Faith Arrow (Enchantment/Charm)
Level: 2
Casting Time: 1 action
Range: touch
Effect: “Blessing” of arrow, 1/3 levels
Duration: see text
Saving Throw: none
Spell Resistance: no

Available to. most elven priesthoods, but it is usually associated with the priests of Corellon Larethian, Solonor Thelandira, and Rillifane Rallathil (due to the archery aspects of those deities). This spell allows the caster to enchant a number of nonmagical arrows (magical arrows are not affected by the spell), “charging” them with divine power. The caster is not required to use the arrows himself; he may give them to other archers as desired.

When let fly, a faith arrow always strikes the target, so long as the target is within bow range and the archer’s line of sight. A fait arrow cannot pass through any barrier that a normal arrow cannot penetrate, though it can follow a target around corners, through open doors, etc. Also, the missile inflicts maximum damage upon its target. If a fair arrow passes into or through an anti-magic shell, dead magic zone or similar area, the unerring accuracy and maximum damage are lost. Instead, normal attack and damage rolls are required (with a +4 to hit). Otherwise, the arrow is consider a magical weapon for purposes of determining what creatures can be hit by it.

A priest may create one faith arrow for every three levels of experience, but there cannot be more than six faith arrows of the caster’s creation in existence at any one time. Also, a faith arrow retains it’s enchantment until used, at which time it crumbles to dust.

In addition to the caster’s holy symbol, the material component is masterwork arrows.

Probe Enemies (Divination)
Sphere: Divination
Level: 3
Range: 10 yards/level
Duration: 1 round
Casting time: 1 action
Effect: special
Saving throw: none

This spell is only available to priests of Corellon Larethian. When cast, all hostile entities within the spell’s range and in the priest’s line of sight are probed by the spell’s magic. While the duration lasts, the caster must maintain concentration; if the caster is distracted (i.e., suffers damage) a concentration check is required, DC 25. Once the duration has run its course, however, the caster will know which opponent is the most powerful, or which foe poses the greatest threat to the priest, if no single enemy can be regarded as more powerful than any other. Note, however, that the spell does not tell the cater what makes a given creature more powerful than any other, only that it is more powerful in some way.

While this spell offers no saving throw to those it inspects, magic resistance still applies, as do magical effects, that impede the effectiveness of divination magic. In such instances, the probe enemies spell will choose the most powerful opponent who is not obscured. 

Faerie Flames (Alteration)
Level: 5
Range: 80′
Duration: 4 rounds/level
Casting time: 1 action
Effect: 10′ square/level within a 40′ radius
Saving throw: Will (1/2)

In addition to the usual effects inherent to a faerie fire spell, this spell inflicts fiery damage to creatures and objects outlined by it. Damage is 2d4 hp per round; saving throws must be made every round. Faerie flames cannot be doused with water, smothering, or other methods usually used to extinguish flames, though magical means can be sued, i.e. dispel magic. 

Garments of Elvenkind (Enchantment/Charm)
Level: 6
Range: touch
Duration: 1 day/level
Casting time: 3 actions
Effect: Special
Saving throw: none

This spell enables the caster temporarily to enchant a cloak, a pair of boots and a pair of bracers so that they function as certain magical items. 

Cloak: Cloak of Elvenkind
Boots: Boots of Elvenkind
Bracers: Bracers of Archery

Once enchanted, these items may be used by anyone; however, all three must be used by the same creature. A successful dispel magic ends the spell.