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Our Lady of Silver, the Moonmaiden, the Night White Lady

Intermediate Power of Gladsheim , CG

PORTFOLIO: Moon, stars, navigation, navigators, wanderers, seekers, good and neutral lycanthropes
ALIASES: Bright Nydra (Farsea Marshes), Elah (Anauroch, among the Bedine), Lucha (Durpar, Estagund, and Var the Golden)
DOMAIN NAME: Ysgard/Gates of the Moon
ALLIES: Mystra, Lliira, Sune, Tymora, Eilistraee, Sehanine Moonbow, Shaundakul, Eldath, Chauntea, Valkur the Mighty, Lathander
FOES: Shar, Umberlee, Mask, Moander (now dead)
SYMBOL: Two darkly beautiful human female eyes surrounded by a circle of seven silver stars

When Selûne (Seh-LOON-eh) journeys to the Realms, she is said to appear in many forms and is depicted in religious art as everything from a female face on a lunar disk to a dusky skinned woman with wide, radiant eyes and long ivory-colored hair to a matronly, middle-aged woman whose dark hair is streaked with gray. In Durpar, Estagund, and Var the Golden, Selûne is worshipped as part of the Adama, the Dutparian concept of a world spirit that embraces and enfolds the divine essence that is part of all beings. Here she is known as Luche, She Who Guides. Lucha oversees connections and relationships, guiding herdsmen to good pastures, blessing marriages, helping lost ships at sea, and ensuring safe births. It can be safely said that as the moon changes, so does the nature of the moon goddess.

Selûne's eternal foe is the evil goddess Shar, and she battles her ceaselessly on many planes of existence, both through mortal worshipers and servitor creatures. The undying enmity between the two goddesses predates the existence of most, if not all, of the present-day existing Faerûnian deities. The enmity between Shar and Selûne carries into their priesthoods, such that open battle often occurs when followers of each faith meet. Selûne also struggles with Umberlee constantly over the fate of ships at sea and with Mask over the works of mischief and evil he performs in the shadows the moon's soft glow creates.

Selûne is a caring but quietly mystical power who often seems saddened by events perhaps millennia old. While she is normally calm and placid, her war with Shar is fierce, with neither side giving or receiving quarter. She is seen in many ways by her followers, who are a diverse group, and she is at times effervescently joyful and active, at others maternal, quiet, and almost poetic, and at yet others warlike and fierce, showing little mercy to her foes.

Before the Time of Troubles, Selûne had served Sune for some centuries after being independent for millennia. After the Godswar, she went her own way again. Her relationship with Sune and Lliira is still extremely friendly and cooperative.

Selûne is served by the Shards, a group of shining female servitors. The Shards can grow wings or banish them as they desire and have long, flowing blue hair and pearly-white skin. They are in reality planetars.

Other Manifestations:

Selûne often manifests as trails of dancing light motes known as "moondust" or "moon motes" that resemble will-o'-wisps. These guide folk who are lost at night or who must travel over treacherous ground; they also appear in order for her faithful to provide the light necessary to perform a delicate task. These moon motes may exude sparkling, glowing drops of pearly liquid—"drops fallen from the moon"—which Selûnite clergy gather and prize highly, using as an ingredient of power in many helpful potions and healing ointments. She also sends owls, weredragons, certain lycanthropes and shapechanging creatures, and the Shards to aid mortals or to show her favor or presence.

The Church

CLERGY: Clerics, specialty priests, crusaders, mystics
TURN UNDEAD: C: Yes, SP: Yes, Cru: No, Mys: No
CMND. UNDEAD: C: No, SP: No, Cru: No, Mys: No

All clerics, specialty priests, crusaders, and mystics of Selûne receive religion (Faerûnian) as a bonus nonweapon proficiency.

Selûne is worshipped by a mixed bag of followers: navigators, sailors, women, female spellcasters (especially those born under a full moon or interested in divination), good and neutral-aligned lycanthropes, those who work honestly at night, those seeking protection from Shar, the lost, the questing, and those curious about the future. Couples look to Selûne to bless them with children when they are ready, and women look to her for courage, strength, and guidance. The demands she places on her followers are few, and the goddess is reputed to be free with her gifts and boons to mortals.

