Alaundo's Library

Travelers Notebook

The work contained on this page is the property and copyright of The Sage (and attributed contributors from the Candlekeep Forum).  It has been formatted for viewing on the web by the Scribes of Candlekeep. 


Inventory

Rods

 

 

Scrolls (Spells)

Addled 

by The Sage

Anthalus's Final Warning

by Sourcemaster2

Blind Seer

by Bookwyrm

Call of the Archmage

by Darkheyr

Camouflage

by Bookwyrm 

Coldburst Sphere

by The Sage

Dad Man Floating

by Darkheyr

Dad Men Floating

by Darkheyr

Delayed Shatter  

by Nightelf

Detect Mage

by Sourcemaster2 

Detect Metal

by Bookwyrm

Discern Destination

by Darkheyr

Dreadnought of Bone 

by The Sage

Dull the Scimitar

by The Sage

Echoing Call III

by Knightcrawler

Engulfing Darkness

by Darkheyr

Fluffy white Rabbit with SHARP POINTED TEETH!

by Malanthius 

Forceblast

by Darkheyr 

Glimmer

by The Sage

Immobilize

by Darkheyr

Impermanency

by Malanthius 

Jorlan's Depilatory

by Bookwyrm

Kaupaer's Overactive Nerves

by Bookwyrm

Kinetic shield

by Bookwyrm

Know Duration

by Sourcemaster2 

Longstrider, Mass

by Aman the Rejected

Malanthius' Timeless Hour Glass

by Malanthius

Mental Shock

by Darkheyr

Merge with Shadows

by The Sage

Planar Knowledge

by The Sage

Protection From Draining

by The Sage

'Rahsim's Summoning Scroll of the Black Guardian'

by Cardinal Deimos

Righteous Bolt

by The Sage

Shroud of Fear

by Dakheyr

Sign of Protection

by The Sage

Theft Alarm

by Bookwyrm

Thought Bottle of the Archmage

by Shadowlord

Trapping Vine

by The Sage

Whirl Til You Hurl

by Darkheyr

Return to the Main Shop


Rods

 


Scrolls (Spells)

Addled                                                            [Top]

Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

An orange ray lances from your fingertip. Your PC must succeed at a ranged touch attack to strike an opponent. The opponent losses the lowest 1d4 spells or spells-slots for the day. For each spell/spell slot lost the target takes 4 points of damage.

Focus: A burnt spellbook.

Anthalus's Final Warning (Contributed by Sourcemaster2)                                                                [Top]

Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 1 target per 3 levels
Duration: 1
round per level unless discharged
Spell Resistance:
Yes (initial casting only)

This powerful spell was written by Terrail's current Archmage, Anthalus Wyrdcrier. When cast, it causes the targets to glow with green light, similar to the faerie fire spell. If the caster speaks a certain word (decided upon casting) the spell truly activates, disintegrating everyone caught by the initial casting. This dweomer is used as a potent threat, because once someone is illuminated by is, they can be slain at will.

Material Component: Emerald dust worth at least 1,000 gp.

Blind Seer (Contributed by Bookwyrm)                                                                                                [Top]

Divination
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Target: You
Duration: 10 minutes per caster level

After casting this spell, your character is blind for the duration of the spell, or until it is dispelled. It cannot be dismissed, but dispel magic cast by the same character always succeeds in dispelling its effects.

1 round after casting the spell, your character's senses begin expanding outward at a rate of 10 feet per round, until reaching the full extent of the spell at 60 feet. In this area, the character can sense exactly where solid objects are, even if he or she would not be able to see them visually (for instance, behind the caster, behind another object, or masked by an illusion spell that has no tactile aspect). The character cannot be flanked, or affected by gaze attacks or any spells that attack sight (blindness, flare, etc.).

The spell can only sense surfaces, and cannot sense beyond anything that would stop an object (though it can go around objects so long as the distance does not exceed the maximum). Glass is opaque to the caster, liquids and gas are undetectable, unraised writing cannot be read, colors cannot be seen. After the spell is ended, the caster is still blind for 1/10th the time spent under the spell's influence.

Focus: A blindfold, tied over the caster's eyes. (The blindfold may be removed after casting the spell.)

