We acquired a spell book after slaying Ephraim. It included several special spells, unknown to the canon of the wizards in the party.
Further study may reveal more about these spells, but we were deep underground, exhausted, hungry, stressed, wounded, blood-splattered and soaked with filth and sweat, so more details were not immediately apparent from thumbing through the book under the dim, shadow-infused light of spells and torches deep beneath the surface of the Monastery.
Second Level#
Quickening ( ? )
Range: Touch
Duration: 1 round/level
Area of Effect: One person
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Components: V, S, M
Casting Time: 2 segments
Saving Throw: None
The quickening spell is a weaker version of the haste spell, without any negative side effects. The Quickening spell provides the recipient with a bonus to initiative (+3) and movement (+3") for the duration of the spell. Additional attacks or actions are not gained by the recipient.
Third Level#
Archer’s Wind ( ? )
Range: Touch
Duration: 1 round/2 levels
Area of Effect: One person
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Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
This spell creates a link between the elemental plane of air and a bow. The result is that any arrow fired from that bow will have a tail wind of nearly hurricane force behind it, propelling the arrow faster, farther and harder than normal. This provides a bonus of +1 to hit and +2 to damage and increases range by +25%.
Cat Nap ( ? )
Range: Touch
Duration: See description
Area of Effect: One person
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Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
This spell allows the recipient to gain a full night’s rest after a one-hour nap. All benefits of a full night’s sleep are gained, including healing, elimination of fatigue, recovery of temporary ability loss and the ability to study or pray for spells. There are no negative consequences of using the spell for a single night or nap.
The spell may be used for multiple nights, but for each consecutive night there is a 10% chance that all of the past “avoided” sleep will “catch up” with the cat napper. For example, if a recipient uses this spell 3 nights in a row there is a 30% chance that they will end up sleeping for 21 hours or suffer from fatigue. On the 6th consecutive use there is a 60% chance that they will end up sleeping for 42 hours or suffer from fatigue if awakened early. The spell is most useful if used for only one night, or on every second night, as multiple uses may have dire consequences. The material component of this spell is a tuft of cat hair.
Mage Blade ( ? )
Range: Touch
Duration: See description
Area of Effect: One person
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Components: V, S, M
Casting Time: 2 segments
Saving Throw: None
A spell crafted by elven fighter/magic-users to increase their deadliness in battle. This spell allows touch spells of the 3rd level or less to be transmitted by a sword or other weapon. The spell does affect magical weapons. This allows the sword damage and the spell damage to be delivered simultaneously. The mage blade and the touch spell are cast simultaneously, and the casting times are added together. For example, a 5th level magic user with a Strength of 16 cases a mage blade and a shocking grasp - the casting time is 4 and the total damage is
(d8 long sword, d8+5 shocking grasp, +1 Str bonus) = 2d8+6
Twilight ( ? )
Range: 6"
Duration: One turn/level
Area of Effect: One person
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Components: V, S, M
Casting Time: 2 segments
Saving Throw: None
This spell has the same range and effect as continual light, but creates a late evening lighting condition, enough to read by, fight by, etc., but not light enough to affect dark dwellers like orcs, drow, etc. Vampires would be protected from the harmful effects of sunlight within the area and duration of the effect. The spell may be centered on a person (save vs. spells negates the effect if involuntary), an object or a point in space.
Within the spell’s area of effect, hiding in shadows is easier, and those attempting to do so have a +10% bonus to their attempts. While twilight has a duration (unlike continual light and continual darkness) it is in some ways more powerful than those related spells, temporarily negating them within the area of effect, regardless of whether the light/darkness effect was cast prior to or after the casting of twilight. continual light/darkness effects will resume when the duration of the twilight spell ends (or the center of the twilight effect moves out of range).
The material component for this spell is a glass bead that has been left outside during a sunset.
Fourth Level#
Quarry ( ? )
Range: See description
Duration: Two turns/level
Area of Effect: One person
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Components: V, S, M
Casting Time: 3 segments
Saving Throw: Neg.
The quarry spell allows a caster to track a quarry unerringly, regardless of weather, light conditions and efforts to conceal tracks. Even flying or levitating creatures can be successfully tracked. The spellcaster must either have seen the target of a quarry spell or have some physical starting point for the tracking (such as a footprint, damage caused by the quarry, or even an empty glass on a table). The spell does not reveal the current location of the quarry, just lets the caster follow the quarry’s trail. The caster is able to travel at normal speed, or even running, as they do not need to look for a trail sign, they just know where their quarry passed. The target of the spell is entitled to a save vs. spells at -4 to avoid being located.