Selûne's priesthood is as diverse as her worshipers; with hers being truly a faith that promotes equal access and understanding. Reflecting the chaotic and scattered nature of the church of Selûne, its hierarchy is a hodgepodge of clerics, specialty priests, crusaders, mystics, informed or blessed lay individuals, and a smattering of good-aligned lycanthropes (both natural and infected). All cooperate in relative—if rollicking—peace under the symbol of Our Lady of Silver. Members of this diverse group all worship the goddess in their own styles. Her churches vary, as do the phases of the moon, from opulent temples in Waterdeep to simple shrines in the Dalelands, from hermitages and hilltop dancing circles to ornate mansion temples.

A great deal of moon-related activity occurs in and around Waterdeep, and most of this is attributed to the temple to Our Lady of Silver. Most Selûnites, however, tend toward smaller shrines and individual worship, since "Anywhere the full moon shines is the place for Selûne." Selûnites refer to night conditions as being either "moonlight" (the moon is present, though perhaps not immediately visible) or "nightgloom" (the moon is not out or is dark).

Selûnite priests use a wide variety of titles, but novices (not yet fully priests) are always known as the Called, and human females tend to dominate the ranks of the more powerful clergy. Typical Selûnite titles (in ascending order) include: Touched, Enstarred, Moonbathed, Silverbrow, Lunar, Initiate, and High Initiate. All of these titles are followed by "Priestess/Priest." Those titles that follow these in rank tend to begin with "Priestess/Priest of the" and end in some form traditional to the individual temple or shrine the priest is affiliated with. It must be stressed that outside of Waterdeep and other larger city temples, many departures from these forms of titles will be found. The elite specialty priests of the goddess are known as silverstars.

Selûne as Lucha is worshipped by nearly everyone in Durpar. Her worshipers believe that she will guide them to the most profitable customers. It is widely believed that Lucha herself watches over all marriages performed by her clergy, and nearly all marriages in Durpar are performed by priests of Lucha. Her priests work ceaselessly against those of Mask and other evil gods.

Dogma: Selûne's ethos seems to be one of acceptance and tolerance over any other overriding principle. All are to be made welcome in her faith and seen as equal, and fellow Selûnites should be aided freely, as if they were one's dearest friends. "May Selûne guide your steps in the night, and bring them to the new dawn" is the common blessing of priests of Selûne to the faithful.

Novices are charged with the words of the goddess: "Let all on whom my light falls be welcome if they desire to be so. As the silver moon waxes and wanes, so too does all life. Trust in my radiance, and know that all love alive under my light shall know my blessing. Turn to the moon, and I will be your true guide."

Day-to-Day Activities: Priests of Selûne spend their time wandering Faerûn reaching out to the faithful and to potential worshipers of the moon goddess, since Selûne can be worshiped anywhere on the surface world. They make much small coin by telling fortunes, because folk who try to read the stars never achieve the same success rate in predictions as do clergy members who can call on Selûne for real guidance. In this way, Selûne steadily gains worshipers from the ranks of those who look to the night sky for guidance.

Members of the Selûnite priesthood also face lycanthropes fearlessly and thereby win respect among farmers and other members of the common folk. They are also, by the Lady's command, generous with their healing, often charging very little beyond a meal and a warm place to sleep for straightforward healing. Selûne's way thus makes the goddess ever more popular and keeps her clergy hardy, well-traveled, and in practical touch with the natural world.

The Moonmaiden's clergy are encouraged to be self-reliant, humble, and yet make as much of a success as they can in the world while always remaining as helpful and friendly to the lonely and to decent folk as possible. By this long-sighted policy Selûne allows her clergy to become happy, fulfilled, important people, and sees her faith steadily gain power thereby. Our Lady of Silver is inclined to be lenient in matters of alignment and religious observance. Self-reliance and finding one's own, practical path are more important than fussy detail in her faith, and so Selûne is also gaining favor among eccentrics, adventurers, and mavericks of all sorts, including outcasts. Many sages expect Selûne to rise again to great might among the powers, perhaps within their lifetimes.

Holy Days/Important Ceremonies: Selûnite clergy embroider their rituals into quite individual, unique observances. The basics of these are open-air dances and prayers under the moonlight with offerings of milk and wine poured upon a central altar during the nights of every full moon and new moon. These rituals are often called night stalks and during them her priests reaffirm their closeness to the Night White Lady and commune with her when possible.

