713 lines
40 KiB
Plaintext
713 lines
40 KiB
Plaintext
Arcane Lore from DRAGON(R) issue #166
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More pages from the Arch-Mages
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by Scott Waterhouse
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(C)1990 TSR, Inc.
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The battle raged across the plain beneath Astra's hill as
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legions of hollow-eyed corpses clashed and locked in battle with
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the human and elven armies of Sestar. The crashes and crescendos
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of shattering magicks mingled with the screams of dying mortals.
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A clap of thunder rang out above the tumultuous cries of the
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battle as the Arch-Mage hurled another fiery spell at the walking
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dead, then another thunderclap roared--from elsewhere in the
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battle--and a lull in activity fell for a moment, the concussions
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stunning even the skeletal contingents. The melee quickly resumed
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with renewed fury, only to be interrupted again as two figures
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sprang into existence--one of light, the other dark--rising above
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the armies, dwarfing them. An angelic creature, nearly 50' high
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and garbed in blinding white, and a gaunt, grotesque monstrosity,
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twice as tall and robed in light-stifling darkness, took to the
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field and swiftly wielded their coruscating magicks. The armies
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at their feet, both living and dead, staggered back to give them
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room. "The Arcane Contention," whispered the old wizard in awe,
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his words lost in the fury of the ultimate magical engagement.
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The following three magical works were created by powerful
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mages for use by the same. As a result, there are several points
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that the Dungeon Master should consider before these spell books
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are placed as treasure in a campaign.
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The value of these books is, perhaps, only exceeded by the
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potential power they will give to PCs. Many of the spells in
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these books are of high level, and the DM should carefully
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consider the effect of allowing characters to get their hands on
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these spells [before] they obtain the books. It is perfectly
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acceptable to omit one or more of the spells that are supposed to
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be in a book if deemed best for the campaign.
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It should be obvious that many characters will want to get
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these books, as demonstrated by the history of the tomes. But it
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is quite possible that a PC's problems will only begin when he
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acquires such a book, for any use of a unique spell will attract
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attention--perhaps much more than the spell-caster bargained for.
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Power is never free.
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As the spells detailed herein are unique, not all details on
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their effects may be available to the characters, even within the
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books in which such spells are found. There is no need for the DM
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to reveal everything about a spell to the players. Let them find
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out themselves--the hard way, if necessary. That is where the fun
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lies.
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Finally, the history of each volume may be adjusted to fit
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the nations, personalities, and circumstances of a DM's
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particular campaign world with little difficulty. Otherwise, the
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lands and personages referred to are assumed to lie outside the
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usual campaign area.
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Two previous books of this sort appeared in DRAGON(R) issue
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#139, in "Bazaar of the Bizarre."
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<Manor's Manual of Sight>
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<Appearance>: This book has no cover or spine, but
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consists rather of several plates of silver tied together with a
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cord woven from gold thread. Each sheet of silver is about 1 1/2'
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long and 1' wide. The front and back sheets are blank and are
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much thicker than the middle sheets. There are no distinguishing
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symbols or markings on either cover.
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<History and description: [Manor's Manual of
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Sight] has an ancient but relatively well-known history,
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traceable from many centuries back. The exact origin of the book
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is not precisely known, however, and it is acknowledged that
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either Manor "the Blind" or his apprentice, the elven lord
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Beltrin, could have fashioned the book. Manor is certainly the
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most likely author, for the theme of the work--vision--is in
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keeping with his personal interests. Manor was born blind, his
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eyes completely black in color, but he surmounted the odds and
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survived to become a powerful mage. Manor is probably most famous
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for his highly efficacious [crystal balls], in addition to the
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large number of spells he researched and perfected.
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If Manor truly did lay down the spells in the [Manual of
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Sight], he must have willed the book to Beltrin before his
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disappearance, for Beltrin is known to have wielded the [mind
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vision] spell during the attack on the Crystal Palace, in order
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to avoid the treachery of the priest Patoun. Upon his own death,
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Beltrin willed the book to the elven college of arcane arts in
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the Twilight Forest, bequeathing this and other powerful tomes to
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the university in hopes that other elves would not need to leave
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their homeland, as he did, to learn magic.
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Shortly thereafter, the [Manual of Sight] was stolen
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from the elves in an arrogant and brilliant act of thievery by
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the talented master thief Tribur, evidently so that he could gain
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profit from its sale to the dark elves of the Low Empire. It
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remained in the Silent School of the drow for over 300 years,
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during which time the dark elves evidently benefited from its
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presence in their continued wars with the other members of the
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Underdark, as demonstrated by their brilliant tactical victories
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in the battles of Umphelyon and Dark Reach Caverns, both of which
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were fought in total darkness.
