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Prayers "R"
- First Level
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Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S
Duration: 5 rds/level
Range: 0
Saving Throw: None
This spell confers the ability to read a language for the duration of
the spell. It does not translate magical scripts used to record wizard
spell books, nor allow use of wizard spell scrolls. It does not decipher
codes, nor does it allow the caster to speak or write the language.
The material component is the priest's holy symbol. |
Reed
Staff
Schools: Alteration
Spheres: Plant
Area of Effect: 1 blade of grass
Casting Time: 4
Components: V, M
Duration: 3 rds + 1 rd/level
Range: Touch
Saving Throw: None
This spell transforms a normal blade of field grass into a quarterstaff
that can the be used as a weapon. Although the quarterstaff possesses
no bonuses to attack or damage rolls, it is considered a magical weapon
for determining what creatures it can successfully strike.
Only the caster can use the reed staff; if another creature attempts
to use it, the spell is negated. The caster need not remain in contact
with the reed staff, however. The priest is free to set down the weapon
in order to perform other actions, including fighting with another weapon,
casting a spell, and so forth. The spell can be ended prematurely if
exposed to a successful dispel magic or brought into contact with an
antimagic shell, dead magic area, or similar effect.
The material components of this spell are the caster's holy symbol,
a splinter of wood, and the blade of grass to be affected.
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Repair
(Alteration) Reversible
Sphere: Elemental (Earth), Protection
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Object touched
Saving Throw: None
This spell is similar to the 1st-level wizard spell mending. It will
repair any one object, which has a maximum volume of 1 cubic foot per
level of the spell caster. For plate armour and any other object which
has listed hit points (eg., a rope of climbing), the spell restores
1 HP per level of the priest. Just like mending, the spell will not,
in and of itself, repair magical items which have lost their enchantments.
However, the spell will repair magical items which have some damage
but are still magical. For example, the spell will restore hit points
to damaged magical plate armour, and can repair damage to a rope of
climbing which has not been completely severed. However, if the rope
of climbing had been completely severed, (cf. Dungeon Master's Guide)
the spell could only repair the rope and would not restore the lost
magical properties. The material components are a small piece of metal
which is consumed when the spell is cast, and the priests holy symbol.
The reverse of the spell, break, does 1 points of damage per level of
the priest to any one item if the item has hit points, or forces the
item to save with a base roll of 10 if the item does not have hit points.
Magical items, or items with a total volume of over 1 cubic foot per
level of the spell caster are not affected by break. Failure indicates
that the item has broken into 1d8+2 pieces. In both cases, the priest
must touch the item, requiring a successful attack roll against an unwilling
recipient. |
Request
Animal
Enchantment/Charm)
Sphere: Animal, Charm
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: One animal
Saving Throw: Special
By casting this spell, a priest can ask a particular animal for a favour.
The priest must have some sort of enticement for the animal to actually
perform the favour, because the animal can opt not to carry out the priest's
wishes. The casting time of this spell is 1 plus the time necessary to
make the request, which may take no longer than one turn. This spell does
not empower the priest to actually speak the animal's language.
For example: if a priest spotted an owl, the priest could request the
owl, if it saw any other humanoids around, to fly back and alert the priest.
An appropriate offering might be some choice part of a rabbit, a mouse,
or some other form of owl snack food. If the owl was actually required
to fly patrol all night (and forego hunting, a favourite owl activity)
then probably the owl would turn him down no matter what the priest offered. |
Revitalize
Animal
Schools: Necromancy
Spheres: Animal
Area of Effect: 1 animal
Casting Time: 4
Components: V, S
Duration: Instantaneous
Range: Touch
Saving Throw: None
This spell allows the caster to heal an animal by transferring life
force (hit points) from himself or herself to the animal. If the animal
is touched with one hand, it gains 1d4 hit points (otherwise just as
if it had received a cure light wounds spell). Touching the animal with
both hands it restores 2d4 hit points. In either case, the caster temporarily
loses the number of hit points that the animal gains. The caster recovers
temporary lost hit points 1d4 hours later (if 3 hit points were transferred,
the ranger recovers 3 hit points in 1d4 hours). The caster's recovery
of these hit points has no effect on the healed animal.
