*** Mielikki

(Our Lady of the Forest, the Supreme Ranger, Daughter to Silvanus)

Intermediate Power of the Beastlands, 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 1 within them. She is the patron of rangers in
the same | way that Oghma is the patron of bards. Until recently | Mielikki
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 a 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
a 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 ID loan one of these to a ranger
on a great quest for her. In the hands of a mortal, one of these hen-Modes
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: Yes, 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 analyse 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 level, 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 other 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 he 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
o 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 her4 self 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.

Mielikkians 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
back-lands 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 ot time are reputed to improve their tracking
and woodland survival skills as well as their knowledge ot 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 ot 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 ;ind 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 tile 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, hut
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 Somber. The locale is a
hidden mountain valley where the Immerflow springs out ot 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 ot the Lady Neretheen
Jalassan, a priestess of Mielikki, and Hawk of tile Lady Lord Ranger
Beldryn Stormstone lead a small community ot powerful rangers and other
Walkers ot the Forest Way in worship of the Lady of the Forest. To this holy
place, tile hurt and the favored ot 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. Tile 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 tile
summer woods most wear only a sash and baldric ot 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 it 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 above, ate summarized in Appendix 1: Priest Classes and
detailed in full in the Player's Handbook.

Specialty Priests (Druid/Rangers)

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 leather or elven chain
               mail)
MAJOR SPHERES: All, animal, combat, elemental, healing, plant, time,
               wards, weather
MINOR SPHERES: Divination, protection, travelers
MAGICAL ITEMS: As druid and ranger
REQ. PROFS:    Animal lore, survival (woodland)
BONUS PROFS:   Modern language (elvish), modern languages (pick iwo 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 I: 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 diseased, 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 as 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 duration expires or when (lie 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 tight on its
own, a wood sword is AC -1, has 22 hp, and moves at MV PI 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 he changed at any rime. 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 it 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, hut 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 he 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 casters
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 inferior of  free and
remain hidden within it for as long as 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 ot the condition. If more than one disease is
present, determine the result separately for each. Tree healing can do
nothing against  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 our 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 mil.

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 tree
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.