Call of the Archmage (Contributed by Darkheyr)                                                                                    [Top]

Conjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full round
Range: Same plane
Area: 1 familiar creature
Duration: Instantaneous
Saving Throw: Must be willing
Spell Resistance: N/A

The caster may specify one being on the same plane, and can teleport said being to any spot within 30ft. of himself. The spell's target learns the casters identity and must be willing for the spell to function.

Camouflage (Contributed by Bookwyrm)                                                                                                [Top]

Illusion [Glamor]
Level: Brd 1, Drd 1, Sor/Wiz 1, Assassin 1, Harper Scout 1
Components: S
Casting Time: 1 action/1 round [see text]
Range: Touch
Target: You
Duration: 10 minutes per level

Upon completion of the spell, the caster is enshrouded in the likeness of a close-by inanimate object. This is a full-round action if the caster chooses the object; otherwise the illusion is random. The object emulated must be within five feet, and within one size category smaller, or two sizes larger, than the caster.

The image is not an exact copy, so an unwary observer is not alerted by two identical objects (such as two trees with exactly the same patterns). A successful Spot check (DC 18) can alert the observer to some subtle strangeness to the way the object is situated. If the observer is familiar with that area, the DC is only 10. Intimate familiarity lowers the DC to a mere 5; this low DC is also applicable if the object copied is not one likely to have a double near by. (Such as two campfires, two desks, two statues.)

The caster needs no special mental image of the illusion, thus making this a good choice for a sudden need for concealment; it is also a good way to stage an ambush. The illusion is also not detectable by see invisibility, but the caster must remain in place or the illusion fails. Sudden movements or any change of position relative to the original object dispels it. Spellcasting is still possible (even with spells that would end an invisibility spell, though spells with an obvious source will give away the caster's position as normal).

Coldburst Sphere                                                    [Top]

Evocation [Cold]
Level: Sor/Wiz 6, Clr 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (200ft+40ft/level)
Area: 10ft/level-radius burst
Duration: Instantenous
Saving Throw: Reflex half
Spell Resistance: Yes

Coldburst Sphere generates a sphere of freezing cold ice surrounded by a swirling cloud of chilled mist. The sphere will explode quietly from a preselected point of your choosing. All creatures in the area of the sphere are dealt 5d6 points of cold damage. A successful PC Reflex save results in half damage.

Material Component: a shard of ice, recently frozen

Dead Man Floating (Contributed by Darkheyr)                                                                                    [Top]

Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Personal
Target: Caster
Duration: 10 minutes/level

The casters skin pales and feels cold to the touch, her eyes turn black. Her feet lift of the ground, hovering at a height of about six inches, and her breathing stops. The caster gains the following benefits from this spell:

  • See invisible
  • Feather Fall
  • Always hovering at a height of 6"
  • No need to breath 

The caster can still move at his normal speed or run.

Dead Men Floating (Contributed by Darkheyr)                                                                                    [Top]

Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 round
Range: Touch
Target: 1 living creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)

As Dead Man Floating, but affecting up to 1 target/level

Delayed Shatter (Contributed by Nightelf)                                                                                            [Top]

Evocation [Sonic]
Level: Brd 5, Chaos 5, Clr 5, Destruction 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (30 ft. + 10 ft./level)
Area or Target: One solid object
Duration: Up to 5 rounds
Saving Throw: Will negates
Spell Resistance: Yes
Delayed Shatter creates a loud, ringing noise that breaks brittle, non magical objects up to 5 rounds after being cast upon the object. This spell can only be cast on objects and is not an area effect spell.

Arcane Material Component: A 20cm in area piece of mica

Detect Mage (Contributed by Sourcemaster2)                                                                                    [Top]

Divination
Level: Sor/Wiz 1
Components: V,M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels
Duration: Concentration, up to 5 min/level
Spell Resistance: No

Detect Mage is a minor but useful bit of magic. It was developed by the Mage Lords of Terrail for use by the administrators of the city. As only wizards can become citizens, this spell allows quick and simple testing for arcane magic. When cast, the spell enables the caster to immediately find out if a humanoid has any arcane spells available. This includes remaining spells of sorcerers, as well as a wizard's memorized spells, though it is completely unable to discern divine magic.

