Church of Mielikki Organization in Not Forgotten Realms | World Anvil

Church of Mielikki

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Mielikki (my-lee-kee) is a good-humored deity who is quick to smile and confident in her actions. She is fiercly loyal to and protective of those she calls friends but considers carefully before including someone among them. While she knows death is part of the cycle of life, she is not as hard-hearted as Silvanus and often intervenes to cure the injuries of a creature because she finds them hard to bear. Mielikki appears as a robust, russet-haired, brown-eyed woman of shapely form and lithe grace, garbed in leather armor of muted green and brown.   All clerics, druids, rangers, and druid/rangers of Mielikki receive religion (Faerunian) as a bonus nonweapon proficiency. When in a forested area, all Mielikkian druids, clerics, and rangers may cast a variant of the 1st-level priest spell analyze balance at will. This ability works on characters, creatures, or objects, or on part of the forest itself. If used on people, creatures, or objects, the ability works as the spell. If used on the forest, this ability allows a Mielikkian priest or ranger to detect if the ecology of a forested area is seriously disrupted.   Most rangers venerate Mielikki as their deity, though some venerate Silvanus, Eldath, Chauntea, Shaundakul, Mystra, or other deities. She grants her rangers their spells when they attain sufficient experience, and they see her as their leader, the supreme ranger, and their watchful mother. Other followers of Mielikki include dryads, hamadryads, treants, woodsmen, the occasional elf (especially wood elves), a few bards, and many of the Harpers. The followers of Mielikki usually do not organize themselves into official temples, but rather assemble in peaceful forest glades to worship the goddess. Shrines to the goddess are more common than temples and are found throughout the North, the Western Heartlands, and parts of the Dalelands in wilderness areas.   In 1369 DR, Mielikki ordered the reorganization of her church and reintroduced druids among her clergy to counter the waning of her faith. What little church hierarchy the Mielikkian faith has is still almost exclusively clerics; however, druids now have joined their ranks or begun circles in the North in her name. All the faithful of Mielikki are known as Walkers of the Forest Way. They are now organized into three branches of devotion: the Heartwoods, the Forestarms, and the Needles.   The Heartwoods are the heart of the faith, and serve as voices of the spirits of the trees themselves. These members of Mielikki's faithful include dryads, hamadryads, and treants.   The spiritual followers of Mielikki, known as the Arms of the Forest, or Forestarms, are the clerics and druids of her faith. They protect the forests of the world. Mielikki's priesthood is open to all good and neutral humans, demihumans, and members of other woodland races, but tends to be dominated by human and half-elf women of battle experience, passionate character, and adventuring interests.   The Needles are rangers. They are considered to be the most beloved of the Lady of the Forest. They sometimes serve as clergy, but most often act as the warrior arm of the faith and serve a defensive role protecting the forests from marauders, humanoids, and the followers of the god Malar. Included in this branch is a small religious order of druid/ranger woodland knights known as the Shadoweirs (SHA-doh-weerz).   Forestarms and Needles are given to dwelling in the forest. (Heartwoods do so per force.) Forestarms and Needles often have two or more abodes and a dozen or more caches of food and items that they can travel to in times of need. They tend to be the most adventuresome of forest and wilderness dwellers and to have easy-going dispositions. They are serene in their knowledge of the balance of natural cycles and at peace with all other sylvan faiths except the followers of Malar (whom they call "the Great Beast" or "the Beast of Beasts" or "the Bloodgod").   Forestarms tend to be practical, unfussy folk, reverent in their fireside prayers to the Lady but impatient with too much ceremony. Their titles reflect this: Questers (novices) who are accepted into the ranks of the priesthood may rise through the following ranks: Spring Stag (clergy members of less than two winters of service), Stalkers in the Green (experienced clergy who have not achieved outstanding achievements or appointments to senior temple staff duties), Forest Flames (senior temple staff, envoys, and recognized tutors of the faithful), High Rangers (leaders of temples and champions of the faith), and Hawks of the Lady. This last title is given by the Lady herself to denote her most cherished and high-ranking followers. Temple staff titles tend to be very simple: Cook, Master of Novices, Doorwarden, Housemaster, Prior, Abbot, and Worship Master are all common titles.   