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After that, the [Manual of Sight] was stolen from the
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Silent School by the dark elf defectors Rathe and his brother
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Sallas (the latter named "the Seething" by his brethren) and
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taken along with several other magical tomes of great value to
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the surface realms of Shalom. Sallas retained possession of the
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book for several decades until he traded it back to the elves of
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the Twilight Forest in return for protection from reprisals from
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the Silent School. The Twilight elves maintained possession of
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the tome for several decades until they again relinquished the
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book, willingly this time, as they granted it to Iminthrese, the
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mage ruler of the free city of Blue Bay, in return for his gift
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of several lost elven tomes. The book was thought to have been
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lost in the fantastic and fatal magical duel Iminthrese waged
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decades later with a lich of unknown identity. Although the book
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was believed to have been destroyed in the fire that consumed the
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majority of Iminthrese's library, recently several of the Winter
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Wizards have appeared in strange locations, inexplicably avoided
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all manner of traps, and have made off with several valuable
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treasures, causing the wizard Needram to speculate that the
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mysterious Winter Wizards have gained possession of the [Manual
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of Sight].
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The notes of the scholars of the Twilight elves, in addition
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to those of Iminthrese, provide full details about the magic
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found within the book. The script of the book is clean and
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flowing, perhaps showing that Beltrin wrote the book, not Manor,
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whose writing was somewhat stiff and difficult to read even after
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he gained his magical form of sight. The spells contained in the
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book are all in standard form, and each takes up one silver
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sheet. They are as follows: [clairvoyance, darksense] (unique
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spell), [infravision, Manor's mindsight] (unique spell), [Manor's
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mind vision] (unique spell), and [magic mirror]. The three unique
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spells in the [Manual of Sight] are detailed as follows.
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<Darksense >(Alteration)
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Level: 3 -- Components: V,S,M --
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Range: 120' -- CT: 4 --
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Duration: 1 hr./lvl. -- ST: None --
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AE: Creature touched
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When a mage evokes the power of a [darksense] spell,
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he begins to transmit and receive high-pitched sounds, as many
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bats do. From the transmission and reception of these sounds, the
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caster is able to gain a clear "picture" of the physical area
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that surrounds him. Colors are not perceived, nor are variations
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in heat levels or distinctions between light and dark. Thus, some
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actions such as the reading of scrolls are not possible while the
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caster is under the influence of a [darksense] spell. The caster
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is unable to detect any visual illusions, colored gases, clouds
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of dust or mist, [mirror images], insubstantial beings such as
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certain undead, etc. Any spell of [silence] will nullify this
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spell.
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The caster does not need to use any other sensory organs
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besides his mouth and ears (thus he cannot be gagged or have
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plugged ears if he is to use this spell); indeed, the caster may
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even be blind, though he must close his eyes if he is not. No
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concentration is required to maintain the spell, but the caster
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may end the spell at any time before it expires. For the duration
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of the [darksense] spell, the mage will suffer no penalties for
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being in darkness or light. One drawback to this spell is that
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any creature that is gaseous or insubstantial in nature will be
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able to attack the caster as if he were blind, gaining a +4 to
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hit.
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The material components of the spell are two bats' ears and a
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small silver tuning fork, which must be rung audibly upon
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completion of the spell's casting. Neither component is consumed
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by casting the spell. {[Compare this spell with the druid's
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spell] bat sense, [from "Arcane Lore," DRAGON issue #132.}].
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<Manor's Mindsight >(Alteration)
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Level: 5 -- Components: V,S,M --
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Range: Special -- CT: 6 --
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Duration: 1 turn/lvl. -- ST: None --
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AE: Creature touched
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By means of this spell, a wizard gains the ability to "see"
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everything within a range of 20' plus 10' per two levels of
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the caster, regardless of intervening objects of any sort. No
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actual sensory organs are needed for the spell to function, and
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thus the mage may be blindfolded or in a completely dark room
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while using the [mindsight] spell. Furthermore, everything
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within the radius of the spell is perceived simultaneously; hence
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there is no need for the mage to look up or down to "see" objects
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above or below him. [Mindsight] does not light a darkened
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area, though, so the mage would still perceive a dark room as a
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dark room, not a lighted one. The mage may overcome this obstacle
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by using the [mindsight] spell in conjunction with a
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[darksense, infravision], or [ultravision] (as per
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[Unearthed Arcana]) spell.
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When using [Manor's mindsight], a mage may not
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perceive illusions or phantasms for what they really are (unless
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his intelligence would normally allow him to distinguish between
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the illusion and reality), nor may he distinguish between magical
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objects and nonmagical items, or make distinctions of alignment.
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Similarly, the mage cannot see traps, tricks, pits, magical
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symbols, or other invisible or magically concealed items or
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objects, unless he would be able to detect such items normally.
