if it is ever separated from the priest by more than 20 yards plus a number of yard's twice the priest's Faith. The winds produced by this whirlwind are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin.
While skimming along the ground in an area of loose dust, sand, or ash, the whirlwind picks up those particles and disperses them in a 10- foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for 15 + 2d6 seconds after they emerge. A mage caught in the whirlwind or its cloud has an increased difficulty for all spell casting equal to half the priest's Faith.
The whirlwind is actually a small air spirit, responding to the prayer. The whirlwind has 30 points of Dodge, 1d8 Physical Hits, plus a number of Stamina equal to the Priest's Faith. It may be dispersed by normal damage. It has a move of 18. Every 1d6 seconds, it's biting wind, cold, and sand may be used in a attack (base connection of 45, with a bonus equal to the priest's Faith), which may inflict 1d4 points of damage. The whirlwind can hold a gas cloud or a creature in gaseous form at bay or push it away from the priest, though it cannot damage or disperse such a cloud.
Any natural Air elemental or other air spirit may disperse the prayer with a single hit.
Grace: 12
Difficulty: 15
Range: 10 yards per Rank
Components: V, S
Duration: 12x Per Rank
Minimum Prayer Length: 5
Maximum Duration: 3 Minutes Per Rank
Area of Effect: 1 Creature Per Rank
Resistance Roll: None
This prayer was developed to insure fair play at competitions and contest. With it, the priest may temporarily suspend mystical or magical benefits to a target's actions. One creature per rank may be effected, and their is no resistance. However, the priest must be fair in his selection of targets, and alternate evenly between factions. It is traditional, in contest in which the priest is participating, for the priest to be the first or second target of this prayer. In combat, for example, this prayer negates the benefits of a Strength spell or an Aid prayer. Note however that this prayer merely suspends the operation of mystical or magical benefits temporarily. It does not negate them.
Grace: 40
Difficulty: 21
Range: 40 ft * Rank * Faith
Components: V, S, DF
Duration: Instantaneous
Minimum Prayer Length: 8
Area of Effect: Faith * Rank radius burst
Resistance Roll: AGI
Sunburst causes a globe of searing heat and radiance to explode silently from a point the priest selects. All creatures in the globe are blinded and are dealt 3d6 points of damage. A successful AGI Resistance Roll negates the blindness and reduces the damage by half. Creatures to whom sunlight is harmful or unnatural take double damage.
Undead creatures caught within the globe are dealt 1d(Faith) points of damage per rank of priest, or half damage if a AGI Resistance Roll is successful. In addition, the burst results in the destruction of undead creatures specifically affected by sunlight if they fail their Resistance Rolls.
The ultraviolet light generated by the prayer deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.
Grace: 10
Difficulty: 15
Range: 30 Yards
Components: V, S, M
Duration: 32x minutes or until strike
Minimum Prayer Length: 5
Maximum Duration: 8 Hours
Area of Effect: 5' radius sphere
Resistance Roll: CHA
This prayer is known as the Watchful Dragon because the golden haze brought forth by its casting resembles a small dragon. It is typically used to guard some area against intrusion. Any creature, approaching within 10 feet of the guarded area may be affected by the "dragon." Any creature entering the guarded area must roll a successful Charisma Resistance Roll or stand paralyzed for 1 minute per rank of the priest, until freed by the priest, by a Dispel prayer, or by a Remove Paralysis prayer. A successful Resistance Roll indicates that the subject creature was missed by the attack of the dragon-form, and the prayer remains in place. As soon as a subject creature is successfully struck by the dragon-form, the paralysis takes effect and the force of the prayer dissipates. The prayer force likewise dissipates if no intruder is struck by the dragon-form within the duration of the prayer. Any creature approaching the space being guarded by the dragon-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and the creatures Perception in darkness.
The material focus is the priest's holy symbol, and a string of prayer beads laid in a circle, which is not consumed by the prayer. A small statue or figurine of a dragon may be served as well, if the figure has been previously Blessed by the priest. The lack of a material focus increases the Grace cost by 4.