Creed: Our Lady of the Forest requires her Arms of the Forest (the clerics and druids dedi¬cated to her) to defend the trees, and keep the Balance. An Arm of Mielikki should drive out or destroy magical and unnatural blights and evil beasts not native to forests. Each one should live in the woods, be as one with the woods, and teach others the ways of the woods. All should be taught to love and respect wood life, not fear it. Plant anew wherever the woods are lessened or harmed. Protect, support, and when need arises obey the clergy of Silvanus and Eldath.   Secular Aims: Forests must be kept healthy, and accomplishing that goal might well require manipulating or bargaining with rulers and gov¬ernments. For instance, an Arm of Mielikki might let local authorities cut down dead or dying trees in one place so long as they leave alone a re¬growing area in another place. Mielikki’s priests maintain hidden-vale nurseries of seedlings of all sorts of forest plants, and defend deep-forest pre¬serves where rare forest animals can breed and flourish in peace.   Often, in the 1340s DR, the relatively few elves in the Dales lived and worked hand in hand with Mielikki’s Arms, relying on them to be “our shields.” The term arose because if an Arm fell in battle, there were many more humans to replace the victim—whereas when an elf perished, there were no reinforcements to be had. A decade or so of being battle-companions forged a deep and abiding trust between Mielikkians and local elves that survives to this day.   In the 1350s DR, Mielikki marked Florin Fal- conhand with her favor. Her avatar made love to him, set him special tasks, and later commanded him to wed Dove of the Seven Sisters “because this union—and its issue—are needful.” Florin and Dove had a son, Azalar, whom they took turns raising in Evermeet.   After the mid 1360s DR, on the outskirts of Secomber and in upcountry Sembia, some Arms of Mielikki began purchasing large tracts of land with coins they had recovered from forest ruins and hidden caches. They planted these ranches in ordered plantations of trees rather than as a natural woodland, creating “forest shields” to provide the expanding populations in both areas with ready timber that the Arms felled and sold very cheaply. This practice was later repeated in Amn and Tethyr. Woodcutters in these areas who instead prefer to despoil the natural forest are met with violence, often at the hands of outlander ad¬venturing bands that the Arms hire as “armies of the trees,” in preference to fighting most of the battles themselves.

История

Mielikki is the daughter of Silvanus and sister of Eldath. Gwaeron Windstrom and Shiallia serve her, and Lurue the Unicorn is her mount when she rides into battle. Mielikki is friendly with Shaundakul and Lathander and opposes evil-aligned deities, particularly Malar, Talos, and Talona.

Этика

Dogma Edit Intelligent beings can live in harmony with the wild without requiring the destruction of one in the name of the other. Embrace the wild and fear it not, because the wild ways are the good ways. Keep the Balance and learn the hidden ways of life, but stress the positive and outreaching nature of the wild. Do not allow trees to be needlessly felled or the forest burned. Live in the forest and be a part of the forest, but do not dwell in endless battle against the forest. Protect forest life, defend every tree, plant anew where death fells a tree, and restore the natural harmony that fire-users and woodcutters often disrupt. Live as one with the woods, teach others to do so, and punish and curtail those that hunt for sport or practice cruelties on wild creatures.   Dogma: Mielikki's followers are close to those of Silvanus in outlook and ethos, save that they stress the positive and outreaching nature of the wild. Intelligent beings can live in harmony with the wild without requiring the destruction of one in the name of the other. Mielikki's outlook matches that of rangers in general, which is why she is their patron.   Meilikkians are taught to embrace the wild and not fear it, because the wild ways are the good ways. They are to keep the balance and learn the hidden ways of all life. They should not allow trees to be needlessly felled or the forest to be burned. They are to live in the forest and be a part of the forest, not dwell in endless battle against the forest.   Walkers of the Forest Way must protect forest life, defend every tree, plant anew where death fells a tree, and strive to keep the balance that indiscriminate fire-users and woodcutters break. They are to live in harmony with the woods, to teach others to do so, and to punish and frustrate those who hunt for sport (not food) and who practice cruelties upon wild creatures.

