Phantom Rope

PHANTOM ROPE          SPELL 2

UNCOMMON CONJURATION

Traditions arcane, occult
Cast >> somatic, verbal
Range 200 feet
Duration 1 hour
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A rope of magical force materializes in your hands. You can direct either or both ends of the rope to fly and attach itself to any anchoring point within the spells range. An anchoring point can be anything that would normally support a non-magical rope fitted with a grappling hook.

Any creature using the rope gains a climb Speed equal to half of their land Speed.

The rope cannot used to attack or restrain an enemy. It may be used as a trip wire or a part of a trap.

The rope has AC 5, Hardness of 10, and 40 Hit Points. It is immune to critical hits and precision damage. You can Dismiss the spell.
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Heightened (+1) The range increases by 50 feet.

Verbal Haste

VERBAL HASTE          SPELL 4

RARE TRANSMUTATION

Traditions arcane
Cast >> somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 minute
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Magic empowers the target to speak at great speed and phonetic accuracy. It gains the quickened condition and can use the extra action each round only for verbal actions.

This spell also has the unfortunate side effect of raising the pitch and speed of normal verbal communication making it sound squeaky and comical. This spell puts an unusual strain on the targets vocal cords. Multiple and continuous use is likely to damage their voice, and their ability to cast spells irrevocably.

Chromatic Orb

CHROMATIC ORB          SPELL 1

UNCOMMON ATTACK CONJURATION

Traditions arcane, occult
Cast >> somatic, verbal
Range 60 feet; Targets 1 creature
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You conjure and throw a fist sized sphere of energy that bursts on contact with the target. You must choose acid, cold, electricity, fire, poison or sonic for the type of orb you create and then make a ranged spell attack roll.

Critical Success The target takes 4d6 of the type you choose.
Success The target takes 2d6 of the type you choose.
Failure No effect.
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Heightened (+1) The damage increases by 2d6.

The Black Book of Hoarlag

Numerous descriptions of the infamous Black Book of Hoarlag have been committed to parchment by many reputable scholars. The one presented below is attributed to the sage Braythorne, who despite the old sage’s propensity for dramatic embellishment, not to mention when it suits his own scheming, the  omission of key details, this account is believed the most accurate.

The tome measures two hands tall and two wide while being only two inches thick. It is covered in hard, aged black leather which is cracked and polished to a bright lustre. Its thirty-two pages are wholly filled with the notes and mystical sigils necessary to cast the twelve spells laid down upon them.

The Black Book of Hoarlag was penned by the Veskian archmage Radiscan the Dark. In the tradition of the Veskian wizard slayers, Radiscan amassed a great deal of arcane treasure and wealth during his brief but, by Veskian standards, glorious career. He is credited with slaying more than twenty wizards across the North Kingdoms before running afoul of the Company of The Sage, an adventuring party headed by the bard Rendal Brightstar, and the half‑elven mage Arron Silverbrow.

Shortly after Radiscan’s death his fortified town house in the city of Ravarn was raided by the master thief Lamed Carrilion, himself a former member of the Company of the Sage. The book was removed from the townhouse and sold for the paltry sum of two hundred gold coins to a merchant travelling to the city of Lathen. It was in Lathen’s Magic Market that the true value of the book was discovered. The merchant was surprised to be offered eighty platinum coins by a young mage within minutes of setting up his stall. Looking to turn a quick profit the merchant sold the book, but not before raising the price a further twenty platinum. The eager purchaser was the wizard Balsharan the Red and it is from him that Braythorne obtained a catalogue of the book’s contents.

Eleven months to the day after acquiring the book, Balsharan and his companions found themselves at the third siege of Tarengore. During the hellfire and confusion of a failed attempt to retake the citadel, Balsharan was caught under a falling wall and knocked unconscious. His life was saved when a Ranger Knight of Derthillion dragged his unconscious body to safety, but the Black Book was lost in the castle ruins.

Balsharan led numerous expeditions to find the book to no avail. It may still lie in the rubble; be in the possession of a foul creature of the castle; or have been carried away by someone or something, good or evil, human, or otherwise.

The book contains the following spells in order; Read Aura, Sigil, Burning Hands, Enlarge, Invisibility, Verbal Haste (a rare spell), Slow, Dispel Magic, Phantom Rope (an uncommon spell), Firelance (a rare spell), Rune of Pain (a rare spell) and Alarm.

 

Sullen’s Magic Arrow

SULLEN’S MAGIC ARROW          SPELL 2

UNCOMMON CONJURATION

Traditions arcane
Cast >> material, somatic, verbal
Range 200 feet; Targets 1 or more creatures
Duration sustained
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You summon a glowing arrow of force which hovers at your shoulder. It persists for as long as you sustain the spell.  The arrow is eighteen inches long and resembles a glowing long bow arrow with a barbed tip and perfectly formed white fletching. As an action you can gesture toward a target creature and the arrow will automatically hit it dealing 1d8+1 force damage.