Material Component: A bit of hair from an arcane spellcaster

Detect Metal (Contributed by Bookwyrm)                                                                                            [Top]

Divination
Level: Brd 3, Clr 3, Drd 2, Sor/Wiz 3, Assassin 2
Components: V, S
Casting Time: 1 action
Range: 60 feet
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to one minute per level (D)

Your character detects metal of any within range. The amount of information revealed depends on the amount of time spent studying a particular object or group of objects:

First round: Presence or absence of metal.

Second round: Number and size of metallic objects, vague locations thereof.

Third round: Shape of objects, exact locations, type of metal.

This spell does not reveal what the metallic object is used for, though after three rounds of study, the caster knows the exact shape of the object and thus can guess superficial functions. (A blade, a hair pin, a belt buckle.) The spell is blocked by 3 feet of dirt and/or wood, 1 foot of stone, or the surface of any metal. (The spell cannot detect metal under metal, such as a knife concealed under metal armor, or coins in a metal chest.) If the metal has magical properties, they are not revealed.

Discern Destination (Contributed by Darkheyr)                                                                                [Top]

Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
Saving Throw: Will negates
Spell Resistance: No

If cast less or up to one round after a teleportation effect occurred within the spells given range, the caster learns the exact destination of the effect unless the teleporter succeeds at a will save. If he decides to teleport to the learned location, it is considered "Studied carefully" for the next hour.

Dreadnought of Bone                                                [Top]

Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, M, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Combines the bodies of smaller undead into one, huge undead.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Dreadnought of Bone creates a large, undead creature by melding together many smaller undead under the casters command. To create a Dreadnought of Bone, the caster needs to have 14 HD of corporeal undead, that are under his command, within range. The affected undead will come together and begin to fall apart. Once all the affected undead have fallen apart (takes 1 round from the time of casting), they will begin to assemble themselves into one, huge creature. During the assembly process, the Dreadnought is still vulnerable to attack. It takes one round for the Dreadnought to assemble, during which it doesn't benefit from it's natural armor. After the Dreadnought has been assembled (which is 2 rounds after the casting of the spell), it will gain its normal natural armor. The Dreadnought will be under the casters command and will still count as 14 HD of undead for the purpose of commanding undead.

Material Component: The bones of the affected undead.

Focus: The skull of a Huge creature.

Dull the Scimitar                                                     [Top]

Alteration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 foot radius
Area: All scimitars within radius
Duration: 1 round/level
Saving Throw: Half
Spell Resistance: No
This spell, developed by the Tsnng for use against the Sis'Mic in battle, causes the minerals found within the blade of a scimitar to lose their cohesive properties, dulling the edge. A successful save by the wielder reduces scimitar damage by one die increment (d8 to d6), while a failed save reduces it by two (d8 to d4). The Tsnng prefer to use this spell at the beginning of battle, and force their enemies to rely on their natural weapons - if any.
Arcane Focus: A piece of steel from a scimitar blade.


A little info on the Tsnng -

quote:

We are born of the fabric structure of reality, energy within stone. We are solid and yet supple, living and yet eternal, we are life, as it is not found in other places. No conglomerates of mineral are we, but whole creatures, and the rightful rulers of the fullest reality imaginable. Therefore, we shall establish ourselves as masters over all in time, with one vision, the vision we discern in the heart of the crystal, in the heart of what we ourselves are. All others possibilities are nothing more than fractured gems, to be swept away and discarded.
- The translation of a Tsnng speech, given before the cabal massacred a group of dwarf miners.

Echoing Call III (Contributed by Knightcrawler)                                                                                [Top]

Conjuration (Summoning, Hanging)
Level: Sor/Wiz 9
Components: V,S
Casting Time: Special
Range: Special
Duration: 3 rounds (see text)
Spell Resistance: No

The word that activates this hanging spell is added when you cast a summon monster I,II,III,IV, or V spell. This does not significantly alter the spell's casting time. The summon monster spell occurs normally, summoning what you desire from the appropriate choice. Echoing call does not apparently do anything until your turn comes up the round after you complete the summon monster spell. Then, the same type of creature(s) summoned appear again anywhere you wish within 30 feet. The same thing happens the next round and the one after that, essentially quadrupling the power of the original summon monster spell.
XP Cost: 300.

NOTE: This spell is from Mongoose Publishings Encyclopaedia Arcana: Conjuration.