Поклонение

The church of Mielikki is well-regarded in wilderness areas, where rangers are often the only shield against the dangers of the frontier. Correctly or not, most see its clergy as far more willing to seek an equitable balance between settlement and preserving nature than the faithful of Silvanus or the elves who have long stalked the forests. Moreover, her church is seen as a necessary counter to the bestial savagery of the Beastlord’s followers.   Clerics, druids, and spell casting rangers of Mielikki pray for spells in the morning or evening but are required to observe both. They listen to and understand the whispers of the woods after a period of meditation and extended introspection. Once a month, each cleric or druid is required to perform the Song of Trees, a ritual that calls forth a dryad or treant, and then serve the creature by performing small tasks for a day. The church’s most holy rituals, called the Four Feasts, take place on the equinox and solstices. They celebrate the sensual side of existence and involve singing praises to the Lady in forest depths wherever possible. Celebrations on Greengrass and Midsummer night are similar to the Four Feasts, but they also include planting rites and the Wild Ride, where herds of unicorns gather and allow the faithful to ride them bareback through the forest. On years when Shieldmeet follows Midsummer, the Ride continues for that day and night if desired. Almost all clerics of Mielikki multiclass as rangers or (to a lesser extent) druids. Her druids may use armor and weapons allowed to rangers and not be in violation of their sacred oaths.   Clerics and druids of Mielikki are oriented toward protecting nature (especially forests) from the forces of evil and ignorance. They often wander among small communities nestled at the edges of forests both great and small, encouraging the inhabitants to care for and respect the trees and the life beneath their leafy boughs. They try to prevent further encroachment by civilization on the remaining great forests by teaching careful forest husbandry. When called upon, they defend the trees with force of arms if necessary. Rangers of the faith protect and support the clergies of Eldath and Silvanus, and they aid the Harpers in defending, renewing, and even extending forests and forest life. They oppose those who deal in fire magic (notably the Red Wizards) and encourage both city and farm-dwelling folk to view woodlands as pleasant refuges for renewal and enjoying natural beauty, not deadly wilds to be feared and fought.   The members of Mielikki’s church are widespread and rarely collect into large groups for any length of time. There are few temples to the Forest Queen; most worship takes place in glades or at small shrines. Temples always include a small stand of trees if not actually constructed in a grove. Most have at least one oak, which serves as both altar and the home of a dryad. Small forest creatures are always welcome within such houses of worship, and many reside therein year-round.   Mielikkian ceremonial garb consists of trousers, brown boots, a short cape (woven by dryads from spider silk and tinted with natural dyes), and a tabard that is long-sleeved in winter and sleeveless in summer. Capes cover armor (typically chain mail) in times of war. Colors vary with the seasons, each season having a base color and an accent. Winter is white with green accents, spring green with yellow accents, summer yellow with red accents, and fall red with white accents. The unicorn’s head of Mielikki, carved of ivory or bone or stitched in silver thread, is always worn over the heart.   Much like the Harpers, the church of Mielikki has no formal hierarchy but is instead led by the most senior clergy of the faith. Elder clerics, druids, and rangers gather about them a network of allied individuals who share information and come together to achieve the church’s ends. In recent years, the church has organized into three branches: the Heartwoods (dryads and treants), Arms of the Forest (clerics and druids), and Needles (rangers). Mielikki has dictated this to ensure the continued vitality of the faith and preserve the ancient ways of the forest.   Day-to-Day Activities: The Forestarms outlook is oriented toward the protection of nature (and forests in particular) from the forces of evil and ignorance. Many of these priests can be found wandering among small communities nestled at the edges of forests both great and small. They seek to teach humans and other goodly races to care and respect the trees and the life beneath their leafy bows. They try to prevent further encroachment by civilization on the remaining great forests by teaching careful forest husbandry. When called upon, they defend the forest with force of arms if necessary.   