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(For example, if an 15th-level mage with an intelligence of 17
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has a 95% chance to detect an invisible being, as decreed by the
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1st Edition [DMG] (page 60), he would be have the same
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chance to see invisible beings up to 90' away, regardless of
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barriers, with the [mindsight] spell.) A mage may also
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surmount the problem by casting spells such as [detect
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invisible, detect evil, detect magic], etc. previous to the
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actual casting of [mindsight]. These spells may be used
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with [mindsight] even if the radius of such spells are not
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equal to the radius of the [mindsight] spell.
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The mage may maintain the [mindsight] spell without
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concentration, and may move, cast spells, and engage in other
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activities while [mindsight] is in effect. If the mage
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wishes to view anything through the spell, however, he must
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concentrate and is then unable to move, cast spells, or engage in
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any strenuous activities. If the mage is attacked while
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concentrating on the [mindsight], the spell is not ruined
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and the caster may resume viewing after combat is resolved. The
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material component of the spell is the preserved eye of a blink
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dog, which is reusable.
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<Manor's Mind Vision> (Alteration/Divination)
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Level: 7 -- Components: V,S,M --
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Range: Special -- CT: 8 --
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Duration: 3 rds./lvl. -- ST: None --
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AE: Creature touched
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[Manor's mind vision] is essentially a more powerful
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version of [Manor's mindsight]. It is subject to the same
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restrictions and bonuses, in terms of movement, combat, and
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concentration, as the [mindsight] spell, and has the same
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range (20' plus 10' per two levels of the caster). The
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[mind vision] spell also allows the caster to view all
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objects within the radius of the spell simultaneously, as the
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[mindsight] spell does. However, while using the [mind
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vision] spell, the mage may also view unlit areas as if they
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were brightly light. Furthermore, any illusions viewed will be
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apparent as such, and the true form of any item or object viewed
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can be easily determined. In addition, all invisible objects and
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creatures may be seen, and all [polymorphed] objects and
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creatures are seen as they truly are, with a hazy image
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superimposed showing their [polymorphed] form.
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Any magical item viewed with a [mind vision] spell is
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recognized as such, as if the mage were seeing it while using a
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[detect magic] spell. Pits, traps, secret and concealed
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doors, [symbols], magical traps, and so on are seen for
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what they are. Furthermore, the mage correctly perceives the
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alignment of any creature viewed by the aura it projects (barring
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the use of psionic disciplines). Finally, the mage may opt to
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forgo the ability to view dark areas as if they were lit, and may
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instead view them with either infravision or ultravision, though
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once a particular type of vision is chosen it may not be changed
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for the duration of the spell.
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The mage does not need any functioning sensory organs for
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this spell to work, and he may in fact be blind, blindfolded, or
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even without eyes. The caster of the spell may view all objects
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within a line of sight that he would normally perceive, under
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existing light conditions and with his normal vision through the
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[mind vision], while casting other spells or engaging in
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combat. If he wishes to view more distant areas or areas on the
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other side of solid barriers, concentration must be maintained.
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The material component of the spell is two eyes of a being
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originating on a plane other than the Prime Material plane,
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immersed in a potion of [ESP] and a potion of [gaseous
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form]. The components of the spell are consumed upon the
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completion of the spell.
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<Tymessul's Enchiridion of Travel>
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<Appearance>: This "tome" actually consists of five
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waxen papyrus scrolls, each tied shut with a ribbon of red silk.
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Each ribbon has a small black symbol woven into it, in the form
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of Tymessul's rune. Each scroll is quite long, nearly 10', and
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each bears, at the top in silvery ink, the name of the work (the
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[Enchiridion of Travel]) and the number of the scroll (one
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through five). The five scrolls are held in a light-green box of
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oiled wood, with a simple yet devious lock on the front. The box
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is unremarkable except for the fact that it has survived for
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nearly 350 years without apparent ill effects from age. The box
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has a jade rune set in the top--Tymessul's symbol when he was
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alive.
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<History and description>: The rune of Tymessul
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"the Wanderer" on the box and each of the ribbons makes the
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origin of the work obvious to scholars of Shalomnese history. The
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enchiridion's origins are further substantiated in this respect
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by the fact that the work is written in the delicate spidery
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glyphs of a tongue used on the upper outer planes, for the
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Wanderer was the only resident of Tikkun Shalom to know this
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language at that time. The Wanderer did acknowledge a secondary
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source: Acheulea, an Arch-Mage from the para-elemental plane of
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Magma, who was a long-time associate of Tymessul and often
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accompanied Tymessul on his voyages to the outer planes.
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Previous to his disappearance, Tymessul was renowned for his
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prolonged trips to the outer planes, for his founding of the
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alliance of Green Mages, and for the spells he had researched and
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perfected (some of which are written in the [Enchiridion]).