Engulfing Darkness (Contributed by Darkheyr)                                                                                [Top]

Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target is surrounded by a dark shroud of negative energy. If it fails a fortitude save, it will take 1d4+4 negative energy damage each round the spell remains active. In addition, the light conditions decrease greatly, reducing visibility to 10 ft. into any direction.

The spell heals undead rather than damaging them, and does not affect constructs.

Fluffy white Rabbit with SHARP POINTED TEETH! (Contributed by Malanthius)            [Top]

As Malanthius ponders the indecipherable tome of bark, Another Malanthius materializes behind him. The newer version glances at a strange glowing hourglass in his hands, nodding. Putting it away, he quickly opens a dimension door and tosses the original through it, tome and all saying "I always did wonder how that happened to me..."

Noticing the surprised look on the Sages face, he quickly explains
"Oh do relax, it was completely self inflicted. Doesn't count and all that. Now I know that you haven't quite gotten the pet shop up and running yet (but be assured you will old friend) I thought I might bring a rather harmless fellow to get you started..." As he speaks he withdraws a small cage from within his robes containing what appears to be a fluffy white rabbit.

"Quite harmless , er, provided of course you don't let him out of the obdurium cage, and um, well, you do keep lots of carrots handy don't you?" The tall practitioner takes a quick glance at the hourglass "Oh dear, I'm going to be late, or is it early? Anyway I simply must remember to have the instruction manual for sale if and when he takes this blasted device off me. This is starting to become really confusing..." Saying this, he quickly dives through a nearby wall that seemed solid enough a minute ago. In his wake, a single page of paper flutters across the room and down onto the sages desk.
 

Fluffy white Rabbit with SHARP POINTED TEETH !
Tiny Magical Beast
Hit Dice 25d10+ 250
Initiative: +15(+11 Dex,+4 improved initiative)
speed: 50 ft
AC:34 (+2 size,+11 Dex,+20 natural)
Attacks: Bite +26 melee
Damage: Bite 3d10+5
Face/Reach: 2 1/2 ft,by 2 1/2 ft./0 ft.
Special Attacks: Improved Grab
Special Qualities: Damage reduction 18/+3,immunities, regeneration 30,scent,blindsight,Fast Healing 6,SR 22
Saves: Fort +31,Ref +34, will +15
Abilities: Str 20,Dex34,Con 30,Int 3,Wis 9, Cha 10
Skills: Listen +11, Spot +15
Feats: Blind Fight, Dodge, Improved Initiative, Iron will
Climate/Terrain: Any land
Organization: solitary
Challenge Level: 16
Treasure: none
Alignment: Always chaotic evil (honest)
Advancement: Are you out of your mind?!!!

The one of a kind (we hope) Fluffy white Rabbit With SHARP POINTED TEETH (!!!) is a creature of legend (or at least incredibly exaggerated rumor told by drunken grail knights) that while it's origins remain mysterious, most agree, this isn't your ordinary rabbit. Although any holy warrior can easily detect the insidious nature of this creature (it's EVIL! EVIL I TELL YOU!) the rabbit seems to remain docile unless provoked or it runs out of it's supply of carrots. If provoked it goes on a killing rampage in an area of 1d20 miles.

Forceblast (Contributed by Darkheyr)                                                                                                        [Top]

Evocation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: 60 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Everything in the path of the Forceblast takes 1d6 bludgeoning damage per caster level, to a max of 10d6. The blast effect is treated as a bull rush from a Large creature with a strength of 24.

Glimmer                                                            [Top]

Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Duration: 1 hour or until dispelled/discharged
Saving Throw: None
Spell Resistance: None

This spell causes the fields of probability to off-balance around the caster. This has the result of protecting the caster from attacks. Any one opponent who attempts to target the caster for an attack is penalized by a 25% chance of missing when attacking. Once the attack has been made, whether successful or not, the spell is then discharged.

All non-targeted attacks penalized by the chance to miss upon the bearer suffer a 1 hp per die of damage reduction. This also results in the discharging of the spell as above.


Material Component: a probability cube

Immobilize (Contributed by Darkheyr)                                                                                                    [Top]

Enchantment
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The target creature is rendered utterly immobile. It can still attack, cast spells or perform any other action, as long as it does not involve moving. It is, essentially, rooted to the ground it is standing upon. Flying creatures are held in mid-air instead, but do not fall down.