The Magic Arrow has no solid form and cannot be touched, altered or coated with poison and it sheds dim light in a 10-foot radius. Defences which protect the target from Magic Missile also apply to Magic Arrow.
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Heightened (+2) You conjure one additional arrow. You can release one, some or all of the arrows at a target by taking an action. Multiple targets require an action each.

Cloak of Woodland Creatures

CLOAK OF WOODLAND CREATURES          ITEM 7

UNCOMMON INVESTED PRIMAL

Usage worn cloak; Bulk L
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This cloak comes in several varieties—each relating to, and looking like a different woodland creature. The cloak allows you to cast the know direction cantrip as an primal innate spell.
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Type cloak of the wolf; Level 7; Price 360 gp
Activate >> Interact; Frequency once per day; Effect You draw the hood up and gain the effects of longstrider and magic fang, with the spell’s normal duration or until you pull the hood back down, whichever comes first.
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Type cloak of the falcon; Level 7; Price 360 gp
Activate >> Interact; Frequency once per day; Effect You draw the hood up and gain low-light vision and a +2 bonus to Survival checks to Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour.

Elemental, Mote

Motes are amongst the least powerful of the creatures inhabiting the elemental planes. Each appears as a manifestation of its home element shaped into a small pulsating ball.

In their resting state they remain absolute motionless rhythmically pulsing. In their agitated state they move about frantically at high speed, changing direction randomly and sometimes colliding with objects before setting off in another direction

Motes are Inhabitants of the elemental planes and fill the same niche as vermin on the prime material plane. They scavenge elemental materials for sustenance, they are equally likely to attack creatures without provocation or follow them curiously.

The prime material plane motes can be found in the company of greater elementals, sometimes as servants or in places of elemental upheaval the veil between planes is thin.

Air Motes are small flying semi-transparent balls capable of discharging a concussive burst of air.

Earth Motes appear as small earthy spheres capable or rolling up walls and burrowing through rock. When aggravated they ejecting stones and grit in a wide arc.

Fire Motes appear as wispy fiery spheres of flame capable of bursting out a fan of fire.

Water Motes appear as small watery spheres capable of shooting a stinging hail of ice shards.

AIR MOTE        CREATURE 1

N TINY AIR ELEMENTAL

Perception +7; darkvision
Skills Acrobatics +10, Stealth +8
Str +1, Dex +4, Con +1, Int -4, Wis +0, Cha +0
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AC 17; Fort +5, Ref +8, Will +6
HP 16; Immunities bleed, electricity, paralyzed, poison, sleep
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Speed fly 50 feet
Melee > slam +9 (agile) Damage 1d6+1 slashing
Wind Blast >> (air, arcane) The air mote releases a concussive blast of air in a 15-foot cone that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). Creatures that fail their saving throw are pushed 5 feet away from the air mote and those that critically fail are pushed 10 feet away.

EARTH MOTE        CREATURE 1

N TINY EARTH ELEMENTAL

Perception +7; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +7, Stealth +3
Str +2, Dex +0, Con +2, Int -4, Wis +0, Cha +0
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AC 15; Fort +7, Ref +4, Will +3
HP 21; Immunities bleed, earth, paralyzed, poison, sleep
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Speed 30 feet, climb 30 feet, burrow 30 feet
Melee > slam +8 (agile) Damage 1d6+2 bludgeoning
Stone Blast >> (earth, arcane) The earth mote releases a spray of stones and grit in a 5-foot emanation that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save).

FIRE MOTE        CREATURE 1

N TINY FIRE ELEMENTAL

Perception +7; Darkvision, smoke vision
Skills Acrobatics +8, Stealth +5
Str +0, Dex +4, Con +0, Int -4, Wis +0, Cha +0
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AC 16; Fort +5, Ref +8, Will +4
HP 17; Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 3
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Speed fly 40 feet
Melee > slam +9 (agile) Damage 1d6+1 fire
Flame Pulse >> (earth, arcane) The fire mote releases a burst of fire in a 5-foot emanation that deals 1d6 fire damage and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save).

WATER MOTE        CREATURE 1

N TINY WATER ELEMENTAL

Perception +7; Darkvision
Skills Athletics +6, Stealth +5
Str +1, Dex +3, Con +1, Int -4, Wis +0, Cha +0
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AC 16; Fort +6, Ref +7, Will +5
HP 19; Immunities bleed, cold, paralyzed, poison, sleep; Resistances acid 2, fire 2
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Speed fly 30 feet, climb 30 feet, swim 40 feet
Melee > slam +8 (agile) Damage 1d6+1 piercing
Icy Blast >> (cold, arcane) The water mote releases a hail of icy shards at a target that deals 2d4 piercing and 1d4 cold damage (DC 17 basic Reflex save).