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Magic of Terrail

The Marble Tome

Although there are quite a few clerics in Terrail, there is only one holy place on the entire island. This lone godtouched area is a small glade nestled on a plateau. A waterfall pours from the mountain above through the air to fall directly into another opening, creating a rippling column of water. The plateau is covered by soft, thick grass, except for a round marble plinth. This pedestal is formed of white-blue marble, and flows upward to form a large open book. Every day, a cleric from the Temple of either faith visits this site to inspect the tome. On most days, it appears blank, but rarely a spell will be ingraved upon the stone. The spell written is always different, sometimes arcane, sometimes divine, but always completely original. These god-given magics are cataloged in the Temple, and a copy sent to the Tower Library. The Marble Tome is blessed by both Mystra and Azuth, and is their single direct gift to Terrail.

 

Naga's Amulet of Lesser Polymorphing

I mentioned the nagas' amulets of lesser polymorphing before, but they're not the only beings who wear that device. A mage of a hated and/or misunderstood race can request one, as can any beings with innate(to their race) sorcerous or bardic powers. Here's a list of the kind of beings Anthalus have given amulets to; araneas couatls, nagas, and lillends. Innate spellcasters can have unique spells or magical knowledge, so they are welcomed (regular rules still apply, including the citizen/guest distinction. There are several nontypical Tower mages, sorcerers, and bards, but few are aware of their true form) There will be others; I'm researching beings with natural arcane spellcasting (partly here in Candlekeep, in the General section). Does anyone know of any?

 

The Orbs of Terrail

There are two types of Orbs. The lesser form are crystal spheres about three inches in diameter. When activated, they cause any evil-aligned object, creature, or spell within twenty feet to glow with red faerie fire. They can be used three times per day. The greater Orbs are nine crystal spheres, three feet in diameter. Two are at each of the cardinal points of the city walls, with the ninth adorning the top of the Tower. They function together, generating a field of magic over the entire city. This effect illuminates all evil beings, objects, or spells with scarlet faerie fire. No illusions, disguises, or transformations can fool the Orbs' magic, though it does not reveal such deceptions.

 

The Gilded Scabbard

Also known as the Golden Sheath, the Gilded Scabbard is among the most powerful items in the city. It is, as its name implies, a scabbard forged of pure gold. It has the power to imbue a blade placed within it with magic. If a sword is put inside it for at least an hour, it emerges with a magical enhancement(+1). This effect will last for one hour. The major function, however, is significantly more powerful. If a sword is left in the Scabbard for an entire, unbroken year, it will be permanently given an enhancement (+1), as well as being able to glow brightly on command. The blade itself is turned a golden color, though it does not become true gold. The Gilded Scabbard is almost as old as Terrail itself. It was crafted by the city's first Archmage to provide a steady supply of magical weapons for the elite warriors of the Hall. When a Golden Blade dies, his sword is given to a newly promoted Blade. This promotion is done at an annual ceremony, with that years blade given to the most skilled and experienced student, and the older weapons awarded to the other inductees. To receive a new blade is a great honor, and is a sign of great potential.

 

Aureate Talisman

These magical devices are given to the Watchmen, captains of the Golden Blades. Since the city is full of mages, it can be difficult for even the most skilled warriors to maintain order. Aureate talismans are equalizers; they can cast antimagic field once per day. If a law-breaker resists arrest magically, the captain can eliminate his disadvantage with this item.

 

Detect Mage
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 or bards, 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.

 

Know Duration
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 permenant or instantaneous duration.

 

Anthalus's Final Warning
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: 1 target/3 levels
Duration: 1 round per level, unless discharged
Spell Resistance: Yes(initial casting only)
Saving Throw: Will and Fort negate, but only on initial casting

This powerful spell was written by Terrail's current Archmage, Anthalus Wyrdcrier. When cast, the target gets both a Will and Fort save. If both are failed, 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.