Impermanency (Contributed by Malanthius)                                                                                            [Top]

However much the Historians of Waterdeep may quarrel over the order of and causes of events in Faerūn, they do agree on one thing. The Realms would have been a much safer place by far if Ralphos Neydeer had been allowed to be a druid.
Ralphos was the third son of a relatively obscure noble family of Waterdeep, who possessing neither the strength nor the wisdom of his elder brothers, was sent for schooling at the Watchful Order of Magists and Protectors.

As a child, Ralphos had always loved spending time in the garden with his mother, or running through the fields and forests of his family's various estates. Because of this and in spite of his father and brother's attempts to alter him, Ralphos possessed an almost fanatical love of nature.

Truth be told Ralphos was always an exceptional student, far outpacing his peers. The problem was with his mindset, and his discovery of a relatively common spell that upset him to no end.

What upset his teachers was the ridiculous nature of his questions: But what happens to the grass and trees if you unleash a fire ball? Where do the summon creatures come from? Who will protect their young whilst you kidnap them?! And so on and so forth.

For all of his strange outlook on life, Ralphos was loyal to his family, and slowly forced himself to endure the teaching of the Masters of the Watchful Order. Until one final spell caused him to break all ties with it.

In his class on the creation of magic items, the instructor began speaking of the common incantation Permanency, explaining how it could make an enchantment on a give item last "forever" or until dispelled. Getting into the subject he went on to tell how it had been used to permanently alter vast stretches of land in the past with various spells.

Noticing a shocked look on one of his students faces, the instructor stopped and asked "Ralphos? Whatever's the matter boy?"

Ralphos answered a question with a question "Sir, you mean to say these enchantments never degrade, never return things to the way they were before these foul magics altered them?!"

This was the final insult to Ralphos, to do such a thing to nature, permanently? It could not be allowed. He went to the heads of the order, asking that the permanency spell be banned, that all items be altered so they would naturally degrade over time and no longer clutter the world with their presence.

After they stopped laughing, and realized Ralphos was serious, they kicked him out of the order for lunacy. Working in private to stop this outrage, Ralphos created the following spell.

Impermanency
Universal
Level: Sor/Wiz 6
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, Or area: see text
Duration: as defined by the caster: see text
Saving throw: None
Spell Resistance: No

This spell makes certain other spells last for a duration as defined by the caster which can vary from seconds to years. Depending on the spell you must be at least a minimum level and must expend a number of XP equal to half that as Permanency. Acts as permanency in all other respects.

Jorlan's Depilatory (Contributed by Bookwyrm)                                                                                      [Top]

Transmutation
Level: Brd 0, Sor/Wiz 0
Components: VSF
Casting Time: 1 action
Range: Touch
Target: Caster's hand
Duration: Concentration
Saving Throw: None (harmless)
Spell Resistance: None

The caster of this spell can instantly remove any hair he or she touches with a hand, leaving the spot as bald as though the hair had never been there. The hair simply falls off; in this way, the time spent in the act of shaving is drastically cut. A simple sweep of a hand and all is done. However, the hair is not actually removed, though it can take longer than usual to grow back. This spell works on any creature, but of course only affects those with actual hair.

The creator of this spell was a minor wizard named Jorlan. He had a rare blood disorder: if he was cut, his blood wouldn't clot. Only a cleric's styptic spell would stop it, short of bandaging the cut and waiting until the skin healed itself.

Jorlan was therefore quite careful around blades, though not paranoid. He got along quite well, in fact, save for one problem: he hated growing a beard. Even when he grew it to a length where he could trim it without risk, it still itched horribly. A few times, he attempted to shave it off, but each time he tried, he would always cut his skin.

He actually trained to be a wizard solely for the intention of gaining a spell like this. When told there was none, he vowed to learn how to craft his own spells. All his friends thought he was wasting his time on something so trivial, but Jorlan did not care. He wanted to get rid of the annoying, itchy, ugly beard.

Incidentally, he died as beardless as a child.

