|
Prayers "G"
- First Level
Gnat
Swarm
(Conjuration/Summoning)
Sphere: Animal, Summoning
Range: Sight
Components: S, M
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
The priest can summon a swarm of gnats to bother and harass the victim
for the duration of the spell.
For
example: a man is stalking Bob-the-wonder-druid through the forest.
The fellow gets closer than Bob would like, and, unless he acts fast,
is liable to get spotted (a situation he'd like to avoid). The man has
a 30% chance to spot Bob normally, but with the swarming gnats, his
attention is elsewhere, so his chances are cut to 15%. The material
component for this spell is a dead gnat. |
Grow (Alteration)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Plant touched
Saving Throw: None
The priest can cause a single plant to show a week's worth of growth
in one day. This spell can be cast at most once per day per plant. The
material component for this spell is some fertiliser or humus, and some
water, to be given to the plant (the components are not consumed by
the spell, but they are by the plant). If the priest wishes to continually
cast this spell, then he should be prepared to furnish additional fertiliser
and water to sustain the plant. |
|
2nd Level |
Gift
of Speech
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 1 animal
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 10 yds/level
Saving Throw: None
The gift of speech spell grants a normal animal (or a giant version
of a normal animal) the ability to speak any one of the languages the
caster knows, whichever the caster chooses, along with the ability to
understand words and simple concepts expressed in that language. The
affected animal's reactions do not change, nor does its Intelligence
increase. The spell has no effect if cast on a creature with an Intelligence
score of less than 1.
The material component is the priest's holy symbol. |
Glyph
of Revealing
Schools: Alteration
Invocation/Evocation
Spheres: Divination
Area of Effect: 120-ft-diameter sphere
Casting Time: 5
Components: V, S, M
Duration: 1 hr/level
Range: 0
Saving Throw: None
To enact this magic, the priest draws a special glyph on any relatively
horizontal surface (including a shield held out horizontally or the
instep of a boot) with a special ink. When the glyph of revealing is
complete, it glows and then vanishes, but it subsequently causes all
dweomers within a 120-foot-diameter sphere of itself to glow with a
clear white radiance the same brightness as faerie fire. The outlines
of magically hidden inscriptions, invisible wizard marks, magically
concealed secret pages, runes, glyphs, symbols, and the like within
its area of effect are clearly shown so that they can be read or identified
without being triggered. The glyph of revealing can be moved without
damaging it once it is complete.
The material component is an ink made of the juice of crushed eyebright,
white chalk, and crushed quartz. |
Goodberry
(Alteration, Evocation)
Reversible
Sphere: Plant
Range: Touch Components: V, S, M
Duration: 1 day + 1 day/level Casting Time: 1 rd.
Area of Effect: 2d4 fresh berries Saving Throw: None
Casting
a goodberry spell upon a handful of freshly picked berries makes 2d4
of them magical. The caster (as well as any other caster of the same
faith and 3rd or higher level) can immediately discern which berries
are affected. A detect magic spell discovers this also. Berries with
the magic either enable a hungry creature of approximately man size
to eat one and be as well-nourished as if a full normal meal were eaten,
or else cure 1 point of physical damage from wounds or other similar
causes, subject to a maximum of 8 points of such curing in any 24-hour
period.
The
reverse of the spell, badberry, causes 2d4 rotten berries to appear
wholesome, but each actually delivers 1 point of poison damage (no saving
throw) if ingested.
The material component of the spell is the caster's holy symbol passed
over the freshly picked, edible berries to be enspelled (blueberries,
blackberries, raspberries, currants, gooseberries, etc.). |
Grass
Dart
Schools: Alteration
Spheres: Plant
Area of Effect: 1d6 + 1 blades of grass within 10 ft
Casting Time: 5
Components: V, S, M
Duration: 1 turn
Range: 0
Saving Throw: None
This spell causes 1d6+1 blades of grass to become stiff and sharp. Taller
varieties of grass, such as those found on savannahs, can be hurled
as javelins for 1d6 points of damage. Smaller grasses, such as those
found in the forest, can be thrown as darts for 1d3 points of damage.
The grassdarts cannot be fired as arrows unless fletchings are added.
If the blades are not plucked and hurled before the spell ends, they
can damage (according to their size) any creature that falls on them.
The grassdarts remain stiff for one turn.
The spell requires suitable blades of grass.
|
Guardian
Watch (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 20-yard radius sphere
Saving Throw: None
This
spell summons a small quasi-earth-elemental (1d4 HP) to stand watch.
If some creature moves across or under the ground into the area of effect
that weighs more than 1 pound, the elemental will cause the ground to
shiver and wake people up (detection of creatures is by movement and
vibrations across the ground). The elemental can also form a hand and
try to trip intruders (the guardian is semi-intelligent and can remember
simple commands from the priest, like who the party members are). The
guardian is hard to detect and will almost always trip from surprise.
Opponents get a saving throw versus death magic to avoid tripping -
a successful saving throw means they just felt something trying to grab
their leg. The material components of this spell are the priest's holy
symbol and a live worm. |
|
|
|
|
3rd Level |
Greenwood
Schools: Alteration
Spheres: Plant
Area of Effect: 9 cu ft + 1 cu ft/level
Casting Time: 6
Components: V, S, M
Duration: 1 turn/level
Range: 10 yds/level
Saving Throw: None
By means of this spell, the caster can temporarily make dead and withered trees appear living, green, and healthy. The caster can affect one plant (or object made from one), or a mass of plant material up to 9 cubic feet plus 1 cubic foot per level of the caster. Dead or bare trees, shrubs, or vines can be cloaked in leaves. Sufficient foliage appears to afford concealment for the caster, but not enough for an entangle spell.
Dry firewood becomes green enough that it does not light. If the wood is already alight, the flames die down to a thick, choking smoke in a cloud that lasts for one round per experience level of the caster. This cloud, which totally obscures vision beyond 2 feet, fills a volume 100 times that of the fire source, and covers a roughly sphereical volume from ground level (it conforms to the shape of a confined area). A creature in the cloud must roll a successful saving throw vs. spell or suffer a -2 penalty to its attack rolls and Armor Class.
Dry, seasoned wood, such as a ship's mast, can be made to bend and snap under a strain like green wood. Rotten wood, such as an old bridge or ruin, usually collapses or becomes unsafe to carry any future load.
Damage to plants or wood suffered by being made "green" is permanent, but the wood otherwise reverts to its former state after the spell ends. In other words, if the greenwood spell is used to collapse an old bridge, the wood returns to its previous condition when the spell ends, but the bridge is still collapsed.
The material component is a leaf of holly.
|
Growing Arrow (Enchantment)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: One arrow per level
Saving Throw: Special
By means of this blessing the priest causes one arrow to be enchanted as follows. When the arrow hits, it starts growing inside the victim for 3 round causing 1d4+1 points of damage, 2d4+2 points of damage, and finally 3d4+3 points of damage. Save versus death magic to remove the arrow, suffering 1d4-1 damage (may be zero). The priest must touch the arrow immediately before being shot and the arrow is destroyed after begin shot, whether or not it hits. This spell will not affect magic arrows or crossbow bolts but will work with a magic bow. The priest needs his holy symbol for the blessing. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|