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Indeed, his castle, whose magical defenses remain unbreached
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to this day, is rumored to contain numerous powerful magical
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items and artifacts from the outer planes which he collected
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during the decades of his voyaging, and must also contain several
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previously unknown spells. Furthermore, although the exact date
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of origin of the work is unknown, it is evident that the Wanderer
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completed the scrolls at a time very near his disappearance, for
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the scrolls contain many powerful spells, none of which he is
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known to have used.
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After Tymessul's official disappearance (which may have
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occurred at a much earlier date, but only became apparent when he
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failed to turn up for a meeting of the Green Mages), the
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enchiridion was examined by his colleagues, the Green Mages. The
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group is largely a neutral one, dedicated to the preservation of
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the natural order on the Prime Material plane, and the use of the
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combined magicks of mages and druids toward this end.
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Accordingly, the group worked closely with the Sorrow Sea druids
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in the southern part of Shalom, where the Green Mages are also
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located. It was in the joint library that the two groups maintain
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that the [Enchiridion of Travel] ended up, as did the rest
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of Tymessul's works, when his disappearance was acknowledged.
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This work apparently remained in that library until it was
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loaned to the secretive monks of Saint Shastri, who wished to
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examine the documents for clues that might help them in their
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private battle against the demon Nuckalavee; this almost 350
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years after Tymessul disappeared. While the monks were examining
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the first two scrolls and consulting with Ghulam, a Hierophant of
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the Cabal allied with the Sorrow Sea Druids, a ball of bright red
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light, 2' in diameter, appeared in the room, scooped up the
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scrolls and the box, and disappeared with them. The Green Mages
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quickly instituted a magical search for the scrolls, which failed
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to turn up anything. Ghulam later speculated that it was Acheulea
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who abruptly took the scrolls to help his friend, but this theory
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must remain purely speculation, for neither Tymessul or Acheulea
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have been heard from in the intervening decade.
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Fortunately, the contents of the work are well documented by
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several of the members of the Green Mages who had occasion to
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study the scrolls during the time they were in their library. The
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notes of the Green Mages clearly show that the scrolls contained
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in the work were of the type that Tymessul favored. The scrolls
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also contain most of his major researches, to which he devoted
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much time in order that he could continue the love of his life:
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traveling to ever more exotic locations. From their notes then,
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it is apparent that the first two scrolls were filled entirely
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with text on the methods of traveling to the outer planes and
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with various warnings and pieces of advice for planar travelers.
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The next two scrolls contain numerous spells used for traveling
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of all sorts, including all of the following, in standard form
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and written in Common: [astral spell, blink, dimension door,
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fly, gate, levitate, mount, succor, teleport, teleport without
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error], and [Tymessul's cerulean traverse] (unique
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spell). The final scroll of the collection contains the spells
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that Tymessul found particularly useful during his travels, all
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of which are written in Common but are otherwise in standard
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form: [airy water, anti-magic shell, fireball, Leomund's
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secure shelter, sink], and [Tymessul's planar pacifier]
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(unique spell, apparently a gift from Acheulea).
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The two unique spells described in the [Enchiridion of
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Travel] are as follows:
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<Tymessul's Cerulean Traverse> (Alteration/Enchantment)
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Level: 9 -- Components: V,S,M --
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Range: Touch -- CT: 3 rounds --
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Duration: 1 day/lvl. -- ST: None --
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AE: The caster plus special
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When a mage invokes this powerful enchantment, he enables
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himself and a limited number of companions to journey through
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space and across planar boundaries. The caster may affect one
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companion for every six levels he possesses, in addition to
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himself (all fractions rounded down). For example, a 23rd-level
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mage could cast the spell upon himself and three companions.
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Each recipient of the spell must hold hands with the caster
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for the entire time that the spell is being cast, or be a part of
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a circle that includes the recipients and the caster. Any
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interruption of the circle will ruin the spell. Once the dweomer
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is cast, the individuals affected by the spell may separate,
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though the recipients must rejoin in a circle if they wish to
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cross any planar boundaries. Although there is no saving throw
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against a [cerulean traverse], it will not work on an
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unwilling or unconscious subject; if this is tried, the entire
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spell will be ruined for all involved.
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The prime function of the [traverse] is to allow the
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mage and his companions to move to other planes, as if they had
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passed through a small, personalized [gate]. Each planar
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boundary that is crossed, through the power of the [traverse,
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]must be crossed by all the subjects of the spell in unison.
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Concentration must also be maintained for one round while the
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planar boundary is crossed. Each planar boundary so crossed
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reduces the duration of the spell by one day. Furthermore, while
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under the influence of this spell, no person may cross a planar
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boundary by any means other than the [traverse], including
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[wish, gate], a [well of the worlds], or even
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through the presence of an artifact.