The Needles support the Forestarms of their own faith and the clergies of Eldath and Silvanus in defending, renewing, and even extending forests and forest life. Wherever possible without conflicting with this prime interest, they are to work against those who deal in fire magic (notably the Red Wizards and followers of Kossuth) and encourage city- and farm-dwelling folk to revere natural life and to view woodlands as rich, friendly places that are pleasant refuges for renewal and enjoying natural beauty, not deadly backlands to be feared and fought. They are also charged with supporting the Harpers when this does not conflict with their more primary duties, since the Harpers work against the rise of great powers, which tend to endanger all natural life and conditions around them by trying to reshape Faerun.   Rangers of all faiths are to be assisted whenever possible by Walkers of the Forest way, and the seeds of trees and woodland plants gathered, nurtured, and planted in an ongoing process so that 40 new trees will rise for every one taken by flame or axe. Many of the Forestarms and Needles visit foresters regularly to heal them and provide guidance so that as few trees as possible are taken and the forest is culled of weak creatures and unnatural predators, not creatures in the prime of life and health. In recent years, the Forestarms and Needles have worked with ranchers north of Melvaunt, eastern Amn, and the lands of the Dessarin to breed deer in large herds for food and pelt use, leaving the wild deer of the forests to recover—along with all the other forest creatures that either depend on deer for food, or are killed or frightened away by casual human forest incursions.   Holy Days/Important Ceremonies: Those who worship the Lady of the Forest believe her voice is echoed continuously throughout all forests by the rustling leaves. A worshiper in good stead can listen and understand the whispers of the woods after a period of meditation and extended introspection. These whispers have been transcribed by a few bards and rangers, but never seem to say the same thing twice. The general theme is the preservation and understanding of the forests and the creatures living within them. (Those who listen for a long period of time are reputed to improve their tracking and woodland survival skills as well as their knowledge of animal lore.)   Worship of Mielikki involves periods of introspection and meditation each morning and evening (in the forest whenever possible). Groups of worshipers also gather under the stars to sing the Lady's praises and ask for her guidance. When a worshiper of Mielikki begins a self-imposed quest to right a desecration of the forest, a special prayer is given up to the Lady of the Forest for strength and guidance. When aid is needed performing some simple task like setting the broken leg of a trapped wolf or following a trail, Walkers of the Forest Way usually ask for the Lady's blessing under their breath before proceeding.   The best-known to outsiders of the holy rituals of Mielikki are the Four Feasts of the solstice and equinox nights. These are known simply as the First Feast, the Second Feast, and so on. They are occasions for holy rituals and revels, wherein all Mielikki's faithful are expected to celebrate the sensual side of existence and sing praises to the Lady in forest depths wherever possible.   The festivals of Greengrass and Midsummer Night are even greater rituals, combining revels similar to those of the Four Feasts with planting rites and the Wild Ride. During the Wild Ride, the lady causes unicorns to gather in herds and gallop through the woods. Her faithful are allowed to ride them bareback through the night, covering astonishing distances and seeing much. On such rides, unicorns are empowered by the Lady to use their teleport ability as often as they desire for up to triple the normal range. On years when Shieldmeet follows Midsummer, riders can continue the Ride for that day and night if they so desire.   At least once a month, every member of the clergy must perform the Song of the Trees and serve any dryads, hamadryads, or treants their song calls forth. The clergy members perform the small tasks requested of them, but are free of dryad charms through the will of the Lady.   Every fire lit by a member of Mielikki's clergy must have the Dread Prayer whispered over it. In return, Mielikki makes the fire give off intense heat in particular directions indicated by the supplicant but almost no smoke. Such fires glow only dimly, so as to attract as little attention as possible, and do not spread. In this way, no watch need be kept against starting forest fires.   Major Centers of Worship: The most prominent center of the forest faith is located at the Falls of Tumbling Stars, west of Lake Sember. The locale is a hidden mountain valley where the Immerflow springs out of the Thunder Peaks and falls down the mountainsides to feed the river leading to the Wyvernwater. In this little-known valley, guarded against intrusion by rangers and half-elf archers of deadly skill, Hawk of the Lady Neretheen Jalassan, a priestess of Mielikki, and Hawk of the Lady Lord Ranger Beldryn Stormstone lead a small community of powerful rangers and other Walkers of the Forest Way in worship of the Lady of the Forest. To this holy place, the hurt and the favored of Mielikki's faithful are brought by secret ways. In the vale are holy bathing pools where the wounded are restored by the magic of Mielikki, and from this hidden vale the most powerful Walkers of the Forest Way fare forth to make pilgrimages to the distant Unicorn Run, where a gateway to Mielikki's realm is said to lie, and to work Mielikki's will across Faerun.   