A. PREPARED SPELLS: Party Spells Typically Prepared Each Day:
Cleric Spells (Typically Prepared):
1st level Cleric
Aleks: CLW (2) + Remove Fear + Prot fr Evil
Inaya: CLW (2/3) + Command/Sanctuary/Bless(Curse)/other
Salochin: Bless + CLW (2)
Hamenclar: TBD
Valenthia: CLW (2) + Detect Magic
Jorda: Detect Evil + Laying of Hands (as Paladin)
2nd level Cleric
Salochin: Hold Person + Silence 15' Radius + Spiritual Hammer
Druid Spells (Typically Prepared):
1st level Druid
Epilo: Entangle + Faerie Fire (2) + Purify Water + Speak with Animals
2nd level Druid
Epilo: CLW + Charm Person or Mammal + Obscurement + Heat Metal + Goodberry
3rd level Druid
Epilo: Call Lightning, Plant Growth, Pyrotechnics + Summon Insects
Magic-User Spells (Typically Prepared):
1st Level Magic User
Taya: Sleep (2)
Vanorin: TBD
Valenthia: Spider Climb
2nd level Magic User
Taya: Continual Light
B. SPELL BOOKS: Magic-User Spell Books
Taya's Spell Book
Read Magic, Burning Hands, Find Familiar, Shield, Tenser's Floating Disk Continual Light
Vanorin's Spell Book
Read Magic, TBD
Valenthia's Spell Book
Read Magic, Spider Climb, TBD
Marina's Spell Book
Read Magic, Write, Sleep, Affect Normal Fires, Identify
Birahu's Spell Book
Read Magic, Shield, Enlarge, Find Familiar
Osric's Spell Book
Read Magic, Push, Dancing Lights, Mending
Risk’s Spell Book
Read Magic, Identify, Feather Fall, Shocking Grasp
Dimitri's Spell Book
Read Magic, Shocking Grasp, Dansing Lights, Erase
Aluviel's Spell Book
TBD
C. SPELLS DESCRIPTION
Detect Magic
Clerical Divination
Level: Cleric 1
Range: Caster
Duration: 1 turn
Area of Effect: Path 10 ft wide, 30 ft long
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
Detect magic creates a tunnel of magical vision in a path ten ft wide and thirty ft long, in which the cleric sees the aura of any magic item as a glowing blue nimbus. The spell’s effect is blocked by solid wood 3 ft thick, by stone 1 ft thick, and by solid metal 1 inch thick. The cleric can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the cleric’s vision.
Detect Magic
Arcane Divination
Level: Magic user 1
Range: Caster
Duration: 2 rounds/ caster level
Area of Effect: Path 10 ft wide, 60 ft long
Components: V,S
Casting Time: 1 segment
Saving Throw: None
Other than as noted above, this spell functions in the same manner as the clerical spell detect magic.
Identify
Arcane Divination
Level: Magic user 1
Range: Touch
Duration: 1 segment/ caster level
Area of Effect: One item
Components: V,S,M
Casting Time: 1 turn
Saving Throw: See below
This expensive and unreliable spell allows the magic user to discern the magical properties of an item. The magic user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spell’s duration, the magic user has a 15% +5%/ caster level of gaining an insight into the nature of the item’s enchantment. Insights include magical effects (and the corresponding command word) and number of charges (plus or minus 25% of the actual number). The exact bonus (or penalty) of a weapon is not revealed to the player, unless the GM chooses to do so for convenience; the character, of course, would not think of a magic sword as being “+1” or “+3,” just as “enchanted” or “powerfully enchanted,” and the spell reveals information in these terms. The spell must be cast within 1 hour/ caster level of the time a magic item first comes near the caster, or the magic user’s own aura will have blended too much into the item’s aura, contaminating his ability to read it. Upon casting the spell, the magic user temporarily loses 8 points of constitution, and regains them by resting for one hour per recovered point. The material component for the spell is a pearl worth 100 gp.
Last edited by kwll, May 12 2025 17:36:18. Open game article. You can edit it once you log in.