The most sacred rituals of Selûne are the Conjuring of the Second Moon and the Mystery of the Night. The Conjuring of the Second Moon is performed only during Shieldmeet. It summons the Shards to do the bidding of the mortal clergy, often to do battle with minions of Shar. The Shards always take one mortal priestess to be one of them before they depart.

The Mystery of the Night must be performed at least once a year by every priest. During the Mystery ritual, Selûnite priests cast certain secret spells and lie before the Moonmaiden's altar, from whence they fly upward and spiral around the moon in a trance while they speak personally with Selûne via mental visions. This ritual causes a mortal ld12 points of damage as it is so draining, but this damage heals normally through rest or the use of healing magic.

When the goddess is pleased, she causes moonlight to bathe the wine or milk poured out on her altar, which transforms it into moonfire: an opalescent, glowing, soft-as-silk, ambulatory fluid mass the consistency of custard. The moonfire flows down from the altar to touch or envelop beings and items. Its touch destroys undead, enchants objects to make them magical items for the use of Selûnite clergy, and confers special powers on creatures. Moonfire vanishes when Selûne wills and bestows power as she wills. Those who steal it gain nothing, and there is no known means of forcing it to yield up a specific power.

Typical magical items Selûne creates with her moonfire include bracers of defense, mooncloaks, moon motes, potions of moon-healing, rings of shooting stars, and various magical shields. Moonfire-created bracers of defense in addition to working as other such bracers, allow their wielder to dimensional door once a night from one moonlit place to another. A mooncloak is a silvery-gray cloak that combines the powers of a cloak of protection +1 with water walking and levitate at will. A moon mote is a round, smooth stone that can become dancing lights upon command under the directional control of whoever is holding the mote; range and duration for the effect are as if dancing lights were cast by a 22nd-level wizard. Potions of moon-healing restore 4d8+4 points of damage to injured mortals and can be split into four doses that cure 1d8 points of damage each. To natural and infected lycanthropes, potions of moon-healing restore 8d8+8 points or yield four doses that cure 2d8 points of damage each.

Moonfire can also bestow magical powers upon mortal worshipers of Selûne under special circumstances. They work, when applicable, as if their users were 22nd-level. Typical special powers include:

  • Dispel magic at will once per moon (month).
  • Feather fall in moonlight at will or when unconscious and descending uncontrolled.
  • Fly (as the wizard spell) for as long and as often as desired one night per moon.
  • Identify objects by touch seven times per moon.
  • 30-foot infravision.
  • Locate object at will with no time or space limit within Faerûn once per moon.
  • Remove curse by touch once per moon.
  • Telekinesis once per night for as long as desired, but only when in moonlight. The ability ends abruptly in darkness or in nightgloom.
  • Immunity to all powers of and damage from elven moonblades.
  • Complete control over lycanthropic transformations for seven moons for lycanthropes of any type.
Major Centers of Worship: The greatest and most beautiful temple to Selûne is the House of the Moon in Waterdeep, where Priestess of the High Moonlight (or to the uninitiated, simply "High priestess") Naneatha Suaril holds court in a gilt-domed temple whose ornate new gates depict Selûne triumphantly hurling Shar down into the spires of Waterdeep as the faithful say she did during the Time of Troubles. Here dozens of silver-robed priestesses harp out tunes to the moon or sell healing drafts, potions that keep one alert for an entire night and yet bestow the benefits of a solid sleep, and other potions that give their imbibers infravision from one dusk to dawn.

Here, too, the devout make pilgrimages to see the holy replica of the Wand of the Four Moons in its glass case (guarded by specialty priest of Selûne). Selûne usually manifests in the temple from out of this wand. It was created and blessed by Selûne herself in memory of the battle with Shar she had in Waterdeep. This holy duplicate is identical in form to the wand that Selûne wields in battle. It levitates in its glass case and glows with a soft, silvery-blue light, though it has no other known magical powers. Some swear that Naneatha can, by special request to the Moonmaiden, switch this duplicate with the real Wand of Four Moons and wield it in all its glory for short periods, but no witnesses to such an event have ever come forward. A fortunate few pilgrims have witnessed drops of Selûne's holy essence—the ingredient used in the making of her potions—falling from the hovering wand or heard her whisper words of advice or encouragement in their heads as they gazed upon it. On Selûne's Hallowing, a yearly Waterhavian temple holiday, Naneatha carries it before her at the head of a parade of worshipers that leave the House of the Moon at moonrise and move down to the harbor.

