(Our Lady of the Forest, the Supreme Ranger, Daughter to Silvanus)
Intermediate Power of the Happy Hunting Grounds, NG
PORTFOLIO: Forests, forest creatures, rangers, dryads, autumn
ALIASES: Khelliara (Rashemen)
DOMAIN NAME: Krigala/The Grove of the Unicorns
SUPERIOR: Silvanus
ALLIES: Eldath, Silvanus, Shiallia, Gwaeron Windstrom, Lurue the Unicorn, Chauntea, Shaundakul, Lathander
FOES: Malar, Talona, Talos, Moander (now dead), Myrkul (now dead)
SYMBOL: A white unicorn on a green field, a white unicorn's head facing sinister, or a tiny star of
dazzling white hue balanced on an open, lush green oak or ash leaf (older)
WOR. ALIGN.: LG, NG, CG, LN, N, CN
Mielikki (My-LEE-kee) is the Lady of the Forest, the goddess of the woods and those creatures who live within them. She is the patron of rangers in the same way that Oghma is the patron of bards. Until recently, Miellkki made her home on the Prime Material plane, and so was unharmed by the Time of Troubles, though the presence of so many other gods in the Realms gave her followers great difficulties. In the confusion following the Time of Troubles, she also gathered autumn into her portfolio, away from the dead Myrkul. She is worshiped by humans, elves, half-elves, and dryads alike. The Lady of the Forest is fond of wandering the woods of all of Faerun, although her faithful are concentrated in northern Faerun.
Mielikki is allied with and in the service of Silvanus, and with the growing power of that god, she was being diminished in her own right. In 1369 DR, she radically reorganized her priesthood, and the boost in power this gave her has forestalled her decline, and allowed her to establish her own realm in the Outer Planes for the first time. Her followers had already added the title "Daughter to Silvanus" to her other names previous to this point as an honorarium, causing some confusion since she is not Silvanus's daughter. Inaccurate legends have since grown up to explain the title in which Mielikki is said to be the offspring of dalliance between Silvanus and Hanali Celanil, the elf goddess of romantic love and beauty.
Mielikki serves Silvanus alongside Eldath. She considers Eldath to be almost her sister, and Silvanus a father figure. All three powers work closely and lovingly together, and this relationship is reflected in their churches and clergy also. Mielikki herself is assisted by three divine beings of lesser power: Lurue, Gwaeron Windstrom, and Shiallia. On rare occasions when Mielikki rides into battle, Lurue the Unicorn serves as her mount, and Gwaeron Windstrom, who can track infallibly through any conditions, in or on any terrain, aids her on some missions and teaches her rangers the way to read forest signs. Shiallia, a local nature deity of the High Forest, serves her as the midwife to pregnant forest creatures, the planter of seeds, and the nurturer of seedlings in that forest. In addition, Lady Jeryth Phaulkon of Waterdeep, the Chosen Star of Mielikki, serves as Mielikki's mortal champion. She has been gifted by Mielikki with unknown powers and is referred to in the faith as Our Lady's Champion or the Granddaughter of Silvanus. Though still fairly young, she has quickly matured from a frivolous debutante into a steadfast forest warrior.
Mielikki is good-humored and quick to smile. She is confident in her actions and conveys this confidence well in small groups, though she dislikes speaking formally or leading large contingents. She is fiercely loyal and protective to those she calls friend, but does not grant that consideration lightly. Though she knows that some creatures must die to make way for others in life, she finds the injuries of animals and other friends hard to bear and often cures hurt creatures that Silvanus would leave be to fuel the cycle of death and rebirth.