 

Gloves of Anthalus

These are a pair of dark blue gloves, the left twined with silver thread, the right with gold. They allow the wearer to use mage hand at will, as well as three other powers. The left glove can be used to cast chill touch, and the right glove to cast shocking grasp, both once per day. These abilities can be used while wearing only the appropriate glove, but the third power, burning hands, needs both. It can also be used once per day. The Gloves of Anthalus were created by the Archmage of Terrail for his required unique item. They served him well, providing minor battle magic as well as a bit of versatility, useful for a beginning mage. He wears them still, though most agree that they have since been enhanced with many more enchantments of far greater power. Faint evocation, necromancy, and transmutation; CL 3, Craft Wondrous Item, mage hand, chill touch, shocking grasp ,burning hands; Price:10,800.

 

Doblen's Everclean Cloth

This item appears to be a 12 inch by 12 inch handkerchief, delicately embroidered at the sides with silver thread. It can be used as such, and has one distict advantage over an ordinary one. On command, the cloth will clean itself, becoming immaculately clean.

Faint universal; CL 1; Craft Wondrous Item, prestigitation; Price 400 gp

 

Amulet of Know Duration

While wearing this talisman, a mage is aware of the duration of all of his or her arcane spells except for those of an instantaneous or permenant duration, as per the spell know duration. Faint divination; CL 5(?), know duration, Price: (despair, torment, math..)

 

Lifegift I
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch (Special)
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (Harmless)
Spell Resistance: Yes (Harmless)

This spell is one of Byraun's early creations. It heals cures 1d8 points of damage +1 point per caster level (maximum +5), but not without a price. These hit points are drawn either from the caster or a willing donor. The hip points may not be divided among multiple subjects. The donor automatically resists if unwilling. Injuries healed in this manner are left with scars as if they had healed naturally.

  

Familiar Collar

 This device is extremely useful to any mage with a familiar. When a familiar wears a Familiar Collar, it gais the ability to communicate telepathically with its master for a distance of 10 miles. This item was imported to Terrail by Mardel, who offers several other magical tools relating to familiars. Moderate divination; CL 9, Rary's telepathic bond, Price: (see above)

  

Doblen's Disk

 This magical item, also known as Kar's Coin, appears to be a silver coin, two inches across. On command, it can transform into a circle of force identical to a Tenser's floating disk. A Doblen's disk can be used in this manner for up to 8 hours per day. Minor evocation; CL: 8 Tenser's floating disk, Price: (moans pitifully)

 

 Waterward
Abjuration
Level: Sor/Wiz 0, Drd 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 min/level (D)
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

This cantrip deflects water away from the subject, effectively shielding it from rain. It cannot defend against acid or any other liquid, and will not prevent any magical attacks using a liquid base. The spell is extremely fragile, breaking if exposed to water pressure beyond that of heavy rainfall.

 Material component: A small piece of oiled cloth

 

Key of Locking

This simple silver key fits comfortably in the palm, small and elegant, adorned by a small moonstone at its circular mithral base. When placed against a door or other portal, the opening is imbued with an arcane lock spell. The door can then only be opened with the key used, and a key of locking can only affect a single portal at any given time. Minor abjuration, CL 3, arcane lock, Price:...help...me...gasp

 

 Cloak of Blindness

The name of this item refers not to physical blindness, but to that of Art. While wearing a cloak of blindness, a character is affected as if by a nondetection spell. The drawback to using this device is that the wearer is unable to cast divination spells of any sort, including those drawn from items. Moderate illusion, CL 10, nondetection, Price: (insert plea here)

 

Light Candle
Evocation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Duration: Instantaneous
Range: Medium (100 ft. + 10 ft./level)
Target: 3 candles per level
Saving Throw: No
Spell Resistance: Yes

 This cantrip lights up to three candles per level. It cannot be used offensively, or to ignite any object or creature besides the wick of a candle.

 

Candlelight
Evocation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Duration: 5 minutes/level
Range: Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None
Spell Resistance: No

Candlelight combines the greater duration of light with the range of dancing lights. It conjures a small magical light, similar to a will-o'-wisp. The light can be any color, is directed by the caster's will, and illuminates a 10-foot radius. It floats around the caster in a similar manner to an ioun stone, never more than three feet away.

 

Fingerpaint
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 10 min/level
Target, Effect, or Area: See text
Saving Throw: None
Spell Resistance: Yes

Fingerpaint is a child's trick, used mostly for entertainment. It allows the caster to use his fingers as writing implements, drawing with his fingertips in any color. The writing is not done in ink, but instead causes the color of the object touched to change. Thus, it cannot be wiped away or erased, though an erase spell will eliminate it, and it can be dispelled.

