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More from the Callarii and Vyalia Lore-Keepers....by Carl Quaif
Elven "Signature" Spells:
Many Elven nations - the former residents of Alfheim and the Callarii & Vyalia Clans in particular - have a rich magical heritage, and many Elves practice the tradition of creating "signature" spells. These are new spells, or personal adaptations of existing ones, which are used by that Elf alone (although some creators are happy to share their signature spells with others), and often reflect their philosophy or personality. Most Elves create only a single signature spell during their long lifetimes, while others may formulate two or more. Over the centuries, the Lore-keepers of the clans have built up a large collection of these spells, some of which become part of the "common spells" list for that Clan. Simenodar of Greenheight's "Cold Flame" and Alerivyn Feadiel of Alfheim's "Missile Storm" and "Waiting Storm" are examples of signature spells; a further selection is detailed below.
Duration: 1 hour
Effect: harmonises a single voice
The Elven Minstrel Ymarien of the Callarii, a wanderer and part-time adventurer, created this signature spell simply to improve her performance. This spell did more to enhance her reputation than all her considerable musical skill, and resulted in her becoming a regular performer at the court of King Stefan of Karameikos (and also a partner of the Dilettante Mage Enigma, but that's another story...)
The spell, a form of audible illusion, allows the caster to generate additional voices which harmonise when the caster is singing. The caster must have the Singing skill, and be capable of singing those harmonies herself. The caster may generate one additional voice (which sings in thirds) at 1st level, and one additional voice at each level thereafter. An experienced singer-spellcaster may use less than the total number of voices available to her (or none, if she wishes to sing "solo"), or may set particular voices to sing counterpoint or even different words, if she chooses. Controlling a number of voices takes considerable concentration; the caster may do nothing but sing (and play, if a musician) while generating a Choir.
Ymarien's Choir has no combat use whatsoever. A Minstrel who uses this spell in performance (if performing to an audience which is not antagonistic to magic) may generate additional revenue (see Bruce Heard's Robrenn Bard class variant for guidelines on performance fees, or simply add 1d6 cp per commoner or 1d6 gp per Noble listening to the normal "take").
Duration: 1 round
Effect: 1 bolt (+2 per 5 levels)
Hivelar of Foreston was an assistant Treekeeper for her Clan when she devised this spell, 150 years ago. A pacifist, with an unusual degree of empathy for non-Elven beings, she sought to create a spell which would prevent bloodshed by peaceful means.
Hivelar's Peacebringer creates a glowing arrow of pale yellow which, upon striking its target, disrupts violent emotions (anger, hate, fear, etc). A saving throw vs. spells applies; if failed, the target is confused for one round, unable to perform any action which requires thought. Anyone attacking during this round does so with automatic initiative. In the round following, the target recovers rational thought, and may resume their former actions (and work back up to their former emotional state) if they desire. Whilst of little combat use, this spell can prevent harm caused unintentionally in the heat of the moment and defuse short tempers. It is particularly effective against animal life, who may be driven to attack from hunger, injury, or a need to defend their young. The caster gains two additional bolts at 8th level, which may be fired at different targets; additional bolts fired at the same target have no cumulative effect.
NB: Should a non-Elven spellcaster be permitted to learn the spell, he will continue to gain additional bolts every 5 levels (5 at 13th, 7 at 18th, etc).
Duration: 1d6+6 Turns
Effect: allows recipient to fly
Camellara of Blueleaf, a former adventurer, devised this signature spell as an attractive variant of the traditional Fly spell. An artist and designer of considerable flair and talent, she uses the optional aspects of the spell (see below) to try out new patterns or complement new designs.
The Faery Wings spell causes diaphanous, butterfly-like wings to grow from the shoulderblades of any elf it is cast upon - the spell works *only* for Elves, and those of Elven descent (N'djatwa could be affected, as could Pegataurs - if they needed it - and Half-Elves, such as those found in Eusdria). These allow the recipient to fly, at a rate of 360', for up to 3 Turns continuously; the wings are a living, albeit temporary, part of the Elf, so continuous flight is tiring. After continuous flight of more than 1 Turn, a rest period of 1 Turn is required before taking off again.
The Faery Wings themselves are AC 7, no matter what the normal AC of the recipient may be; armour cannot be worn in conjunction with them. Rings of Protection, and other similar magics, can improve this Armour Class. The Wings can take up to 10 hp worth of damage (calculated separately from normal hp) before disappearing and ending the spell.
The normal appearance of the Faery Wings is plain, translucent white. However, if the caster chooses, they may be coloured or decorated in any design or pattern she desires. As stated above, Camellara usually patterns her own Wings to complement the designs of her latest gowns.
Duration: 1 turn
Effect: creates antidote
This spell is ancient, created as a signature spell by Dorenam Treekeeper of the Callarii over 600 years ago. Dorenam, an aged Elf when he took the post, found his mate late in life; they had barely 10 years together before Reyneva was slain by a poisoned arrow. Dorenam, for all his magic, could not save her, so he devoted years of his life to creating a mighty spell which would ensure others did not suffer the same fate.
Antivenin allows the caster to create an antidote to one specific poison (natural or chemical) within his own body. A sample of the poison must be ingested immediately after the spell is cast (unless it is the caster who is poisoned, in which case this is unnecessary). Within 1d4 rounds, the poison within his body is neutralised, and the caster's canine teeth lengthen, sharpen and become hollow, like those of a snake. To administer the antivenene, the caster must pierce the skin of the affected being and inject it through the hollow fangs (this causes 1 hp of damage). The caster's "antidote sacs" contain enough antivenene to cure 5-10 (1d6+4) human-sized beings. Once the spell ends, the unused antivenene dissolves back into the caster's body and the fangs revert to canine teeth. There is no way to retain this antidote for later use; antivenene "milked" from the caster's fangs becomes simple water (or perhaps blood) after the spell expires. The spell is only effective against ingested or injected poisons; magical poisonous effects are immune to this spell. Note that any damage caused by the poison before administering the Antivenin must be cured by normal means.
Unlike many Treekeeper-created spells, this one is held in the common domain, at Dorenam's request. Any Callarii, Vyalia or (since the exodus) Alfheim Elf of sufficient level can learn to cast this spell, if they so choose.