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Prayers "F" - First Level
Faerie Fire
(Alteration)
Sphere: Weather
Range: 80 yds. Component: V, M
Duration: 4 rds./level Casting Time: 4
Area of Effect: 10 sq. ft/level Saving Throw: None
within a 40-ft. radius


This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.
The material component is a small piece of foxfire.

Fast Growth
Spheres: Plant
Area of Effect: 1 plant
Casting Time: 1 minute
Components: V, S, M
Duration: Permanent
Range: 0
Saving Throw: Special


WIth nothing but a touch and a prayer, a priestcan cause a plant to grow faster than normal. Fast growth can enhance growth in existing thorns ot increse damage, grow a vine to greater lengths (up to 10 feet), cause a tree to grow ten feet in an hour, or whatever the caster wishes (with the DM's approval). For example, if the priest wishes to increase the damage potential in a plant, she can use it on large bramble brush. If someone tries to move through the brus, he suffers 1d4 hp damage for every five feet of bramble. (If used with the shape plant spell, the brambles cause 1d4+2 hp damage.) Each time a priest uses this spell, the plant resists (via saving throw vs. spell at teh caster's level) for one simple reason: Fast growth causes the plant to use a lot or resources all at once. If the caster rolls a 20 on the saving throw, th eplant dies. If the spell didn't succeed, then the priest knows that the plant did not have enough resources to grow as she wanted.

Find Drinkable Water
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: Instantaneous
Range: 90 miles
Saving Throw: None

This spell imparts to its caster the precise direction, approximate distance, and a vague mental picture of the nearest spot within spell range where drinkable water (that is, not tainted, diseased, or poisonous) can be had on the surface of the land.
If no such water exists, the spell indicates this fact and shows the location (with distance and direction) of the closest drinkable subterranean water to the surface, with a mental picture of what is above it on the surface. If only tainted or poisonous water exists within spell range, the spell indicates this as well, and points out the nearest source in a like manner. In all cases, the vision and sense of direction and distance remain with the caster until the spot is reached or the caster next slumbers (these memories do not interfere with spellcasting or concentration).
The spell outlines the presence and location of holy and unholy water as auras of differing hues, but also keeps to its main purpose of locating available natural water. It does not detect the water in liquids, such as blood, sauces, alcoholic beverages, fruit, and the like.
The material component is a drop of water that need not be pure, a drop of dew, or one of the caster's tears, which is touched to the caster's holy symbol.
Find Sustenance
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S
Duration: Special
Range: 0
Saving Throw: None

By means of this spell, the caster can find food and water as if he or she has the survival proficiency. After the spell is cast, the priest develops a sixth sense as to where to look for food and water; this lasts until sufficient food is found. For every caster level above 4th, the priest can find sufficient sustenance to sustain a human or demihuman for one day. Thus, a 7th-level priest can find sufficient food and water for three people.
While food and water sources found by this spell may vary widely in taste, nutritional value, and safety, continued use of this spell allows the priest to locate a sufficiently diverse assortment of food to support life. Thus, it results in a fairly healthy and balanced diet without excessive risk of disease.
Find sustenance fails if there is absolutely no food or water to be found, a situation that seldom occurs if the priest has unrestricted access to the natural world.
Find Water
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide, 90-ft long path
Casting Time: 4
Components: V, S, M
Duration: 3 turns
Range: 0
Saving Throw: None

This spell enables the caster to find any water source within range of the spell, allowing him to estimate how plentiful the water is. After casting the spell, the caster can search the immediate vicinity, and any water within 90 feet of the druid in the direction of concentration along a 10-foot wide path will be detected. The caster can tell approximately how much water there is; these estimations are: traces only, a small amount, a goodly amount, a large amount, or a vast supply. The caster has a 5% chance per level to know if the water is drinkable (fresh, salty, unfit). Thus, the caster might detect a water source beneath a cave floor, but might not know if it is potable until the party digs down to it. Water can be found through rock, metal, or any other material as long as the water is within spell range and area.
The material component for this spell is a forked stick (divining rod).
Foresight
Schools: Greater Divination
Lesser Divination
Spheres: Combat
Divination
Area of Effect: 1 creature
Casting Time: 4
Components: V, S, M
Duration: 1 rd/level
Range: 200 yds
Saving Throw: Special

