ELF MAGIC
Elf Magic ranges up to the 5th Rank (Spell Level), the 6th Rank of Magic being termed ‘human magic’, often in contemptuous terms. In Elven tales it is often associated with doom and disaster, such as the petrification of Adar, last Elf King of the Calarii, by the Thyatian Wizard Bargle, later called 'The Infamous' for his many crimes. Legends of still higher Ranks of Magic are regarded as mere humanist propaganda.
Elves who can employ 5th Rank magic are termed Wizard Lords. Currently there are none such among the Calarii, but records of several such spells are maintained in the ancient tomes of the Gray Elves, the former Kings of the Calarii.
All Elves avoid large-scale destructive magics, which can have devastating effects on their forest home. The Elves protect their secrets. They will not learn or teach such magic, nor will they teach their own magic either to human wizards not accounted ‘elf friends’, or to ‘humanised’ elves who employ destructive sorcery. Elves or human Mages who employ destructive magics find themselves unable to use the Druidic spells listed here - this is called the Curse of Ilsundal. The Clerical and other spells listed are still potentially useable.
Not all these spells are known by every Elf clan. The Calarii Elves know much Clerical magic, while the Vyalia are known for their ancient Druidic abilities.
* Spells marked with an asterisk (*) may be reversed.
(T) These spells are only available to Elven Treekeepers following the Way of Ilsundal, including acolytes.
First Level Elf Spells 1. Analyze 2. Charm Person 3. Detect Magic 4. Faerie Fire 5. Faerie Lights 6. Fellowship 7. Light* 8. Locate 9. Longstride 10. Magic Missile 11. Precipitation 12. Protection from Evil 13. Read Languages 14. Read Magic 15. Resist Cold 16. Sleep 17. Ventriloquism 18. Watcher
First Level Spells
Analyze Range: 0 (touch only) Duration: 1 round Effect: Analyzes magic on one item An elf using this spell can handle one item and learn the enchantment on it. Helms must be put on, swords held in hand, bracelets put on wrists, etc. Any consequences of this action fall upon the elf, as usual, though he or she gets the usual saving throws. The elf may determine one characteristic of the item, or whether the item has no magic at all.
Analyze may also be used on a person (with their consent) to determine whether an individual is a spellcaster, what sort of caster, and whether an Elf Mage or human Magic-User employs destructive magic, sometimes called Chaos Magic. Chaos Magicians are not to be taught Elven spells.
Faerie Fire Range: 60' Duration: 1 round per level of character Effect: Illuminates creatures or objects This spell is identical to the Druid spell of the same name.
Fairie Lights Range: 40' plus 10' per level Duration: 2 rounds per level Effect: illuminates an area This spell creates from 1 to 4 lights which resemble either torches or lanterns and cast up to the same amount of light. The actual intensity of the light can be varied by the caster at any time he spends a round concentrating. The caster must create the lights where he can see them; he can then move the lights anywhere within his range, even if they pass out of his vision (such as around a corner). He cannot move them through solid objects. This spell is frequently used by elves to mislead parties of humans who travel the elf forests at night.
Fellowship Range: 0 (elf only) Duration: 1 round per level Effect: Increases charisma. This spell causes the elf to gain a temporary increase of 2-8 points in charisma. This spell has no effect on creatures of animal intelligence or lower. The use of this spell has probably saved more elf lives than the accuracy of their arrows.
Locate Range: 0 (elf only) Duration 6 turns (1 hour) Effect: Detects one animal or plant within 120'. This spell is identical to the druid spell of the same name.
Longstride Range: 0 (touch) Duration: 5-8 hours Effect: Doubles normal movement speed The longstride spell enables the elf or the other recipient of the spell to move at twice normal ground speed (walking) for ld4+4 hours without tiring or running normally for the same amount of time without tiring. However, after this the recipient must spend the same amount of time resting, as well as drinking plenty of liquids and eating heartily. If he does not rest, he loses 2-8 Constitution points (recovered by rest at the rate of ld4 days per point, and only recovers them after he has spent the time above resting and drinking and eating. Only bipedal humans and demi-humans are affected by this spell.
Precipitation Range: 10' per level Duration: 1 round per level Effect: Creates light rain in 30' + 10' per level diameter This spell takes all the water vapor in the area of effect and turns it into a light rain. Note that a low level elf is caught within the effect of his own spell. Except when used by high level elves, the principal effect of this spell is to dampen clothing, film solid rock floors with water (making footing uncertain), water plants, and snuff out fires. The rain turns into obscuring fog of double its normal area when it hits fire magic (such as wall of fire). If the weather is below freezing, the rain turns into sleet (between 31 and 33 degrees F) or snow (30 degrees F and below). Magical cold (such as ice storm) applied to the result of the precipitation turns it into ice.
Resist Cold Range: 0' Duration: 6 turns Effect: All creatures within 30' This spell is identical to the clerical spell of the same name.
Watcher Range: 10' Duration: 2-8 turns plus 1 turn per level Effect: Plants or animals give warning. When the watcher spell is cast, the elf causes a specific plant or local animal to react to the presence of any living creature bigger than a rat, i.e. anything larger than about one-half cubic foot in volume or than about 3 pounds in weight. As soon as any living creature steps past the plant or animal, touches it, or otherwise disturbs it, the plant or animal emits a loud keening sound which can be clearly heard within a 60' radius (subtract 10' for interposing doors, 20' for thick walls). The sound lasts for 1 round, then subsides. Undead do not cause the spell to function, but invisible creatures do. Flying and levitating creatures attempting to pass over the watcher within the radius are also discovered.
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You don't necessarily have to level up to get additional spells; you can potentially learn them from a tutor, from a magic scroll, or from a spell book (typically the spell book owner is deceased). Learning from a tutor or spell book takes 1 week and a successful INT check per spell. Among the Elves a gift of 100gp per spell level is expected. Human Wizards tend to charge considerably more.
Learning from a scroll is automatic, the magic of the scroll imprints the spell on your mind. Also when you level up you can learn 1 spell from a master tutor of Level 7+ without needing to make an INT check, this also takes 1 week. Currently you know of two such among the Calarii, the ancient Lorekeeper Valus Oakshield (E7) who trained Ace in the ways of magic, and Prince Randrin Bronzeleaf (aka R'and'rin Calarii), Leader of the Calarii (E8). Randrin's daughter the fair Princess Autumn Bronzeleaf (aka Nyathalia Calarii) is also on her way to master mage status (E6).
Around 40% of the Calarii population of ca 7500 are classed characters (so ca 3000), of whom around 95% (2850) are Warrior, 5% (150) Warrior-Mage, around 80% (ca 120) of the warrior-magi being 1st level, with the bulk of the remainder (ca 30) being 2nd-4th level. 14 of those 30 serve as Magists in the Duke's Elvenguard, the most elite fighting force in Karameikos (though the fearsome Black Eagle Guard of the Baron Ludwig Von Hendriks would beg to differ).
BTW the Calarii and some other Elves know a version of the Cure Light Wounds spell as a 3rd level spell, so useable by Elf Mages of level 5+.
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