Casting Time 1 round
Components V, S, M (a source of illumination), DF
Range 1 mile/level squared
Duration 1 day
Saving Throw none; Spell Resistance yes (harmless)
A paladin casts this spell upon herself, which “arms” the beacon for one full day. Should the paladin suffer certain circumstances, the beacon activates. When the beacon is active, it takes a specific color depending upon the paladin’s trouble. The circumstances that initiate a beacon and the colors the beacon assumes are:
Red Falling unconscious due to combat.
Orange Falling unconscious but not due to combat.
Yellow Critical hunger or thirst where the paladin begins to suffer damage or penalties.
Blue Paladin triggers the effect voluntarily.
White Paladin’s death.
The divine beacon can be seen high in the sky over the area where the paladin is located. No matter how far underground or underwater the paladin may be, the beacon appears in the sky above. Only other paladins are able to see the beacon and only if they are within the spell’s range. Normal conditions of visibility still apply, so rain, mist, fog or magical conditions may block the beacon from other paladins‘ lines of sight. However, at level 10, paladins have a 10% chance to “see” the beacon spiritually and are able to “see” the beacon in the sky regardless of conditions. The chance to perceive the beacon in this way increases by 10% per level above 10. The beacon takes the form of the paladin’s symbol, although this becomes less clear the farther away a paladin is from a beacon.
The components of this spell include a brief ritual that involves the paladin holding some source of light — usually a small candle, but even a match is sufficient — above her head while she utters a brief prayer to her god. The god’s holy symbol must be present when the paladin casts this spell.
Section 15: Copyright Notice
Book of Lost Spells – Copyright 2015, Frog God Games, LLC