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This spell grants certain lesser powers that may be utilized
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by the recipients, with no need to stay in a circle. These
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actions include the ability to fly, as per the mage spell
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[fly], and the ability to enter into gaseous form at will
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(along with all equipment) and move thus at three times the
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normal movement rate. A person in gaseous form is extremely hard
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to damage, not being subject to most magical attack forms and
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virtually all physical attacks, but may not cross a magic circle
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or [anti-magic shell].
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The use of this spell in no way guarantees the safety of its
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users once they reach their destination, and will in no way
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protect them from any damage they may take during their journey
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or while they are on a foreign plane. The material components of
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||
the spell are a circular platinum chain large enough for all who
|
||
are to be affected by the spell to grasp, which must cost a
|
||
minimum of 10,000 gp for each person the spell-caster wishes to
|
||
enchant, and at least 1,000 gp of powdered emerald for each
|
||
subject, to be sprinkled in a circle enclosing the subjects. The
|
||
chain is not consumed by the spell, but the powdered emerald is.
|
||
|
||
<Tymessul's Planar Pacifier> (Alteration/Evocation)
|
||
Level: 9 -- Components: V,M --
|
||
Range: Touch -- CT: 1 per object --
|
||
Duration: 1 wk./lvl. -- ST: none --
|
||
AE: 1 object per 6 levels of the caster
|
||
The casting of a [planar pacifier] by a mage enables
|
||
some types of magical items to operate normally while being used
|
||
on a foreign plane. The magical items a [planar pacifier]
|
||
may affect include only those items that have "pluses"
|
||
--e.g., swords, shields, armor, [rings] and [cloaks
|
||
of protection] (but not [bracers of defense, luckstones],
|
||
and so on. The protection extends across one planar boundary
|
||
for every three levels of the mage casting the spell. While the
|
||
objects so enchanted remain within this limit, they operate at
|
||
their normal strength. Thus, a [shield +4] taken to the
|
||
first layer of the Nine Hells is still +4 in strength. However,
|
||
once the object becomes farther removed than this from its plane
|
||
of origin, it will lose one "plus" for each additional plane it
|
||
crosses, over and above the limit imposed by the level of the
|
||
caster. Thus, if an 18th-level wizard were to protect a [sword
|
||
+4], the sword would remain +4 on the Astral plane and on the
|
||
first five layers of the Nine Hells; on the sixth layer, it would
|
||
be reduced to +3; on the seventh, +2; the eighth, +1; and if it
|
||
is taken to the ninth layer, it would lose all magical power for
|
||
as long as it remains there.
|
||
The spell-caster loses 1 hp for each item he protects with a
|
||
[planar pacifier], investing this hit point as a bit of
|
||
energy from the Prime Material plane which surrounds the object
|
||
and simulates Prime Material plane conditions for the object.
|
||
Furthermore, the mage may protect only half as many items as he
|
||
has constitution points (even if he casts the [pacifier]
|
||
multiple times). The mage may regain his lost hit points
|
||
simply by touching the enspelled items within one day of the end
|
||
of the dweomer. If the magic is dispelled or otherwise removed
|
||
from the item (e.g., by means of [Mordenkainen's disjunction]
|
||
or a [rod of cancellation]), the hit points are
|
||
permanently lost and may be regained only by means of a [wish].
|
||
The [pacifier] cannot be removed by [dispel magic],
|
||
though more powerful magicks may dispel it.
|
||
Magical items from other planes may be protected in a similar
|
||
manner, but only if the caster comes from the same plane as the
|
||
item to be protected, or is able to expend a [wish] to
|
||
enhance the [pacifier's] power (which will also make the
|
||
[pacifier] permanent). In any case, the spell will work
|
||
only if cast while on the item's plane of origin. The material
|
||
components of this spell are a drop of the caster's blood and
|
||
5,000 gp worth of powdered diamond for each item to be protected.
|
||
Both substances are consumed when the spell is cast.
|
||
|
||
|
||
<Mylsibis' Codex of Contention>
|
||
|
||
<Appearance>: The [Codex of Contention] is a
|
||
small magical volume, 6" long and 3" wide. Both covers and
|
||
the spine of the book are fashioned from burnished and oiled
|
||
shadow wood, which still possesses a dull gray shine despite the
|
||
book's antiquity. On the inside is a spine made of leather, glued
|
||
to the wooden spine, to which are sewn 28 pages of high quality
|
||
vellum. The corners of the covers are reinforced by silver corner
|
||
caps. Silver hinges attach the covers to the spine, and both
|
||
covers are joined together on the right side by a silver clasp
|
||
with a simple lock on it, which was broken the last time the book
|
||
was examined. The symbol of Mylsibis (a red rose) has been
|
||
scribed on the cover of the book with crimson lacquer.