She Who Guides is favored in Lastarr, an independent city once part of Estagund which is her most prominent center of worship.

One lost center of Selûnite worship is Myth Lharast in the heart of Amn, one of the legendary cities surrounded by a mythal. Founded as a city of Selûnites ages ago, its mythal is linked to the moon, and it appears only on certain moonlit nights as a ghostly, floating splendor of walls and towers only to disappear again. An assortment of evil beings and groups, from undead armies ruled by demiliches to gargoyle clans, have seized control of it over the years and used it to raid the surrounding land. This has given it a fell reputation. The faithful of Selûne yet hope to restore it to her care.

Affiliated Orders: One order of fanatic Selûnites is known as the Swords of the Lady, who are often referred to colloquially as the Lunatics. Its members are led by a few Selûnite crusaders, specialty priests, and mystics. They tend to act rapidly in response to threats from Shar and her priesthood, although the public often views their behavior as bizarre at large. Among other groups, the church of Selûne is also affiliated with the Harpers and a group of female diviners who worship the Night White Lady who call themselves the Oracles of the Moon.

Priestly Vestments: The ceremonial costume of Selûnites varies from place to place. Selûnite clergy members wear everything from plain brown robes to only a little moonstone jewelry as an accent to normal clothing to rich bejeweled gowns of the finest make and haughtiest fashion with enchanted, animate trains and capes and accompanying moonstone crowns. The finest can be found at the House of the Moon in Waterdeep, where high priestess Naneatha Suaril presides over rituals in a wide-bottomed hooped skirt with a large fanlike collar rising at the back of its neck. Both skirt and collar are stiffened with whalebone and set with clusters of pearls and other gemstones.

The ceremonial dress of priests of Lucha consists of a circlet woven of vines or flowers and white robes. No shoes are worn at ceremonies. The only other symbol of office is a staff wound about with vines and flowers.

Adventuring Garb: In the field, the clergy members of the Selûnite church dress practically for the task they are undertaking. They tend dress fashionably, but not gaudily, in day-to-day life. The preferred weapon of the clergy of Selûne is a smooth-headed mace called the moon's hand. The moon's hand has identical statistics to a standard footman's mace, though it gains special combat bonuses in the hands of a specialty priest of Selûne.

Specialty Priests (Silverstars)

REQUIREMENTS: Constitution 12, Wisdom 14
PRIME REQ.: Constitution, Wisdom
WEAPONS: All bludgeoning (wholly Type B) weapons
MAJOR SPHERES: All, animal, astral, combat, divination, guardian, healing, necromantic, numbers, summoning, sun, travelers, weather
MINOR SPHERES: Charm, elemental, plant, wards
MAGICAL ITEMS: Same as clerics
BONUS PROFS: Navigation, astrology

  • Beings of any race may be silverstars.
  • Silverstars are gifted with infravision (30-foot range).
  • In the hands of a silverstar, a moon's hand (same statistics as a footman's mace) strikes with a +1 to its attack and damage rolls and counts as a +1 magical weapon for the purpose of striking creatures only able to be hit by magical weapons.
  • Silverstars may create starshine (as the 3rd-level priest spell) once per day. For each five additional levels, a silverstar gains the ability to create starshine again that day.
  • At 3rd level, silverstars may create a moonbeam (as the 5th-level priest spell) or lower water or raise water (as the 4th-level priest spell or its reverse) once a day.
  • At 5th level, Silverstars may create a moonblade (as the 3rd-level priest spell) once a day.
  • At 10th level, Silverstars may create a moon path (as the 5th-level priest spell) or gain true seeing (as the 5th-level priest spell) once a day.
  • At 15th Level, Silverstars can shoot up to three shooting stars from one of their hands or their eyes per tenday, either simultaneously or one at a time. These glowing missiles with fiery tails each impact for 12 points of damage and burst in a l0-foot-diameter sphere for 24 points of damage. Any creatures struck take full damage from impact plus full damage from the shooting star burst. Creatures within the burst radius must roll a saving throw vs. spell to take only one-half damage. Range is 70 feet, at the end of which the burst will occur unless an object or creature is struck before that.

