gea
Menu
Archives Cast Classes Deities Submitting a character
Game Board History Home Links Non-Weapon Proficiencies
Maps Old Site Races Rules Weapon Proficiencies
         
 

 

 
Prayers "L" - First Level
Leaf into Dagger
Schools: Alteration
Spheres: Combat
Plant
Area of Effect: Leaf touched
Casting Time: 4
Components: V, S, M
Duration: 3 rds
Range: Touch
Saving Throw: None

This spell causes a single plant leaf (of any variety, size, and condition) to shape itself into a nonmetallic, nonreflective, silent dagger in the caster's hand. The dagger acts as a razor-sharp, unbreakable dagger +2 that is considered magical for purposes of determining which creatures can be hit. The blade can be used without any proficiency penalty by the caster. It is weightless and vanishes if deliberately dropped by the caster; otherwise, it cannot be made to leave the caster's hand. The caster cannot be cut with this blade (and can thus use it on bindings constricting him or her with energetic impunity).
The caster can elect, but only at the end of the first round of the dagger's existence (that is, after using it only once as a handheld weapon), to employ it as a hurled weapon. It must be thrown in the second round and is then able to reach creatures up to 90 feet away with no range penalties. It strikes at a +4 bonus to attack, but loses its damage bonus and vanishes upon landing or striking something.

Locate Animals or Plants
(Divination)
Sphere: Divination (Animal, Plant)
Range: 100 yds. + 20 yds./level Components: V, S, M
Duration: 1 rd./level Casting Time: 1 rd.
Area of Effect: 20 yds./level x 20 ft. Saving Throw: None

The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, the caster can face in only one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. (At the DM's option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.)
While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.
The material component is the caster's holy symbol.

Log of Everburning
(Enchantment)
Sphere: Elemental Fire, Plant
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.
This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.
The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.
2nd Level

Leaf Ears
Schools: Greater Divination
Spheres: Plant
Area of Effect: Special
Casting Time: 2 rounds
Components: V, S, M
Duration: 1 round/level
Range: Touch
Saving Throw: Nil

By casting this spell upon a plant with leaves, the caster can hear anything that happens within 50 feet of another plant of the same type, which must be within 50 yards of the target plant per caster level. The caster must be aware of the location of the other end of the leaf ear and cannot simply listen "to hear what is out there." Therefore, it must be in an area he has been before. In all other regards, it is as if the priest were present. Note that the priest can't be affected by sound-based attacks through the leaf ear.
The material components of this spell are two plants of the same type within 50 yards, neither of which is consumed in the casting.

Locate Animal Follower
Schools: Greater Divination
Lesser Divination
Spheres: Animal
Area of Effect: 1 animal follower
Casting Time: 5
Components: V, S, M
Duration: 8 hours
Range: 60 yds + 10 yds/lvl
Saving Throw: None

Occasionally a ranger’s animal follower may wander away in search of food or a mate. An animal follower may also be abducted or trapped. The locate animal follower spell helps the ranger find such lost creatures. The spell takes affect once the ranger fixes his or her mind upon the follower being sought. The spell locates only that specific follower.
Once the spell is cast, the ranger slowly turns in a circle. If the follower is within range, the ranger senses the direction of the sought follower. If the follower isn’t within range, the spell doesn't work. If the follower moves out of the area of effect, the spell is immediately negated. As soon as the ranger sees the lost follower, the spell ends. The spell is also blocked by lead.
The spell works only on a natural animal follower (including giant animals), not a supernatura creature, human, demihuman, humanoid, or other creature. If the follower is dead, the spell still seeks it out, providing the other conditions of the casting are met.
The material component is a hair, feather, or other physical remnant of the lost follower.
The reverse of this spell, obscure follower, hides an animal follower from detection by spells, crystal balls, and similar means, for 8 hours.

Lower Alcohol Addiction (Abjuration)
Sphere: Healing
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

This spell allows the priest to lower a person's alcohol addiction by 2 per class level in the drinking and amount levels. For example, a 5th level priest casts this spell on a addicted person (level 8 drinking, level 4 amount). The priest gets 10 to work with (5x2) and decides to lower the drinking level by 8 and the amount level by 2. Thus the addicted person now has a drinking level of 0 and an amount level by 2. A pretty good start for a speedy recovery (see the Net Alcohol Guide for more information).

 

     
3rd Level

Locate Object
(Divination)
Reversible
Sphere: Divination
Range: 60 yds. + 10 yds./level Components: V, S, M
Duration: 8 hrs. Casting Time: 1 turn
Area of Effect: 1 object Saving Throw: None

This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.

The casting requires the use of a piece of lodestone.

The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.

Neither application of the spell affects living creatures.

Copyright 1999 TSR, Inc.