This spell enables the priest to foresee the actions of a single creature two rounds into the future. For every three levels of experience, the caster can predict the actions of the creature an additional round into the future (to a limit of four rounds). For example, a 1st- or 2nd-level priest can foresee the actions of the target creature the following two rounds, while a 3rd-, 4th-, or 5th-level priest can foresee the actions of the target creature in the following three rounds. The caster must be able to see the creature or read its mind (through the use of mind read, a potion of ESP, etc.) for the spell to work.
A priest benefiting from a foresight spell cannot be surprised by any action of the creature. For example, if a priest foresees that the creature will cast a fireball spell, she could quaff a potion of fire resistance. A priest who perceives that the creature will jmake any sort of physical attack receives a +4 Armor Class bonus, for that attack only, for anticipating the opponent's maneuver. The priest also receives a +4 saving throw bonus against attacks like area-effect spells and breath weapons, if a saving throw is allowed.
The target creature is allowed a secret saving throw vs. spell when this spell is cast. If the saving throw is failed, the priest receives a true vision. If the saving throw is successful, the spell is wasted. If the target creature rolls a 1, the priest receives a false vision. This gives the priest a penalty of -4 Armor Class and saving throws when trying to avoid the predicted attack.
If a priest reveals the visions in any fashion that the target creature can understand, the creature might adjust its actions accordingly. For example, if a priest shouts "Everyone take cover, the wizard is casting a lightning bolt!", the wizard might change her spell selection. However, if the priest shouts in elvish and the enemy wizard does not speak elvish but the priest's comrades do, the wizard is unlikely to change her action.
The spell requires the priest's holy symbol, a miniature silver hourglass filled with fine white sand worth at least 50 gp, and a small piece of amber. Only the last is consumed in the casting.
Frost Fingers
Schools: Invocation/Evocation
Spheres: Combat
Weather
Area of Effect: The caster
Casting Time: 3
Components: V, S
Duration: Instantaneous
Range: 0
Saving Throw: ½
Frost fingers is a cold form of the burning hands 1st-level wizrd spell. When cast, it causes freezing cold and shards of ice to blast from the caster's fingertips to a distance of 3 feet in a 120-degree arc in front of the caster. Any creature in this area suffers 1d3 points of damage plus 2 points for every level of the spellcaster, to a maximum of 1d3+20 points of cold damage. Those who make a successful saving throw vs. spell receive half damage. Liquids engulfed by the cold freeze unless an item saving throw vs. cold is successful.

2nd Level

Favor of Gea
Schools: Alteration
Spheres: Travelers
Area of Effect: Special
Casting Time: 1 rd
Components: V, S, M
Duration: Special
Range: Special
Saving Throw: None

Favor of Gea creates a serendipitous occurrence during a taxing or dangerous journey. It makes something go right when everything else is going wrong. The exact effect is determined by the DM and is in no way controlled by the caster. Favor of Gea only functions in wilderness settings while the caster is on a journey. It does not work while the caster is at home.
Typical effects include finding a safe place to camp, being able to start a fire in wet conditions, finding shelter in a blinding snowstorm, stumbling across an oasis while crossing the desert, finding a rare herb native to the region that cures a particular disease or neutralizes a particular poison, finding a light source while in darkness, etc. This favor never gives bonuses or penalties to any sort of roll.

Feathered Watcher
Spheres: Animal
Area of Effect: One bird
Casting Time: 2 rounds
Components: V, M
Duration: 1 day/level
Range: 20 yards/level
Saving Throw: None

This spell charms a small bird into acting as a sentinel. The bird must be of a normal variety (not giant-sized or of abnormal intelligence or ability). It spends the dureation watching for a specific event or person indicated by the caster. Should it spy that event or person, its normal activities regardless of whether it has seen what the priest charged it to find.
The material componenet is a handfull of seed thrown to attact the bird.

Find Traps
(Divination)
Sphere: Divination
Range: 0 Components: V, S
Duration: 3 turns Casting Time: 5
Area of Effect: 10 ft. x 30 yds. Saving Throw: None

When a priest casts a find traps spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster 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 spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices.

The caster 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 caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell 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 a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.

Firebreak
Schools: Alteration
Spheres: Plant
Area of Effect: 800 square ft/level
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 10 yds/level
Saving Throw: None

The firebreak spell renders all living vegetation in the area, including plant-like monsters and animated plant life, immune to normal fire, and cuts all damage to such plants from magical fire in half. Dead plant matter in the area of effect can still burn, as can living plants moved outside the area. The spell does not function indoors or underground. The caster can cover an area of 800 square feet per level (for example, a 10-foot wide firebreak, 80 feet long per level).
The material component is a bit of charred wood.

 

 

 

Forest Entangle
Schools: Alteration
Spheres: Plant
Area of Effect: 40-ft cube
Casting Time: 5
Components: V, S, M
Duration: 1 turn
Range: 80 yds
Saving Throw: Special

Like the 1st-level priest spell, entangle, this spell enables the caster to cause plants in the area of effect to entangle creatures. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that makes a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the entangling plants. Forest Entangle inflicts ld4 points of damage per round on all creatures trapped therein from constriction and abrasion if so commanded by the caster (There is no saving throw for this, and it makes no difference if the creatures are able to move or not.)
Unlike the more common version of the spell, the effects of Forest Entangle are cumulative (although not with entangle). For each additional casting, saving throws to escape the area are reduced by an additional -2 penalty, and movement in the area is reduced by 2 feet per round (to a minimum of 2 feet per round).

Forewarning
Spheres: Divination
Elemental, All
Area of Effect: 10 square miles
Casting Time: 3
Components: V, S, M
Duration: 1 hour
Range: 1 square mile
Saving Throw: Nil

This spell enables the caster to predict a coming volcanic eruption or earthquake within 1d6 days of its occurrence. The caster can also accurately predict the epicenter of the event within 100 square yards. The spell is usually cast by meditating, but if an earthstoker is in an area where the event will occur, the knowledge might simply come. The caster can predict only those events occurring within the area of effect - and only natural events, not those created by magic.