Kaupaer's Overactive Nerves (Contributed by Bookwyrm)                                                                [Top]

Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: 10 minutes per level
Saving Throw: None (harmless)
Spell Resistance: Yes

As Kaupaer's Skittish Nerves, but longer, and adds the following: +2 dodge bonus to AC, and +2 enhancement bonus to Listen and Spot.

The subject becomes jumpy, reacting to every little sight or sound as if it were in constant danger, and so is under a -2 penalty to appearance-based checks, especially Diplomacy. This affects the subject's companions as well, and they are forced to take a -1 penalty to Diplomacy checks if their jittery friend is with them.

Kinetic shield (Contributed by Bookwyrm)                                                                                                [Top]

Abjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: You
Duration: 24 hours or until discharged

As energy buffer, but absorbs force damage instead. This includes all subdual damage, damage from a non-piercing projectile or a bull rush, or even from a fall.

Focus: a small metal replica of a shield, worth at least 50 gp.

Know Duration (Contributed by Sourcemaster2)                                                                                        [Top]

Divination
Level: Sor/Wiz 1
Components: V,S
Casting Time: 1 Standard Action
Range: Personal
Duration: Special
Spell Resistance: No

This spell is the friend of any mage who's had his fly spell fail hundreds of feet above ground, or lost his mage armor in the midst of battle. When cast, Know Duration makes the caster aware of the remaining duration of any spells cast before it was cast. The mage knows exactly how much time his spells have left, and feels them end. Know duration lasts as long as the spells cast before it do, though it does not detect spells of a permanent or instantaneous duration.

Longstrider, Mass (Contributed by Aman the Rejected)                                                                            [Top]

Transmutation
Level: Drd 3, Rgr 2, Travel 2
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and an additional 1 creature/2 levels.
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes

This spell affects your and other affected creatures' base land speed by 10ft/5 levels. (This adjustment counts as an enhancement bonus). It has no effect on other modes of movement, such as burrow, climb, fly or swim.

Material Component: A pinch of dirt and a piece of hoof or claw of a land bound creature (such as a deer or cheetah).

Malanthius' Timeless Hour Glass (Contributed by Malanthius)                                                            [Top]

 Upon closer inspection of the piece of paper, the Sage notices there is actually a second piece practically stuck to the first with the odd title of 'Insstrukshun Manul'

Malanthius' Timeless Hour Glass
Usable by: Anyone that it's given to (can't use it if you stole it!)
Prerequisites: Must be an inhabitant of the Time stream
Weight: N/A
Market price: Debatable.

Description: This strange device appears to the casual observer as a small hour glass filled with sands of various semi-luminescent colors. It appears to be carved from ivory and has strange engravings that while obviously magical in nature, are not arcane writing. Upon closer inspection, it becomes apparent that not only the sands shift in color as they pass through the hourglass, but the engraving changes from moment to moment as well.

The true origins of this device are unsurprisingly (considering it's nature) lost to time. It's named after the only one in a very long line of fools to perhaps at least survive 'owning' this strange artifact. It's abilities are as follows:

(Author's note: most of the information following can be referenced in the Netbook of time)

The hourglass probably has other abilities than those listed here, but I'll leave that to some other idiot to discover!

Mental Shock (Contributed by Darkheyr)                                                                                                    [Top]

Enchantment [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft. burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

This spell was developed after some frustrating rogues which proved to be nigh invincible to regular evocation spells. Since some of them even resisted Shianas Hold Person spells due to potions of Freedom of Movement, she quickly developed a new dweomer, which directly struck at the mind of the affected creatures - essentially causing a huge headache, dealing 1d6/level points of damage - halved by a successful will save. Sadly, this also brings some drawbacks, for example undeads and constructs being utterly immune against this spell, not to mention applicable spell resistance.

Merge with Shadows                                                   [Top]

Illusion (Shadow)
Level: Sor/Wiz 3, Sha 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 minute/ level

You draw shadow stuff to your self giving you the fallowing ability. In conditions other than full daylight, you can wrap your self in shadows, giving you concealment. Attacks against a creature with concealment suffer a 20% miss chance (see the Chapter 8: Combat in the Player's Handbook for more information on concealment). Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Planar Knowledge                                                     [Top]

Divination
Level: Brd 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No

This spell grants the caster a minor glimpse into an indirect piece of knowledge that deals with the planes in some way (at the DM's discretion). The caster will then gain a +2 insight bonus to his next Knowledge (The Planes) check.