Material Component: A small amount of paint

 

Eye of Art
Illusion
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This impressive-sounding spell is used primarily to impress the ignorant. It cloaks the caster's eyes in a small glamor, causing any effect ranging from changing color to fantastic illusions. Any image that can fit in the caster's eyes is usable, but the illusion does not create true light or any effects other than visual. The illusion chosen is set once cast, but can be mobile (crackling lightning flickering within the eyes, or raging fires)

 

Apply Aroma
Transmutation
Level: Brd 0, Sor/Wiz 0, Drd 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Saving Throw: Fort Negates
Spell Resistance: Yes

This cantrip was written by Berune Gheden, a druid/wizard of Terrail. When cast, it causes a twenty-foot area to be infused with a scent. The aroma is determined by the material component, and can be dispersed by a moderate or higher wind in 1 round. Berune uses it to advertise his wares. Not long ago, this spell was put into circulation. Unfortunately, many younger wizards have used it for more mischievous purposes than it was intended, usually using some more...questionable substances than perfume.

Material Component: Three drops of liquid.

 

Infinite Candle

 This simple device is a favorite among the visiting nobles. It appears to be an ordinary candle of white beeswax, bearing a small rune on it's base. On command, it bursts into flame, giving light in a 10-foot radius. The fire does not consume the candle, and can be used at will. It is less practical than standard magical illumination, but adds a more romantic atmosphere, and can be deactivated with a repitition of the command word. Mild transmutation; CL 1st; Craft Wondrous Item, prestidigitation; Price: (Insert plead here)

  

Sphere of the Servant

One of the newer innovations is the sphere of the servant, which is quickly rising in demand. When placed in an area, it can create an unseen servant, as the spell. The servant can travel up to thirty feet from the sphere, and performs all the actions capable by the spell. Once activated, the device should not be removed from the area; doing so will cancel the effect, and renders the item inoperable for four hours. Mild conjuration; CL 3rd; Craft Wondrous Item, unseen servant; Price: Aid me, O scribes!!!

 

Spellpocket
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Items weighing up to 10 lbs/level
Duration: 1 hour/level (D)
Saving Throw: Yes
Spell Resistance: Yes

A handy spell for adventurers, spellpocket creates a small extradimensional space capable of storing nonliving items. Once cast, the caster can send any items s/he holds into the pocket with a command word, and recall them with another. Attended items revcieve a save. When the spell ends, any remaining items appear before the caster. If the caster enters a portable hole or similar area, a rift to the Astral Plane is torn in the space: stored items and hole(or similar) alike are sucked into the void and forever lost. If a portable hole(or similar) is placed within a spellpocket, it opens a gate to the Astral Plane: The hole and any creatures within a 10-foot radius are drawn there, destroying the portable hole and spellpocket in the process.

 

Capture Image
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: A small crystal
Duration: Permanent
Saving Throw: No
Spell Resistance: Yes (if applicable)

A spell made famous by the Crystal Caster, capture image is used to place an image on a crystal. The image can be one the caster is currently viewing, or one previously studied. The picture appears as seen or as remembered, so flawed memories can lead to flawes crystals. This spell is a tightly-kept secret, known only to the employees of the store, who are enchanted against revealing it (and similar secrets). Material Component: A mix of topaz, sapphire, and ruby dust worth at least 25 gp.

 

Assess Injury
Divination
Level: Sor/Wiz 2, Brd 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Duration: Concentration, see text
Saving Throw: yes (harmless)
Spell Resistance: Yes

One of Byraun Harthen's spells, this allows the caster to discover the injuries, if any, of the target. Additional information comes with each round the spell is maintained. 1st Round: Presence or absence of injury 2nd Round: Locations of injuries 3rd Round: Relative severity(surging wound, mild nick, ect.) and nature(bruise, cut, burn) of injuries.

 

Forceglass
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 min/level
Target, Effect, or Area: See text
Saving Throw: None
Spell Resistance: No

Forceglass was written to be a party trick, a simple spell meant to impress or amuse, but it has become useful in dealing with certain acids and similar substances. When cast, forceglass creates a small, cylindrical field of force, which floats in front of the caster's palm. It is commonly used, as its name implies, as a glass for drinking, but can hold anything. When the spell ends, anything contained within is released, often resulting in soaked garments.