The material components are two lodestones that must be thrown together like dice; they are not consumed in the casting of the spell.

Fortifying Stew
Schools: Necromancy
Spheres: Healing
Area of Effect: 1 bowl of stew, etc/level
Casting Time: 5
Components: V, S, M
Duration: 1 turn
Range: Touch
Saving Throw: None

Any bowl of broth, porridge, or stew the priest has concocted can be affected by the fortifying stew spell. A priest can enchant one bowl of stew (about 8 ounces) per experience level. Someone must consume the enchanted meal within one turn of the casting or the effect is wasted.
Anyone partaking of an entire bowlful reaps magical benefits. First, the diner gains nourishment for an entire day from the single meal. In addition, for two hours plus one round per caster level, the creature receives 1d4+1 temporary hit points. Any damage suffered is taken from the bonus hit points first. The effects of multiple helpings of fortifying stew are not cumulative.
For example, Snapdragon, a 7th-level druid, cooks a meaty broth, casts fortifying stew on it, and eats the bowlful. A roll of 2 gives her 3 extra hit points. When the spell's effects wear off just over three hours, she loses these extra hit points. If she suffers 5 points of damage in the meantime, she actually loses only 2 hit points of her own, since 3 hit points were the extra hit points.
The material component is a vial of stock made of the first fruit of the harvest.

Frost Breath
Schools: Invocation/Evocation
Spheres: Combat
Elemental, Water
Area of Effect: Beam, 5 ft diameter x 20 ft long
Casting Time: 5
Components: V, S, M
Duration: Instantaneous
Range: 0
Saving Throw: Special

This spell brings into being a straight beam that moves away from the caster's chest (in the direction the caster is facing) to a distance of 20 feet. The first creature to come into contact with the beam suffers 2d4+2 points of cold damage, and must make a successful saving throw vs. spell or be chilled and shuddering for the rest of the round (attacks not yet taken in the round are lost). Additional creatures struck by the beam suffer 1d4 points of cold damage (half if they successfully save vs. spell).
The material component is a group of three drops of water (or fragments of ice) held in the priest's cupped palm and breathed upon.

Frost Whip
Schools: Alteration
Invocation/Evocation
Spheres: Combat
Weather
Area of Effect: Flexible 6-ft-long beam 4 inches in diameter
Casting Time: 5
Components: V, S
Duration: 1 rd/level
Range: 0
Saving Throw: ½

This spell creates a beam of frost stretching from the caster's hand. With a one-round delay, it can be shifted to any other body extremity; this ability is normally used only when the caster is climbing, dangling down from a ledge, or pinned under foes. The beam lasts until the spell expires, the caster wills the magic to end, or the priest undertakes the casting of another spell.
A frost whip is commonly swung about to lash foes. It can pass through them like a force, rather than a real whip, so that if the caster faces several opponents, it can be swung in an arc through all of them. If held in front of the body or across an opening, it can sometimes be made unavoidable so that foes must take damage from it, but it otherwise attacks once per round at the caster's normal THAC0 for 4d4 points of damage. A successful saving throw vs. spell reduces the damage by half.
A gentlyl applied frost whip can also freeze windows shut, stop pipes, freeze water, ruin fruits and vegetables, and render items fragile or surfaces slippery.
3rd Level

Fearful Screech (Enchantment/Charm)
Sphere: Animal
Range: 0
Components: V, S
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: 60-foot cube, centred on the priestess
Saving Throw: Negates

The priestess initiates the spell by lifting her head, putting her hands in the air and screeching. This screeching causes all those in a 60-foot cube to be affected. Those affected must make a saving throw versus spell or flee in terror for the duration of the spell (those who have seen or heard this before may save at +2). This spell will also draw any bats to the priestess in a 1-mile radius. The bats will be friendly to the priestess but communication is not guaranteed. Those who are deaf are immune to this spell.


ind Portal
Schools: Greater Divination, Lesser Divination
Spheres: Divination
Area of Effect: 10-ft wide x 30-ft long path
Casting Time: 1 rd
Components: V, S
Duration: 5 rds/level
Range: 0
Saving Throw: None

This spell reveals all normal or magical portals within its area of effect. This includes doors, windows, magical gates, tunnel openings, teleportals, shifting walls, secret doors, openings concealed by illusions, and similar constructions. False or illusory doors are excluded; there must be or have been some possibility of function as a method of entrance or egress. The caster does not gain any information about how a portal is used; locks, traps, method of operation, direction of operation (in the case of one-way doors), and similar information is not learned. However, if a portal itself is magical or if it is magically concealed, the caster has a 10% per level chance to determine what type of magic is involved. The spell is most useful for finding secret doors, shifting walls, and the like.

Form of the Beast (Alteration)
Sphere: Animal
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

The caster and all his possessions shapechange into a giant beast when this spell is cast. The caster can't cast any spells when in beastform, but can end the spell at will. The spell will also end after 24 hours have passed. The material component for this spell is a body part of a natural enemy of the normal version of the giant beast the caster wishes to shapechange into.