|
||
<History and description>: The [Codex of
|
||
Contention] was first mentioned in history when the elven
|
||
sage Anfiel acknowledged its existence in his diary 82 years ago,
|
||
after visiting the mage Mylsibis. Anfiel died shortly thereafter
|
||
under mysterious circumstances. No other known record exists from
|
||
that time that describes the book. Mylsibis seems to have shown
|
||
it to no other, and none of her six apprentices ever mentioned
|
||
seeing the text. Two years later, following the death of her
|
||
friend Anfiel, Mylsibis journeyed north to fight a
|
||
lich--Atropos, master of the mages of the Black Circle, and
|
||
conjectured to be an avatar--who had reunited the forces of the
|
||
Circle after several hundred years of inactivity. Mylsibis was
|
||
convinced that Atropos was involved in the death of Anfiel, and
|
||
she vowed to avenge her friend's death and bring down the much
|
||
hated and feared Black Circle.
|
||
Mylsibis met the lich in a sorcerous battle, bested him in
|
||
the previously unheard-of [Arcane Contention], and
|
||
scattered the remains of the alliance of evil mages. She returned
|
||
to her tower in Wraith Vale to heal from her wounds, but was
|
||
surprised by the Shadowflight assassins of Urckene, hired by the
|
||
remnants of the Black Circle, and she fell under their poisonous
|
||
blades. The [Codex of Contention] vanished after her death
|
||
and was not among the works recorded by her apprentices as being
|
||
in her library.
|
||
Three decades later, the work was apparently seen by the bard
|
||
Vadour in the library of the oracle at Starfall, though the
|
||
sighting was never verified. Vadour returned to "liberate" the
|
||
book but could not find it. Twelve years after this, the book was
|
||
found among other treasures in the lair of the red dragon
|
||
Sthicyns, after the mighty worm was brought down by a dwarven war
|
||
party from the Emerald Mountains assembled for that purpose. The
|
||
dwarves apparently retained possession of the book for nearly a
|
||
century, until recently when the dwarven king gave the book to
|
||
the mysterious figure named the Mountain Mage (thought by some to
|
||
be a dwarf) in return for his services in fashioning a new
|
||
magical throne for the dwarf king. The Mountain Mage is believed
|
||
to still possess the book.
|
||
The court magist of the dwarf king renders a complete
|
||
description of the book, a copy of which was sent to the
|
||
Sestarian Imperial University. The magist claims that the book
|
||
set forth many great offensive incantations, seemingly all that
|
||
Mylsibis knew. The book also apparently contained a scrap of
|
||
papyrus upon which Mylsibis had hastily written down a new spell,
|
||
[balance], that she had just finished researching. The
|
||
other spells were all set down in standard form, one per page,
|
||
and included: [burning hands, Bigby's clenched fist, Bigby's
|
||
crushing hand, Bigby's forceful hand, Bigby's grasping hand,
|
||
Bigby's interposing hand, chain lightning, cone of cold,
|
||
cloudkill, crystalbrittle, delayed blast fireball, energy drain,
|
||
eyebite, feeblemind, fireball, ice storm, incendiary cloud,
|
||
lightning bolt, magic missile, Melf's acid arrow, Melf's minute
|
||
meteors, meteor swarm, Mylsibis' arcane contention] (unique
|
||
spell), [Otiluke's freezing sphere, power word blind, power
|
||
word stun, ray of enfeeblement], and [shocking
|
||
grasp].
|
||
The two unique spells found in Mylsibis' [Codex of
|
||
Contention] follow.
|
||
|
||
<Balance> (Enchantment)
|
||
Level: 1 -- Components: V,S,M --
|
||
Range: Touch -- CT: 2 --
|
||
Duration: 2 rds./lvl. -- ST: none --
|
||
AE: 1 person
|
||
When a mage casts a [balance] spell, he enables a
|
||
person to balance on one or both feet in a precarious position
|
||
where that person would otherwise fall. Thus, the mage or a
|
||
companion may walk a tightrope, cross a narrow or unstable ledge,
|
||
or fight near the edge of a cliff with no fear of falling. Any
|
||
unhindered balancing action requiring a dexterity check will
|
||
automatically pass. This spell does not modify the recipient's
|
||
armor class, fighting, missile bonuses, or climbing bonuses,
|
||
though no penalties to these factors are taken from balancing. If
|
||
other factors are introduced, such as being pushed, injured, or
|
||
exposed to high winds, the recipient must make a dexterity check
|
||
on 1d20, with a 20 indicating failure (otherwise, the recipient
|
||
is assumed to simply move his body to recover from the force
|
||
exerted on him). The material component of the spell is the hoof
|
||
of a mountain goat, which is reusable.