Affiliated Orders: Named for the greatest trees of the forests, the shadowtops and the weirwoods, the Shadoweirs are a highly secretive branch of the faith that originated in the northern reaches of the High Forest. Its members consist solely of half-elf multiclassed druid/rangers, and its membership has spread (thinly) beyond the High Forest throughout all of Faerun.   The Shadoweirs serve as a sort of religious knighthood of the woods. Unlike the Arms of the Forest or even the Needles, the Shadoweirs are an activist and proselytizing order who are willing to go on the offensive in the behalf of their sacred forests. They seek to advance the regrowth of ancient forests reduced by civilization. Many Shadoweirs are adventurers, wandering the Realms with missionary zeal. They seek to halt the endless assault of civilization on their ancient homelands.   Within the Walkers of the Forest Way, the Order of the Unicorn's Horn is a small society of itinerant healers who bring solace to both injured people, animals, and plants. The Mielikkian faith also has close ties with Those Who Harp (the Harpers), an organization working for good throughout Faerun and against the rise of great powers, which tend to endanger all natural life and conditions around them by trying to reshape Faerun.   Priestly Vestments: The colors of Mielikkian ceremonial garb vary with the seasons, each season having a base color and an accent. Winter is white with green accents, spring green with yellow accents, summer yellow with red accents, and fall red with white accents. The white and green of winter symbolizes evergreens and the unsleeping life of the forest, the green and yellow of spring is for the slow awakening of the forest to lush life, the yellow and red of summer represents the full splendor of flowers and burgeoning fruits and grains, and the red and white of fall symbolizes fall leaves being overlaid with snow. These colors govern capes worn with armor in times of war and the ceremonial dress of the Forestarms and the Needles: trousers, boots (always brown), a short cape, and a tabard that is long-sleeved in winter and sleeveless in summer. Whatever the garb, the unicorn's head of Mielikki, carved of ivory or bone or stitched in silver thread, is always worn over the heart.   The ceremonial dress of the Shadoweirs is chain mail and deep forest-green cloaks woven by dryads from spider silk and dyed with natural dyes. Many powerful forest knights wear ancient suits of elven chain mail they have been given by elven lords for their efforts in defending the forests. The symbol of the Shadoweirs is a giant shadowtop tree with a pair of crossed swords overlaying it, and it is sometimes stitched as a design on their clothing or worn on their shields.   Adventuring Garb: When in the field, most Walkers in the Forest Way dress appropriate to the weather and their duties, though they maintain the preferred seasonal colors of their faith. In very hot weather or in the summer woods most wear only a sash and baldric of the right colors. They carry needed gear in pouches, small packs, or strapped to their boots. The Shadoweirs prefer suits of gleaming chain mail or studded leather armor in the field.

Полученные божественные силы

Specialty Priests (Rangers)   REQUIREMENTS: Strength 13, Dexterity 13, Constitution 14, Wisdom 14 PRIME REQ.: Strength, Dexterity, Wisdom ALIGNMENT: LG, NG, CG WEAPONS: Any ARMOR: Any (penalties to some special abilities accrue if wearing heavier armor than studded leather) MINOR SPHERES: Animal, plant, time, travelers MAGICAL ITEMS: Same as ranger REQ. PROFS: Survival (woodland) BONUS PROFS: Hunting, set snares, animal lore, elvish (pick three)   Most of Mielikki's specialty priests are rangers. Within the faith, they are called Needles. Their abilities and restrictions, aside from changes noted above, are detailed in full in the Player's Handbook. Specialty Priests (Druids) REQUIREMENTS: Wisdom 12, Charisma 15 PRIME REQ.: Wisdom, Charisma ALIGNMENT: N WEAPONS: Club, sickle, dart, spear, dagger, knife, scimitar, sling, staff ARMOR: Padded, leather, or hide and wooden, bone, shell or other nonmetallic shield MAJOR SPHERES: All, animal, combat, elemental, healing, plant, time, wards, weather MINOR SPHERES: Divination, travelers MAGICAL ITEMS: As druid REQ. PROFS: Animal lore, herbalism BONUS PROFS: Survival (woodland), tracking; modern languages (pick two from: brownie, dryad, elvish, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn)   A few specialty priests of Mielikki are druids. They, along with Mielikkian clerics and druid/rangers, belong to the branch of the Mielikkian faith known as the Forestarms. Their abilities and restrictions, aside from changes noted here, are summarized in Appendix 1: Priest Classes and detailed in full in the Player's Handbook. Specialty Priests Druid/Rangers (Shadoweirs) REQUIREMENTS: Strength 13, Dexterity 13, Constitution 14, Wisdom 14, Charisma 15 PRIME REQ.: Wisdom, Charisma/Strength, Dexterity, Wisdom ALIGNMENT: NG WEAPONS: Club, sickle, dart, spear, dagger, scimitar, sling, staff, long sword, long bow ARMOR: Any (penalties to some ranger special abilities accrue if wearing heavier armor than studded armor or elven chain mail) MAJOR SPHERES: All, animal, combat, elemental, healing, plant, time, wards, weather MINOR SPHERES: Divination, protection, travelers MAGICAL ITEMS: Same as priest and ranger REQ. PROFS: Animal lore, survival (woodland) BONUS PROFS: Modern Languages (Elvish), modern languages (pick two from: brownie, dryad, korred, pegasus, pixie, satyr, sprite, sylph, treant, unicorn)   Only half-elves may be druid/rangers. Half-elves of sea elf ancestry may not be druid/rangers. Mielikkian druid/rangers are the only known exception in Faerun to the rule that druids must be neutral in alignment. Mielikkian druid/rangers' THAC0s, saving throws, Hit Dice, hit points, proficiency slots, and proficiency slot acquisition rates follow the rules for multiclass characters in the PHB. Through Mielikki's grace, her druid/rangers accrue no armor penalties to their ranger abilities for wearing elven chainmail. An exceptionally rare few specialty priests of Mielikki are half-elf druid/rangers. They all belong to the branch of the faith known as the Forestarms and to the Shadoweirs, an order of woodland knights. Their abilities and restrictions, aside from changes noted above, are summarized in Appendix 1: Priest Classes and in the Player's Handbook. Mielikkian Spells   2nd Level   Banish Blight (Alteration)   Sphere: Plant Range: Touch Components: V, S Duration: Special Casting Time: 5 Area of Effect: One plant Saving Throw: None   To enact this spell, the caster must touch and breathe on any part of a plant. This spell wipes out plant diseases permanently, and it restores plant leaves to an uneaten, unshriveled, unfrozen, and unscorched condition for one day per level of the caster. It cannot restore dead plants to life, nor make ravaged plants whole, but it brings what remains to peak condition—wilted flowers bloom anew, and drooping leaves rise up green. Leaves that have fallen to the ground cannot be reattached to their plants by means of this magic, but withered foliage can be made green and growing again even in the depths of winter as long as the spell lasts. In this manner, the skeleton of a hedge can be made opaque with thick growth in an instant. A flower restored by means of this magic can be picked without ending the magic, though it shrivels again when the spell expires.   If the weather and season permit continued life, restorations wrought by this spell outlive it. For example, a deseased, shriveled plant restored to health will remain healthy, following its normal growing cycle, and not lapse back into ruin the moment the spell ends. To injured mobile or intelligent plant life (such a treants and shambling mounds), application of a banish blight restores 1d10+4 hit points of damage permanently, but it cannot help healthy plants to grow larger or gain extra hit points.   Mielikki crafted this spell both as a gift to Silvanus and to empower her faithful to give forest creatures endless food by restoring half-eaten vegetation to a full state.   Stalk (Alteration)   Sphere: Animal Range: Touch Components: V, M Duration: 1 turn/level Casting Time: 5 Area of Effect: One creature Saving Throw: None   This spell makes the affected creature nearly invisible in rural surroundings (99% undetectable visually, as if hiding in shadows). The creature also becomes almost totally silent (as if moving silently with a 99% skill), and both its natural scent and its heat signature are masked by the spell (making infravisual or scent detection of the creature also 99% unlikely). A stationary creature under the effect of stalk is impossible to detect by nonmagical means at a range of greater than 10 yards.   Movement does not negate the spell, but it renders nonmagical detection possible by keen observation. In this case, the subject of the stalk spell still can move silently with a base 50% chance for success and remain visually and infravisually undetected with a base 65% chance for success; if the subject's normal hide in shadows or move silently skills are higher than these percentages, then they are used instead, although the infravisual masking percentage for a moving subject remains 65%. Scent masking is always at 99% for the duration of the spell.   The spell effect ends when the duratin expires or when the subject attacks.   The material components are a piece of dried chameleon or lizard skin and the holy symbol of Mielikki.   Wood Sword (Alteration, Evocation)   Sphere: Combat Range: 5 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None   This spell transforms its material component into a temporary weapon; a sword that can be wielded by the caster or be directed to attack a particular target by the caster from afar. In either case, it strikes with the caster's normal THAC0, deals 1 hit point of damage per level of the caster at every successful strike, and vanishes instantly when the spell expires or it comes into contact with any flame. If released to fight on its own, a wood sword is AC -1, has 22 hp, an moves at MV Fl 16 (A). It strikes once per round at a single target.   