While recovering transferred hit points, the caster feels weak and dizzy,
making all attack rolls at with a -1 penalty. Should the caster die
during this period, the recovery process stops immediately and no hit
points are recovered.
The animal cannot regain hit points beyond its normal allotment. For
instance, an animal that normally has 10 hit points, but has been reduced
to 6 hit points due to an injury, can't receive more than 4 hit points
from this spell. Also the caster retains at least 1 hit point remaining
after using this spell; a caster with 6 hit points won't transfer more
than 5 to a damaged animal.
Revitalize animal works on animals (including giant animals) only; it
has no effect on humans, demihumans, humanoids, magical creatures, and
so on. The spell is not reversible, an injured caster can't receive
hit points from an animal.
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Ripen
Schools: Alteration
Spheres: Plant
Area of Effect: Special
Casting Time: 4
Components: V, S, M
Duration: Instantaneous
Range: 5 yds
Saving Throw: None
Ripen affects either a single mature tree or all smaller plants covering
a 10-foot square plot of ground. It causes the affected plants to immediately
produce the normal amount of fruit (nuts, seeds, or whatever) they bear
at the height of the harvest season. Thus, an apple tree will be laden
with ripe apples, a patch of grain will mature, and so on. A given tree
or area of ground can do this only once per season, and the spell won't
work outside the plant's normal growing season. Any produce not picked
or harvested within 24 hours withers and dies.
The material component is the priests holy symbol. |
Rock-Jump (Conjuration)
Sphere: Creation, Elemental (Earth)
Range: 100 yards
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
With this spell, the priest can cause
a rock to find its way into the shoe of the victim. If the victim has
no shoes, the spell causes a thorn or something to stick into the foot
of the victim. The material component for this spell is a small stone
or thorn, that is to be thrown in the direction of the victim. It is
consumed in the victim's shoe or foot.
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2nd Level |
Repair
Virginity (Necromancy)
Sphere: Healing
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 2 turns
Area of Effect: Creature touched
Saving Throw: Special
This spell returns the subject to a
state of physical virginity. If the subject makes the saving throw,
then all sexual skills, knowledge, and techniques are retained; if the
saving throw is failed, all knowledge and skills are lost except those
known before having lost virginity. A female will grow an intact hymen,
and any physical or medical damage caused by sex or childbirth will
be eradicated. The subject will legitimately be considered a virgin
for all religious purposes. The material component for this spell is
a white piece of silk |
Ripen
Plant
Schools: Alteration
Spheres: Plant
Area of Effect: 1 plant
Casting Time: 5
Components: V, S
Duration: 1 turn
Range: Touch
Saving Throw: None
This spell causes a single plant to
mature and ripen (to bloom, to produce ready fruit, or simply to yield
seeds, as the caster desires) within the spell's duration. A plant of
any size an nature can be affected, and it need not be a variety familiar
to the caster. The bloom, seeds, or fruits grow toward the caster (so
as to drop into his waiting hand) unless the priest wills them to present
themselves to another. If the caster desires, the magic affects only
part of a plant, leaving the rest to grow normally. Once the spell expires,
the plant affected by it radiates no magic and is entirely normal.
This magic won't work on plants that are being magically controlled
by another entity. In such cases, a ripen plant spell identifies the
control overt he plant to the caster and acts as an unbreakable hold
plant spell of 1 turn in duration. |
Rosewater
Schools: Alteration
Spheres: Healing
Area of Effect: A body of liquid no larger in volume than the caster's
head
Casting Time: 5
Components: V, S, M
Critical:
Duration: Permanent
Range: Touch
Saving Throw: None
This spell affects an existing body
of liquid no greater in total volume than the caster's head (if employed
against larger amounts, the spell fails and is wasted, without effect).
