Prayers of the Great Archer
The Prayers of the Great Archer are a collection of ancient spells thought lost in time. They are recorded in ancient elven script upon a hardened leather disk. The disk is a half inch thick and about one foot in diameter. These spells where originally granted only to priests of Solonar Thelandira, although The Black Archer, Shevarash, has also been known to grant these prayers. Only a few of the spells have been completely translated. A copy of the disc resides in Candlekeep where work on deciphering it continues. The original Lies in the Temple to Solonar Thelandira in Evereska.
1st Level Spells
Flare (Alteration)
Sphere: Combat
Range: Touch
Components: V, M
Duration: 1 Turn
Casting Time: 1
Area of Effect: One arrow
Saving Throw: None
This spell enchants one arrow to become a flare. The spell is triggered when the arrow reaches the apex of its flight. It then bursts into a small flame that glows intensily, illuminating the area in reddish light. The flare floats to the ground at a rate of 2' per round. Once enchanted, the arrow must be fired immediately. The material components of this spell are the archers holy symbol and an arrow which is consumed.
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2nd Level Spells
Cluster (Alteration)
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 1 shot
Casting Time: 2
Area of Effect: One arrow/ 3 levels
Saving Throw: None
This spell takes a group of arrows (one per 3 levels of the caster) and combines them into a single arrow which can then be fired. So a 10th level ranger could combine four arrows. Once fired, the arrow alters to the original number of arrows used in the spell. The archer need only make one attack roll in order to determine if he hits with all arrows. After being enchanted, the arrow must be fired within five rounds or the enchantment and the extra arrows are lost. The material components of the spell are the rangers holy symbol and the number of arrows required to be joined.
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3rd Level Spells
Elemental Vessel (Elemental)
Sphere: Combat
Range: Special
Components: V, M
Duration: 1 shot
Casting Time: 3
Area of Effect: Two arrows/ lvl
Saving Throw: None
This spell allows the caster to enchant a normal arrow with one of the four elements: earth, wind, water, and fire. Once enchanted, the arrows will hold their enchantment for 24 hours. The arrow is enchanted by casting the spell and then touching the tip to the desired element; water for water, fire for fire etc. The enchanted arrows will then inflict double damage against any creature in elemental opposition to the enchantment. For instance, a red dragon or a fire elemental would take double damage from an arrow that is enchanted with water. The material components of this spell are the rangers holy symbol, the arrows to be enchanted and a bit of the element to be bound into them.
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4th Level Spells
Heart of Justice (Summoning)
Sphere: Combat
Range: Special
Components: V, M
Duration: 1 Turn
Casting Time: 3
Area of Effect: Personnal
Saving Throw: None
The Heart of Justice is one of the most taxing spells available to a Ranger of Solonar. This spell allows the archer to generate arrows of pure energy from apparent nothingness. The arrows are considered +3 for determining what they can hit and inflict 1d10 points of damage + bonuses from specialization. The ranger must put a bit of himself into each arrow and loses one hit point for every arrow fired. This damage cannot be recovered by any other means than bed rest. If the archer reachers zero hit points, he falls unconscious and will not awaken for 1d12 hours.
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Rain of Fire (Alteration)
Sphere: Combat
Range: Special
Components: V, M
Duration: 1 shot
Casting Time: 3
Area of Effect: One arrow
Saving Throw: Negate
Rain of Fire can turn a single archer into an entire unit. This spell enchants a single arrow similar to the Cluster spell. Unlike Cluster, the archer only needs one arrow to complete the spell. Once fired, the arrow bursts into a dozen arrows aimed in the general direction of the initial target. The arrow burst covers a circular area 30 yards in diameter. Anyone caught in the area must make a saving throw vs. breath weapon or take normal arrow damage.
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