Protection From Draining                                               [Top]

Abjuration
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Target becomes resistant to Ability loss and Energy Drain.
Duration: 1 hour / level or until used
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target of Protection From Draining is warded from effects and spells that cause Ability Score loss or drain. Protection From Draining has a number of charges equal to the caster's level x 2. By expending one charge, the target can negate one point of Ability Score loss. By expending three charges, the target can negate on point of Energy Drain. Every time the target is subject to an attack that causes Ability Score Loss or Energy Drain, it is the target's choice if he wants to expend charges to prevent the Ability Score Loss or Energy Drain. The target can prevent an infinite number of such attacks each round as a free action, as long as Protection From Draining has sufficient charges.

Once the spell runs out of charges, it ends.
Material Component: A diminutive, silver shield (worth 5 gp.).

'Rahsim's Summoning Scroll of the Black Guardian' (Contributed by Cardinal Deimos)                [Top]

Spell Level: 9
Components: V,S,F
Casting time: 4 turns
Range: Medium ( 100ft+10ft/level)
Area: Can Vary to caster (no more than 100ft cube)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No

Rahsim Caval was an insane Cleric who refused to bow to the regular powers of Toril on a whole. Instead he made trips to Sigil to study the Lady of Pain; The Keeper, he believed, of powers beyond the Veil of Reality. It is unknown whether he was correct or not, but what was known was that a set of four of these scrolls were penned by Rahsim, himself. Each Scroll Calls upon a different 'Black Guardian' although these guardians are oddly not black, but Green, Red, Blue and Purple.
Although the Scrolls cannot be rewritten to a spell book, or added to a Cleric's requested spells, the Scrolls are reusable, however, none have ever needed to reuse one scroll. As the Guardian may prove too much for the summoner.

Upon opening the scroll only a sphere with eight points is marked upon the scroll. One simply need to say the Words assigned to each point to trigger the spell. However the entire summoning will take 4 Turns to finish. The Caster must not move or be overly distracted until then.

Upon finishing the Spell one of the Four Black Guardians will be called into existence, each seems to be a horrid parody of the laws of this reality. The Caster must make a Will save (DC: 30) or risk losing control of the Guardian where upon it lays waste to the surrounding region... Needless to say that the caster and any other sentient life is on the top of the destroy list.
If the Save is successful the Guardian is bound to the Area, forced to guard whatever item, passage or small area that the caster decrees (although this also prevents any items and such from leaving the summoning area). Although the Guardians are unknown creatures as none such as Rahsim has actually ever dealt with them.

Focus Item: A Symbol of many red eyes held within one green eye that is set into a purple oval disk with several blue tentacles around it.

As For Rahsim himself, he is practically unknown to history, and his fate is equally unknown. Some Say that he was devoured by one of the Guardians, some figure he was caught by the Lady of Pain and sent to Sigil's Maze.... Yet one of the few mad rambler's say the Rahsim still exists as an Undyne, a form of Clerical Lich, using illusionary forms to get around Faerun, performing vile rites in homage to the Powers Beyond...

Righteous Bolt                                                       [Top]

Evocation (lawful)
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

This spell invokes the righteousness of law to launch a bolt of law at the target. You must succeed at a ranged touch attack to hit your target. Dealing 1d4 points of lawful damage/2 levels (Max 5d4 points of lawful damage) to none lawful targets. This spell does 1d8 points of lawful damage/2 levels (Max 5d8 points of lawful damage) to chaotic targets.

Shroud of Fear (Contributed by Darkheyr)                                                                                        [Top]

Necromancy [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 2 rounds/level
Saving Throw: Will negates
Spell Resistance: No

Every creature that wishes to attack the caster must succeed at a will save or be overcome with fear. (and attack another target instead) Even on a successfull save, attackers instinctively fight as defensively as they can against the caster. (i.e., make use of actions like Fight Defensively or feats like Expertise)

Sign of Protection                                                   [Top]

Abjuration
Level: Wiz/Sor 3
Casting Time: Free action
Range: Personal
Duration: 1 round
Target: You
Components: S
Saving Throw: None
Spell Resistance: No

This spell is specifically meant to provide protection to oneself when taken by surprise by an enemy. The caster weaves a sign in the air in front of them with a flick of their wrist, causing a geometrical symbol to appear before them for a split second before vanishing. This spell provides the caster with several benefits, but only for a single round following its casting. The caster gains a +4 armor bonus to AC and SR (15 + half caster level) versus any spells that are cast at them after the sign of protection is in place.