    The shooting stars follow a straight path. A creature in the path must roll a saving throw vs. spell or be hit by the missile. Saving throws suffer a -3 penalty within 20 feet of the silverstar who is shooting, -1 from 21 feet to 40 feet, and receive no adjustment beyond 40 feet.

  • Silverstars are not immune to lycanthropy; however, if infected by chaotic good lycanthropes (or if they change alignment to match the infecting lycanthrope, with all attendant experience penalties), then silverstars can control their lycanthropic transformations at will, as a natural (rather than infected) lycanthrope. A Silverstar cannot change alignment to evil and remain a Silverstar, though any other alignment change is allowed in these circumstances only. Silverstar lycanthropes, through a boon from Selûne, are not especially vulnerable to silver weapons.
Specialty Priests of Lucha (Guides)

PRIME REQ.: Wisdom
WEAPONS: All bludgeoning (wholly Type B) weapons, nets, lassos, and anything that allows capture without harming the victim
MAJOR SPHERES: All, astral, charm, divination, healing, necromantic, protection, plant, sun, travelers
MINOR SPHERES: Charm, elemental, guardian, wards
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Direction sense
BONUS PROFS: Navigation

  • The first weapon a guide learns must always be the quarterstaff.
  • Guides receive a +3 bonus to direction sense proficiency checks.
  • Guides are immune to maze, the direction-confusing effects of the guards and wards spell, and similar spells and spell-like effects that cause them to lose the way or become confused about what direction they are moving.
  • Guides are able to cast protection from evil (as the 1st-level priest spell) once per day. For each three additional levels, a guide gains the ability to cast protection from evil again that day.
  • At 3rd level, guides have the ability to locate object (as the 3rd-level priest spell) once per day.
  • At 5th level, guides have the ability to locate creature (as the 4th-level wizard spell) or create a moonblade (as the 3rd-level priest spell) once per day.
  • At 7th level, guides may create a moon path (as the 5th-level priest spell) or gain true seeing (as the 5th-level priest spell) once a day.
  • At 10th level, guides are able to find the path (as the 6th-level priest spell) once a day. As a first priority, a guide is to use this ability to find something that has been lost.
Selûnite Spells

3rd Level

Moon Blade (Alteration, Evocation)

Sphere: Combat, Sun
Range: O
Components: V, S
Duration: 1 round/level
Casting Time: 6
Area of Effect: One swordlike magical construct
Saving Throw: None

This spell brings into being a silent, weightless swordlike construct made of moonlight that extends 4 feet straight out from the caster's hand. It cannot be dropped, transferred to the grasp of another being, or broken. To strike, it must be wielded as a weapon. The caster's normal THAC0 applies, but a moon blade is considered a +4 magical weapon for the purpose of what kinds of beings it is able to hit. Its strike drains vitality or life force, causing no visible wounds, but inflicting ld12+4 points of damage. Undead are visibly wounded by a moon blade; their substance boils away from its touch, and they suffer 2d12+4 points of damage per blow.

A successful moon blade strike temporarily scrambles magic. On the round after being hit, victims cannot cast spells or call on any spell-like abilities. The functioning of existing spell conditions is suspended for that round, and magical items wielded by the victim do not function for that round.

A moon blade vanishes if its caster is slain or casts any other spell except those that have only verbal components.

This spell has no connection with the enchanted items known as moonblades borne and made by some elves.

4th Level

Wall of Moonlight (Alteration, Evocation)

Sphere: Protection, Sun
Range: 5 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 7
Area of Effect: A 6-inch-think vertical plane with a surface area of 5 square feet/level per side
Saving Throw: None

This magic creates a shimmering tapestry of swirling, pearl-white force. A wall of moonlight is intangible, need not be anchored to anything, and can be readily passed though. It can be made smaller than the caster's limits if surroundings confine it or the caster wishes to leave an opening beside it, but it cannot be dismissed prematurely. The false moonlight of the wall is bright enough to read by and to clearly illuminate its surroundings within 20 feet in all directions. Beings employing infravision cannot see clearly through it, though they may, if the situation allows, be able to shield their eyes and see past it.