|
||
|
||
<Mylsibis' Arcane Contention> (Enchantment, Evocation,
|
||
Illusion/Phantasm)
|
||
Level: 9 -- Components: V,S,M --
|
||
Range: 10'/level -- CT: special --
|
||
Duration: Special -- ST: Special --
|
||
AE: Special
|
||
When a mage or pair of mages unleashes the spell of
|
||
[arcane contention], they enter into a magical duel of
|
||
extreme efficacy and potentially catastrophic effects for the
|
||
participants. The [arcane contention] creates twin
|
||
phantasmal creatures of awesome size, controlled by the
|
||
participants, which vie magically and physically to determine a
|
||
victor. The spell has been used historically primarily as a means
|
||
for settling disputes between powerful mages, and as a device to
|
||
keep the devastating forces mages wield against each other
|
||
limited in effect to the mages involved. At the same time, the
|
||
[contention] will not significantly reduce the magical
|
||
arsenal of the victor, and is also useful in its capacity to
|
||
inspire awe or fear among any onlookers.
|
||
When the [contention] is initially entered, only one
|
||
mage needs to have memorized the spell of [contention],
|
||
although both participants may do so. If only one mage has
|
||
memorized the spell, or if but one of the dueling mages
|
||
undertakes to cast the spell, that mage must initially issue
|
||
challenge to his opponent. The challenging mage must then cast
|
||
the first part of the spell, including the challenge. A challenge
|
||
may be issued to any mage within the range of the normal vision
|
||
of the challenger (thus, items such as a [crystal ball] or
|
||
[eyes of the eagle] may not be employed), regardless of
|
||
intervening magical barriers or mundane obstacles that would
|
||
otherwise prevent the opponent from hearing the challenge. The
|
||
challenge may then be either accepted or denied by the
|
||
opponent.
|
||
If the challenge is accepted, the mage who is challenged to
|
||
the [contention] must cast at least 10 spell levels of
|
||
spells (e.g., one eighth-level spell and one second-level spell,
|
||
or five second-level spells), or respond by casting an [arcane
|
||
contention] spell himself. All of these spells are absorbed
|
||
to power the [contention], and none of their normal
|
||
effects manifest in any way whatsoever. Once the mage has
|
||
accepted the challenge, he must make all possible effort to cast
|
||
the spells as soon as possible; if he delays, he will find
|
||
himself [compelled] to cast the necessary levels of
|
||
spells. When the mage which has been challenged completes the
|
||
casting of the requisite spell levels, the [arcane contention]
|
||
proper is joined.
|
||
If the opponent desires to deny the challenge, he must make a
|
||
saving throw vs. spells to avoid being inadvertantly drawn into
|
||
the contention. If his saving throw is successful, he may ignore
|
||
the challenge, and the spell will be lost from the challenger's
|
||
mind. If he fails his saving throw, however, he is automatically
|
||
drawn into the [contention] and is compelled to cast the
|
||
necessary spell levels to power the [contention]. If two
|
||
mages simultaneously cast [Mylsibis' arcane contention],
|
||
or if one mage casts the [spell] in response to
|
||
another's challenge (instead of casting 10 levels of spells),
|
||
then no saving throw applies for either mage, and the
|
||
[contention] must be joined without further delay.
|
||
Once the [arcane contention] proper begins, both mages
|
||
become immobile and absolutely vulnerable. Thus, although the
|
||
honor of most creatures will prevent them from attacking the
|
||
vulnerable mage (much as they would not throw an axe at the back
|
||
of a dueling fighter), it is best for a mage to be in a friendly
|
||
territory when the [contention] begins or to have prepared
|
||
some form of magical defense. As the duel begins, each mage must
|
||
choose a monster type to represent him in the battle. Any monster
|
||
may be chosen, but it must be a monster that the mage has
|
||
observed before or has read or heard about in detail. The monster
|
||
cannot be one that the mage has only heard about in passing or
|
||
from legend. The monster does not need to be of the same
|
||
alignment as the mage, but it cannot be a unique being or
|
||
specific individual. Once both mages have selected their
|
||
"champion monster," an insubstantial phantasm (apparently "real"
|
||
to observers) of each monster forms, at 10 times the creature's
|
||
normal size (which affects apparent size, number of hit dice, and
|
||
other applicable factors by a factor of 10, except damage per
|
||
attack, which is but three times normal). Hit points are rolled
|
||
for the monsters, and 2 hp are added to each monster's total for
|
||
each level of the controlling mage.