Mielikki's Avatar (Ranger 35, Druid 25, Mage 18)
Mielikki always walks on air, her soundless feet never quite touching the ground and thus leaving no tracks. She prefers to appear as the Supreme Ranger—a tall, shapely, robust woman who moves with a lithe grace, clad in the leather armor used by many rangers. Her garb is muted green and brown in hue, her russet hair hangs free about her shoulders and down her back, and her eyes are large, deep brown pools. Mielikki can also choose to appear as the Forest Queen, a young maiden with leaves and golden moss for hair who walks the air garbed in sheer robes of green and yellow and is surrounded by summer songbirds. Mielikki's voice is a low, rich purr in whatever form she takes, and she sometimes appears with the antlers of a stag growing from her forehead or slowly grows them as mortals watch. (Since Beshaba began to use the black antlers as her symbol, Mielikki seldom does this.)
Whatever form she appears in, Mielikki can draw her spells from any sphere or school except the schools of necromancy and illusion/phantasm. She cannot cast the reversed, harmful forms of spells from the healing or necromantic spheres. All spells she casts from the plant and animal spheres or that affect, summon, or call animals or plants are cast at double strength in all respects and a -2 penalty to saving throws against their effects.
AC -4; MV Fl 18; HP 219; THAC0 -10; #AT 3/1*
Dmg 1d8+15 (hornblade +3, +10 STR, +2 spec. bonus in long sword)
MR 70%; SZ L (10 feet)
STR 22, DEX 22, CON 19, INT 18, WIS 23, CHA 22
Spells P: 13/12/12/12/11/9/4, W: 5/5/5/5/5/3/3/2/1
Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6
*Including her second weapon attack when fighting two-handed.
Special Att/Def: In combat, the Supreme Ranger uses two scimitar-sized hornblades +3. At times, she has been known to loan one of these to a ranger on a great quest for her. In the hands of a mortal, one of these hornblades has been known to exhibit the properties of a rod of alertness and the other a rod of security (50 charges for either) in addition to functioning as a hornblade +3. The Forest Queen dues not fight hand-to-hand very often and uses her fist when she must. She relies on her spells and abilities. Sometimes either the Supreme Ranger or the Forest Queen carries a long how whose arrows spread life rather than death. Where they hit, woodland plants spring up and grow rapidly. These can entangle hostile beings if the goddess so wills.
In any form, Mielikki can create treant (as the 7th-level priest spell below) at will by touching any tree, and her presence automatically negates any charm spells or abilities or psionic influences over the minds of other good or neutral creatures within 20 yards. She can also summon a dozen woodland creatures of any single type she chooses every second round, and they obey her to the death. Her touch destroys undead, and she is immune to necromancy spells and the reversed, harmful forms of spells from the healing and necromantic spheres.
Other Manifestations
When Mielikki manifests, it is most often as a glowing white unicorn who gallops through the air and can teleport freely from place to place in Faerun. This manifestation can cast spells by touch from its horn and speak mind-to-mind with any living being. At times, Mielikki also appears as a drifting radiance of blue-white or green, gold, and rust that speaks with her voice, can move objects that it envelops about from place to place, and can unleash magic as she does. To test their behavior, the Lady of the Forest often appears to rangers as a mortal woman lost and alone in the forest. The alert will notice that her feet never touch the ground, and therefore she leaves no trail. Mielikki also works through the actions of dryads, satyrs, hawks, songbirds, sprites, swanmays, treants, unicorns, wolves, and other woodland creatures.
The Church
CLERGY: Clerics, druids, rangers, druid/rangers
CLERGY'S ALIGN.: LG, NG, CG, N
TURN UNDEAD: C: Yes, D: No, R: No, D/R: No
CMND. UNDEAD: C: No, D: No, R: No, D/R: No
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.
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.
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.
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)
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)
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)
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.
Spells by Level (Rangers)
Entries in italics are reversible.
Entries in bold are unique spells usable only by Tymorans.
Entries in gray have already appeared in the list.
Entries followed by an asterix (*) are cooperative spells.
Sphere names in gray are minor spheres of influence.
Sphere names in light-gray are normally inaccessible spheres of influence, only
accessible for Mielikkian spells.
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