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Prayers "T" - First Level
Tracker
(Divination)
Sphere: Divination
Range: 1 foot per level
Components: V, S
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Negates
This spell allows the priest to place an enchantment on an object. The priest will then know, for the duration, the direction and relative distance to the object. The object can be up to a mile away before the spell fades away. The spell will last until the spell duration expires or it is dispelled. If the object is on a unknowing recipient at the time of casting, then (and only then) does the carrier get a saving throw.

Trance
(Divination)
Sphere: Divination
Range: 0
Components: S
Duration: 8 rounds
Casting Time: 1 round
Area of Effect: 100-yard radius
Saving Throw: None

The priest goes into a meditative trance, and, after being in this trance for one round, can feel the presence of the spirits in the area - including the spirits of the animals in the area.
For example: if, say, a troll happened to be within 100 yards of the priest, the priest would certainly know that something large and fell is in the area, but, unless the priest had come into contact with the spirit of a troll before, wouldn't know what it was.

Tripper
(Alteration)
Sphere: Plant
Range: 100 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One 10-foot per level long square
Saving Throw: None

Actually, this is a low-budget entangle. However, the effectiveness of this spell depends upon the amount of underbrush in the area of effect. In a bramble of thorn-bushes, it is as effective as an entangle spell. On a putting green, it has no effect at all. The material component of this spell is a small twig with thorns on it.
2nd Level

Touchsickle
Schools: Alteration
Spheres: Combat
Plant
Area of Effect: The caster
Casting Time: 5
Components: V, S
Duration: 2 rds/level
Range: 0
Saving Throw: None

By means of this spell, one of the caster's hands temporarily becomes a wooden magical weapon. The extremity is able to strike creatures who can be hit only by magical weapons of +2 enchantment or less. The extremity gains no attack bonus, but its slightest touch does the same slashing (Type S) damage as a sickle: 1d4+1 points of damage vs. smaller than man-sized or man-sized creatures, 1d4 points of damage vs. larger than man-sized creatures.
A druid can use the enchanted extremity to harvest mistletoe as though it were a gold or silver
sickle.

Track Like A Ranger
Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn per level
Casting Time: 2 rounds
Area of Effect: The caster
Saving Throw: None

With this spell, the casting priest is temporarily endowed with tracking ability similar to that of a ranger. However, the tracking spell is better. Using this spell, the priest becomes not only aware of all physical traces, but psychic traces too. Thus, he could trace a creature who has travelled using pass without trace. This makes almost anything trackable, even aerial creatures (at least, those who leave strong enough psychic impressions). There are some restrictions, though. The priest must have an item that belonged to the creature being tracked. Furthermore, tracking with this spell must begin at a point that the creature has been at within the past half hour. The material component for the spell is some mistletoe.

Tracking
Schools: Greater Divination
Lesser Divination
Spheres: Divination
Area of Effect: The caster
Casting Time: 1 rd
Components: V, S, M
Duration: 1 turn + 1 turn/level
Range: 0
Saving Throw: None

This spell detects psychic impressions left by creatures moving through an area. The priest first takes an object closely related to the creature being tracked, such as a favorite article of clothing, a lock of hair, or a blood spoor, and attunes to the quarry's psychic pattern by casting the spell on the object. After this, any psychic trace of the same pattern glows in the vision of the caster. The fresher the psychic "tracks," the brighter they glow.
These impressions are visible up to two days old per level of the druid. This spell can detect the passage of creatures under the influence of a pass without trace spell; it can also detect the passage of another priest.

Tranquility of The Forest Lord
Schools: Enchantment/Charm
Spheres: Animal
Area of Effect: 15-ft radius
Casting Time: 5
Components: V, S, M
Duration: 24 hrs
Range: 0
Saving Throw: Special

This spell creates a peaceful aura around the caster that causes creatures with animal to low Intelligence to regard the caster and his or her allies as friendly. This spell is particularly useful when encountering a large group of hungry or enraged animals. A creature with Low intelligence or with 6 Hit Dice or more is allowed a saving throw vs. spell to avoid this effect.
The material components are a scrap of food and the priest's holy symbol.

Translate
Schools: Alteration
Spheres: Divination
Area of Effect: 1 text or scroll
Casting Time: 1 rd
Components: V, S, M
Duration: 3 turns/level
Range: 0
Saving Throw: None

This spell allows the priest to read texts (scrolls, maps) written in a foreign language (including Thieves' Cant). It does not allow the reading of wizard-magic texts or the deciphering of coded messages. The spell can be used in conjunction with a scribe spell if the translation is to be written down. Any scroll containing a spell or recipe for a potion or powder cannot be translated.