The target of a wood sword can be indicated during casting or determined later and can be changed at any time. The caster can choose any visible creature or item within range and silently will the wood sword to attack it. A wood sword hangs motionless if its designated target dies or vanishes if not given a new target. The caster can bid the weapon go and attack a certain target or return to be directly wielded as often as desired during the life of the spell.   A wood sword is supple, but can be broken by successful edged weapon chopping attacks that do more damage than its has hit points or by being caught in a closing stone or metal door; such destruction ends the spell instantly. The caster can fight with another weapon and leave the wood sword to fight on its own, but if its creator casts any other spell, the wood sword vanishes the instant that new magic takes effect. Caster use of magical items does not destroy a wood sword.   A wood sword can do no harm to nonliving wood or to stone or metal, but can readily be employed to smash glass flasks, topple items, and even to stir mixtures in distant bowls. (A clever caster could direct it to knock over the rearmost bottle in a cluster of glass objects, thereby making it smash or knock over the other glass objects in its way.) If the caster has the leisure to enact precise control, a wood sword can perform quite delicate tasks. It need not merely attack things. If used to carry things (such as satchels or ropes across chasms, or rings of keys to prisoners), it breaks if burdened with a greater weight than the caster can lift (the caster's maximum press amount, dictated by his or her Strength ability score).   The material component of this spell is a twig, branch, or any fragment of wood that still retains some bark and has not been cut, stained, varnished, or otherwise altered by tools. (This means the wood must be picked up as fallen wood or snapped off rather than cut.)   5th Level   Tree Healing (Alteration, Necromancy)   Sphere: Healing, Necromantic, Plant Range: 0 Components: V, S Duration: Special Casting Time: 8 Area of Effect: The caster and one tree Saving Throw: None   This spell enables a wounded priest to pass into the interior of a tree and remain hidden within it for as long a desired, being healed by the natural nutrients of the tree. During this time, the caster can see and hear the surroundings of the tree perfectly but is concealed from all forms of detection by the magic of the spell and protected by the tree from any extremes of heat, cold, rain, sunlight, snow, and other conditions. The tree itself gives off no magical aura and is not marked by the caster's entry in any way. All the caster's bodily processes are suspended, so the caster has no need to sleep, breathe, or eat. The caster regains 1 hit point every 6 turns of continuous existence inside the tree. There is a 40% chance that the tree will neutralize any disease the caster may be carrying, regardless of whether or not the caster is aware of the condition. If more than one disease is present, determine the result separately for each. Tree healing can do nothing against any poisons except tree poisons, which it always neutralizes.   If a tree containing a priest is damaged, the priest takes half of the damage but is free to leave the tree at any time. The caster can use his or her spells or magical items carried to heal the tree from within. Offensive magic must be cast from outside the tree, or the tree is destroyed.   Once the caster of a tree healing spell leaves the tree, the magic ends. Reentry is impossible without another casting of the spell. The caster priest can, however, reach out of the tree to speak, gesture, or discard items, and then duck back in, so long as some part of his or her body remains within the tree. The spell brings all items worn or carried by the caster into the tree, but other items cannot be brought in later. If the priest reaches out of the tree and picks anything up, it cannot pass into the tree.   A tree healing can never be used to enter treants or other sentient forest plants. Any physical damage deliberately done by the priest to the tree while within it results in his or her unceremonious expulsion from the tree, whether the tree is sentient or not.   7th Level   Create Treant (Alteration, Invocation/Evocation)   Sphere: Plant Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 round Area of Effect: One twig, bough, shrub, or living three Saving Throw: None   This spell transforms its material component into a treant who serves the caster with utmost loyalty until destroyed or the spell expires. When the spell ends, the treant dwindles to nothingness and is gone. Since the material component is consumed, priests of Mielikki use this spell sparingly. The type of material component determines the size of the created treant: Twigs produce 7-HD treants, boughs create 8-HD treants, shrubs 9- or 10-HD treants, and trees 11- or 12-HD treants.   The material component of this spell is any twig, bough, shrub, or living tree.

 
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