 

Elemental Barrier
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 min/level or until discharged
Target, Effect, or Area: An anchored wall of up to one 10-foot square/level Saving Throw: None Spell Resistance: No

One of the abjurations written by Rean Wardmaster, elemental barrier is highly useful when dealing with a foe known to favor a specific kind of elemental attack, such as a dragon. When cast, the caster chooses an type of energy to defend against (fire, cold, sonic, acid, electricity). The wall will absord any energy of that type directed at it, up to 20 points of damage per level (maximum 200).

 

Wardfire
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/3 levels or special
Target: A creature or object protected by magic
Saving Throw: None
Spell Resistance: Yes

Wardfire is one of the more potent abjurations in the Library. It, like elemental barrier, was written by Rean Wardmaster, and was used by him against many enemy spellcasters in the defense of Terrail. When cast, wardfire covers the target in bright blue flames which cause no fire damage, but instead feed on the target's defenseive spells. Every round, the spell attempts to dispel a single protection on the target, starting with the most powerful and working down.

Material Component: Any item imbued with abjuration magic, whether temporary of permanent.

 

Dictation
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, M, F
Casting Time: 1 Standard Action
Duration: 1 min/level
Range: Close (25 ft. + 5 ft./2 levels)
Target: Parchment, paper, papyrus, or similar substance
Saving Throw: None
Spell Resistance: No

Dictation is among the most practical of all Terrailan magics. When cast, it causes all words spoken by the caster to appear on the targeted surface. It is used with great frequency, especially when writing letters or documents of importance.

Material Component: Vials of ink appropriate to the amount of writing needed.

Special: If the caster mixes a drop of his own blood in with the ink, the text appears in his own handwriting. It is possible to substitute the blood of another, but the same risks apply as if the caster was attempting to use the subject's mage rune (if he or she has one) for decietful intent.

Focus: A quill

 

Elandrea's Earring

This ornate silver earring was enchanted by the nearsighted gnome wizardress, Elandrea Vilone. Elandrea was extremely sensitive about her limited vision, and sought to find a magical way to surpass it. She had a local silversmith craft a single, beautiful earring, engraved with images of birds of prey. When worn, it grants perfect vision to anyone with sight impediments, although it does not give sight to the blind or those lacking vision in another manner. Mild divination; CL 1st; Craft Wondrous Item, clairvoyance/clairaudiance; Price 500 gp.

 

Zalina's Circlet

This plain, austere device reflects the nature of its crafter. It is a silver circle a semicircle at each "corner." In the center of the front of the circlet is a simple silver disk, engraved with the image of an open eye. It is one of Zalina's few magical creations, and she imbued it with several useful properties. When worn, the circlet allows the wearer to discern the alignment of anyone within 30 feet, grants darkvision, and the wearer is continuosly under the effect of a know duration and detect scrying spell. In addition, it is semisentient, bearing a Neutral Good alignment. The circlet has the ability to employ, at its discretion, the spells detect thoughts 2/day, see invisibility 1/day, and detect undead 1/day. It usually uses these spells to alert Zalina to a danger she is unaware of.

 

Chains of Spellbinding

This is the most common method for containing a spellcaster in the city. Chains of spellbinding appear to be made of a faintly translucent silvery-blue metal. When activated, they snake slowly about the victim, intangible but visible, a constant reminder of their crimes as well as a notification to all within sight that the person had committed an act unlawful enough to incur this punishment. While under the effects of chains of spellbinding, no spellcaster can use any magic, although they can make a Will save to activate magical items.

 

Wall of Resistance
Abjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No

This spell is one of those written by Rean Wardmaster and later adapted for use in his private wardings. When cast, it creates a slightly shimmering silvery wall. This wall is not a physical barrier, but instead acts as an impediment to magical effects. Any spell, spell-like ability, or other effect that is subject to magic resistance. When attempting to cross the wall of resistance, the effect is treated as if it had been used against an object with spell resistance of 10 +caster level. If the effect overcomes the resistance, it continues unimpeded; if not, it is nullified.

 

Terrail

Terrailan Tidbits

Terrailans of Note

Gate Court

Magic of Terrail

Businesses of Terrail


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