Trip
(Enchantment/Charm)
Sphere: Plant
Range: Touch Components: V, S
Duration: 1 turn/level Casting Time: 5
Area of Effect: 1 object up to 10 ft. long Saving Throw: Neg.

This magic must be cast upon a normal object--a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail their saving throws vs. spell. Note that only as many creatures can be tripped as are actually stepping across the enchanted object. Thus, a 3-foot-long piece of rope could trip only one man-sized creature. Creatures moving at a very rapid pace (running) when tripped suffer 1 point of damage and are stunned for 1d4+1 rounds if the surface they fall upon is very hard (if it is turf or other soft material, they are merely stunned for the rest of that round). Very large creatures, such as elephants, are not affected at all by a trip spell. The object continues to trip all creatures passing over it, including the spellcaster, for as long as the spell duration lasts. A creature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing the object. The enchanted object is 80% undetectable unless a means that detects magical traps is employed or the operation of the spell is observed. This spell does not function under water.

Tumblethorns
Schools: Alteration
Spheres: Plant
Area of Effect: 1 creature
Casting Time: 5
Components: V, S, M
Duration: 1 rd
Range: 30 yds
Saving Throw: ½

This spell transforms a single thorn (a sharp protuberance that has grown on any sort of plant at any time in the past, held by the priest during casting) into a whirling, flying tangle of impossibly long, flailing thorns. The ball of thorns is about 2 feet across and flies from the caster's hands straight at a single chosen creature. If the creature moves, the thorns can change direction once to follow, and strike with the caster's THAC0 +1.
The tumblethorns strike once only and are considered a nonmagical, physical attack when considering the effects of magical barriers and other spells. The spell inflicts slashing and stabbing damage equal to 1d4 points plus 1 point per level of the caster to a maximum of 1d4+10 points (half that if a successful save is made, to a minimum of 2) and then fade away. A tumblethorns does its usual damage to the wrong creature if it strikes another living creature of its own volume or larger on the way to its intended creature, but fades away harmlessly if it does not strike any living creature before reaching the limits of the spell range or after a round has passed. A tumblethorns is considered AC 3, but anyone unwise enough to strike it destroys it-and instantly receives its full damage (no saving throw).


 

3rd Level

Thorn Growth
Schools: Alteration
Spheres: Plant
Area of Effect: Caster
Casting Time: 6
Components: V, S, M
Duration: 5 rounds + 1 round/two levels
Range: 0
Saving Throw: Nil

Thorn growth is a more powerful version of the barkskin spell. When this is cast, the priest's skin assumes the coloration and texture of wood and grows 1-inch-long thorns. For the duration of the spell, the priest has AC 3, inflicts an extra 1d3 points of damage with each unarmed attack (including grapples), and gains a bonus to her saving throws of +1 for every three levels of experience. This bonus does not apply to fire-based attacks.
While affected by this spell, the caster can be the source of a hail of thorns spell, which functions normally, although this ends the thorn growth spell immediately.
The material component is a blessed thorn, which is consumed in the casting.

Thunderclap
Schools: Invocation/Evocation
Spheres: Elemental, Air
Area of Effect: 30-ft radius
Casting Time: 1
Components: S, M
Duration: Special
Range: 0
Saving Throw: Special

To cast this spell, the druid takes an oak leaf in hand and slaps that hand against any hard object (including the other hand). The result is a sound very much like a thunderclap that can be heard for miles. Any creature within 30 feet of the druid is stunned and deafened unless a successful saving throw vs. spell is made; in which case the creature is only temporarily deafened for 1 d 10 rounds. A stunned creature cannot initiate or continue any action for the remainder of the current round or the next round. Attacks made while deafened are at a penalty of -2. Deafened creatures have a -3 penalty when rolling for surprise. The caster is immune to the spell's effects.
The material component is an oak leaf.

Tree
(Alteration)
Sphere: Plant
Range: 0 Components: V, S, M
Duration: 6 turns + 1 turn/level Casting Time: 6
Area of Effect: The caster Saving Throw: None

By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with only a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with the caster.

The material components of this spell are the priest's holy symbol and a twig from a tree.