Theft Alarm (Contributed by Bookwyrm)                                                                                                [Top]

Illusion (Figment)
Level: Brd 1, Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 round per object touched
Range: Touch
Target: 1 touched object/level
Duration: 24 hours/two levels
Saving Throw: None
Spell Resistance: None

When the enspelled object is moved from its resting place by an unauthorized person, a monotonous voice begins to issue from it. Typically, this voice will declare itself the property of its actual owner, and will demand to be put back. If not done so, the voice will keep repeating until returned or the spell expires, gaining volume continuously.

The owner of the object is designated during casting, as are any persons (three maximum) allowed to touch it. (Different owners can be used for different objects, without recasting the spell.) The owner can suppress the spell as a standard action by speaking a code phrase, normally something nonsensical, and reactivate it in the same manner, so long as the owner is within ten feet and can be heard. This allows others to handle the object temporarily. If put down or otherwise abandoned by the owner, the spell remains in affect, activating if moved.

Material component: A piece of the owner and any authorized persons, such as an eyelash, hair, or fingernail clipping.

Thought Bottle of the Archmage (Contributed by Shadowlord)                                                        [Top]

Transmutation
Level: Sor/Wiz 9Components: S, V, M
Casting Time: 1 Full Turn
Range: One Bottle
Duration: Permanent
 
Originally created by Gromph Baenre, Archmage of Menzoberranzan, to aid him if captured by mind flayers, this spell has numerous other uses. When cast, it transmutes a normal bottle into a thought bottle, which is capable of holding memories, thoughts, and ideas, along with a single spell of any level. During the casting, the spell draws a memory, thought, or idea out of the caster's memories, and into the bottle. It also contains one spell designated by the caster. The memory is recalled, and the spell is triggered when the bottle is imbibed. The effect is instantaneous, with the spell being cast and the memories restored at exactly the same time. As Gromph Baenre has proven, the spell's best use is against being captured by mind flayers, though the Archmage of Menzoberranzan has used the spell for other purposes.

Material Components: One non-enchanted bottle, the tooth of a lich, and a crushed spider.

Trapping Vine                                                        [Top]

Transmutation
Level: Drd 2, Rng 3
Components: V, S, F
Casting Time: One full round
Range: Close (25 ft. + 5 ft./ level)
Area: One creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

With this spell, a Druid or Ranger can send out a web of vines to trap a target. The vines grow out of a quarterstaff, club, or some other wooden object held in the caster's hand. The caster makes a ranged touch attack; if successful, the target can make a Reflex save to move out of that square. If the save fails, the creature is entangled as if he was caught in a net. The break DC is 15 + 1 for every extra five feet of the spell range that was not used, and the Escape Artist DC is 10 + 1 for every extra five feet. For instance, if Celia the Druid, level four, casts trapping vine at a dire bear thirty feet away, the break DC is (15+[25+{5*2}-30]/5) 18, while the Escape Artist DC is (10+[25+{5*2}-10]/5) 13.

While the target is trapped, the Druid or Ranger holding the other end can attempt to control the target by making an opposed Strength check; if successful, the target can only move in the range of the spell. If the target moves closer to the caster, the caster can spend a standard action to retract five feet of vine (Reducing the range the target can move, but not increasing the break DC or Escape Artist DC), or a full round to retract enough vine to pull it 'taunt'.

Focus: The club, quarterstaff, or other wooden object that acts as the originating point for the vines.

Whirl Till You Hurl (Contributed by Darkheyr)                                                                                [Top]

Transmutation
Level: Dru 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature of large size or smaller
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

The target creature is whirled around by a strong gust of wind. If it fails a reflex save, it stumbles 1d4x5 ft. into a random direction, is stunned for one round and is knocked prone. Flying creatures are instead blown away 1d12x5 ft. into a random direction.


Return to Traveler's Notebooks

Return to Alaundo's Library