|
||
Each champion monster that is created has several abilities
|
||
it may use during the [contention]. Primary among these is
|
||
the ability to cast spells as the mage controlling it can, with
|
||
the actual type and level of spells available to the champion
|
||
corresponding to those currently memorized by the mage
|
||
controlling it (material spell components are not needed, and the
|
||
monsters may not learn [Mylsibis' arcane contention]). The
|
||
magical monsters are in all other respects identical to the stock
|
||
from which they are envisioned, including aspects such as special
|
||
abilities, resistances, intelligence, immunities, and so on, and
|
||
hence may draw on these often considerable powers during the
|
||
combat. Fortunately, the magical monsters may only damage each
|
||
other, whether the damage is caused by weapons, natural weaponry,
|
||
or spells, and may only take damage from another phantasmal
|
||
monster created by an [arcane contention] spell.
|
||
The champion monsters proceed to do battle with each other,
|
||
under the direction of the controlling mages, who select which
|
||
type of attack the monsters will make and the spells they will
|
||
cast. All movements, to-hit rolls, damage rolls, saving throws,
|
||
etc., are made exactly as they would be for a normal battle.
|
||
During the battle, each mage must maintain his concentration, or
|
||
control of his monster will be lost during the interruption. If
|
||
"uncontrolled," a monster may only attack physically (i.e., it
|
||
cannot employ spells unless the mage maintains
|
||
concentration).
|
||
Each monster may not attempt to end the battle prematurely by
|
||
using spells or physical movement to leave, and may not willingly
|
||
move out of sight of the opponent or either of the controlling
|
||
mages. The battle is concluded when one monster dies as a result
|
||
of damage accrued from the other monster.
|
||
The efficacy of the monsters is not totally predetermined by
|
||
the conditions mentioned, and each mage may affect the condition
|
||
or effectiveness of his phantasm in one of several ways, though
|
||
at considerable loss to himself in many cases. The hit-point
|
||
total of the monsters may be increased by channeling hit points
|
||
from the controlling mage to the phantasm, at a direct one-to-one
|
||
ratio, for hit points gained per hit points lost. Also, the
|
||
damage caused by spells or other attacks cast by the phantasms
|
||
may be increased in strength if the mage is willing to suffer a
|
||
loss of ability-score points. The mage may use all of his ability
|
||
scores for this purpose; every point so sacrificed increases the
|
||
damage of the attack by 1 hp. Lost ability-score points are
|
||
regained at the rate of one every two rounds for each ability
|
||
below normal. This loss of ability points is only illusory, but
|
||
no score may be reduced below zero; if any score is still at zero
|
||
at the end of the battle, the mage will die.
|
||
Additionally, the mages involved may also influence the
|
||
monsters by expending charges from any magical items they
|
||
possess. Each charge so used may increase the monster's hit-point
|
||
total by 1 hp, or increase the amount of damage done in an attack
|
||
by 1 hp. Any healing that the mage receives during the
|
||
[contention] may optionally be applied to his champion,
|
||
with the exception of a [heal] spell. Magical healing so
|
||
received by the monster becomes ineffective once more than twice
|
||
the monster's original number of hit points has been received in
|
||
total.
|
||
For example: A mage with 56 hp wishes to increase the
|
||
hit-point total of his monster (which currently has 200 hp) by 40
|
||
hp. The mage's new total will be 16 hp, and the monster's new
|
||
total will be 240. The mage also has a strength of 16 and a
|
||
constitution of 17. If the champion monster is directed to cast a
|
||
[fireball] spell that would normally do 67 hp damage, the
|
||
mage may opt to reduce both his strength and constitution scores
|
||
by 10 to 6 and 7, respectively, and have the monster cause 87 hp
|
||
damage to its opponent (saving throw applicable). Much later, the
|
||
monster is severely wounded and has but 42 hp remaining. The mage
|
||
drinks a potion of [extra-healing] and opts to use half of
|
||
the 20 hp he gains to heal himself, bringing his total up to 26
|
||
hp, and the monster's hit-point total up to 52.
|
||
When the battle is concluded, both phantasms vanish, and the
|
||
mage whose champion has lost the battle (i.e., is the first
|
||
monster to die) takes damage equal to one-tenth of the total
|
||
number of hit points in damage his champion suffered (no saving
|
||
throw), and loses from memory all the spells his champion cast
|
||
during the battle. The victor of the [arcane contention]
|
||
loses one-twentieth of the total hit-point damage his
|
||
champion suffered, but does not lose any spells from his memory
|
||
(besides [Mylsibis' arcane contention], of course). The
|
||
victor also gains experience points equal to half the
|
||
experience-point value of the vanquished mage. Additionally, all
|
||
enemies of the victor under 2 HD who viewed the battle must make
|
||
morale checks or suffer from the effects of [fear] spell,
|
||
and all those of 2-4 HD must make saving throws vs. spells or
|
||
suffer from the effects of a [scare] spell. All those
|
||
friendly to the victor gain a bonus of +1 on their next morale
|
||
check; this may be applied during a BATTLESYSTEM(TM) supplement
|
||
or D&D Companion Set "War Machine" battle.>
|
||
|
||
END FILE
|
||
|