A wall of moonlight has the following effects on creatures and items coming into contact with it or passing through it: Undead creatures take 4d12 points of damage. Creatures of evil alignment plus any being who is carrying a holy symbol consecrated to the goddesses Shar or Umberlee suffer 2d10 points of damage. Magic items glow with a sudden red faerie fire for 1d4+1 rounds; this cannot be banished before its duration ends, even if the wielder can normally control the radiance of the item. Magical potions must make a successful saving throw vs. magical fire or explode, inflicting 3d4 points of damage upon beings within 10 feet or 1d4+8 points of damage to any being carrying them if they are carried in a glass, crystal, or ceramic flask. (If they are carried in some other manner and fail their saving throw, the Dungeon Master must adjudicate the appropriate proportional effects.) Finally, magical darkness of any sort is banished and cannot be invoked or continue to exist within 40 feet of any part of the wall of moonlight.

If a creature passes through the wall more than once, or pauses within its midst for more than one round, the being suffers this damage for each contact with the wall or round of continuous contact with it.

5th Level

Moon Path (Alteration, Evocation)

Sphere: Sun, Travelers
Range: 5 yards/level
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: A variable-width, glowing white stair or bridge of translucent force a maximum of 15 feet/level long
Saving Throw: None

This spell enables its caster to create a stair or bridge from one known, visualized spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip that is from 3 to 20 feet wide as the caster decides (and able to vary in width over its length if the caster desires). It is a maximum of 15 feet per level of the caster long, though the caster may make it shorter if space is constricted. It can climb or descend and sticks to its endpoints unshakably, even if these endpoints are actually empty air above known ground features.

Beings walking on a moon path are protected as follows: They cannot be drained of abilities or experience levels (life force), they cannot be harmed by normal missiles, they are immune to all enchantment/charm spells (although they can sense enough of a spell effect to identify it for what it does), and they cannot fall over or off the moon path, no matter what force strikes it or them.

A moon path needs no supports, cannot be shattered or moved by any known force, and is stable enough to cast spells from. It vanishes if struck by a successful dispel magic, if the caster wills it to, or if it has been completely transversed by as many beings as the caster has experience levels. Otherwise, it persists for 1 turn/level of the caster. Beings on a moon path that expires or vanishes are subject to normal falling damage when they strike whatever hard surface is below. A magical barrier of the 6th or greater spell level stops a forming moon path or truncates an existing one where the two meet, but the caster cannot choose to banish only a part of his or her moon path in a similar manner. Loss of one part of a moon path has no effect on remaining parts, even if the loss cuts the path in two.

The material component of this spell is a handful of powdered moonstone.

Moonweb (Abjuration, Alteration)

Sphere: Guardian, Sun
Range: Touch
Components: V, S, M
Duration: 2 turns/level
Casting Time: 8
Area of Effect: One touched creature or opening with a surface area of up to one square foot per level
Saving Throw: None

This spell creates a web of glowing, shimmering strands of silvery light. It affects one touched creature or opening (for example, a doorway or window) with a surface area of up to 1 square foot per level. This moonweb cannot be seen through except by priests of Selûne, the goddess herself, and the beings in its protected area, but it does not foil magical means of detecting or locating beings or objects.

Any being, weapon, or spell striking a moonweb is forced, violently and immediately, back to its source. This includes being trying to circumvent such a barrier by means of dimensional door or teleportation magics (which are drained and ruined by the moonweb). Weapon attacks directed at or through a moonweb rebound for full damage on their wielders.

Before rebounding, magical weapons do a moonweb 1 point of damage for each point of attack bonus (each "plus") possessed. A moonweb can be destroyed by inflicting 1 point of such magical melee damage per level of its caster upon it or by the application of a successful dispel magic.

Moonwebs repel globes of invulnerability and other magical barriers, but any contact between a moonweb and an anti-magic shell or any prismatic magic instantly destroys both spell effects in a spectacular burst of harmless blue sparks and crawling purple lightening bolts.

If the caster of a moonweb is on the same plane of existence as the moonweb whenever any being or object destroys it or tries to pass it, the caster gain a clear, vivid mental image of the offending object or being.

The material components of this spell are a piece of gray or silver hair from any source and a drop of holy water.