A rosewater spell transforms the liquid into a rose-colored, translucent
substance that serves as a healing and refreshing drink, but only for
members of Lathander's clergy or laity and his dedicated worshipers
(as adjudicated by the DM). The drinker regains 1d2 lost Strength points
and 1d4 lost hit points by quaffing the entire output of a single rosewater
spell. It also banishes weariness for 1d4 days, making the imbiber as
alert and refreshed as if he had just awakened from a good long sleep.
(This does not substitute for a spellcaster's need to sleep before memorizing
spells.)
If consumed by those of other good and neutral alignments and faiths,
rosewater acts simply as pure water. To any evil creature, it still
tastes good, but is a corrosive drink that inflicts 1d6+1 points from
a swig, and 3d4 points of damage if the entire amount is quaffed. It
is not a "poison" and cannot be negated by neutralize poison
or similar spells.
The material components of this spell are two rose petals and the priest's
holy symbol (only the rose petals are consumed in the casting).
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3rd Level |
Resist Dust (Abjuration)
Sphere: Elemental (Air, Earth), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to dust, instead of water. The definition of dust is very easy: think of a lovely big sandy desert and then think of wind and presto: you got it (come to think of it, it is normally used only in deserts and on the plane of dust).
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Resist Ice (Abjuration)
Sphere: Elemental (Water), Paraelemental (Ice), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
This spell is similar to the 3rd-level resist water (q.v.). It is completely alike, save that it offers protection from phenomena that are connected to ice, instead of water. Ice includes such nasty things such as ice storm, walking on harsh and refrozen snow, sliding down very sharp
icicles, etc. |
Resist Water (Abjuration)
Sphere: Elemental (Water), Protection
Range: 10 feet per level
Components: V, S
Duration: 3 turns per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
This spell is similar to the resist fire and resist cold spells of first and second level. Similar to these, it reduces the damage the protected creature takes by the appropriate effects by half before saving throws are rolled. In addition, it offers a bonus of +2 to the saving throw against water. The material component is the holy symbol of the priest. Resist water is for those that don't fancy to be pounded by huge waves on the ocean, those that don't like to get wet in the rain (or in the sea), those that don't like to be flooded by a transmute dust to water, which is normally quite a killer spell (one cubic yard of water normally weighs nearly one ton), etc. |
Root (Enchantment/Charm)
Sphere: Plant
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Three creatures touched maximum
Saving Throw: Special
By means of this spell, the druid causes a willing recipient's feet, paws or hooves to be firmly rooted to the ground, becoming immovable. The creature gains an extra saving throw versus paralysation at +4 to avoid being thrown back, picked up, knocked down or blown around. Success means the creature remains standing; failure indicates the situation is to be handled normally, with another saving throw if allowed. The recipient may "root" and "unroot" at will, as long as it occurs within the duration of the spell. Rooting or unrooting takes one tenth of a round, giving a -1 penalty to initiative. The recipient may not perform any action requiring legwork (walking, running, etc.) while rooted. At he end of the spell's duration, the recipient is automatically unrooted.
Optionally, the spell may be cast upon an unwilling subject (who must be touched by the druid and fail a saving throw versus spell at -2 to be affected). Unlike the druid, the victim has no control over the spell once touched and is anchored until released by the druid, the root duration expires or it is dispelled. The material components for this spell are mistletoe and a small piece of root from a large tree, preferably oak.
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Rooting
Schools: Alteration
Spheres: Plant
Area of Effect: Caster
Casting Time: 1 turn
Components: V, S, M
Duration: Special
Range: Touch
Saving Throw: Nil
When cast, this spell transforms the caster's bare feet into roots that burrow deep into the ground. By absorbing nutrients from the soil, the caster can go without regular food or drink for one day for every two levels of the caster. Therefore, a 6th-level priest could go without eating for three days. It takes 1 hour to absorb a day's worth of nourishment, so that same priest must stay rooted for 3 hours for the spell to work
This spell goes unnoticed in areas with rich soil (such as forests or swamps), but it severely depletes barren areas (such as scrub plains or savannahs). Therefore, druids use the spell sparingly.
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