Rediscovered Arcane and Divine Magic

As time goes by, new magic spells are discovered and old ones are forgotten. However as time has been passing for a long, long time, we think that most magical applications have been used before.
Some of the divine and arcane spells mentioned here, might very well have been used in the past and long since forgotten.
Learning these additional spells or other spells is a bit more difficult for divine magic users. They need to follow the quidelines set out in the section where divine magic in Teolin is explained.

Arcane Spells
Guided handsGive a bonus to any roll with a twenty sided die MisconceptionYou are visible, but hard to remember
Wogdens WaterwallA wall of force that will stop water from flowing

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Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V,S,M/DF
Casting Time: 1 action
Range: Personal or touch
Target: You or a creature weighing no more then 200 lb/level
Duration: 1 hour/level (D)
Saving Throw: Special, see text
Spell Resistance: No or Yes (harmless)

The creature under the influence of this spell is not invisible, but just very hard to remember. If the target of the spell is carrying gear, the gear is just as hard to remember. Also your allies need to succeed at a will save to be able to pinpoint your location.
Subjects of the spell are visible, but hard to remember and any one who wants to remember the subject must succeed at a will save. Wearing remarkable clothing lowers the will save DC by two points.
Items dropped, become visible again and items picked up by a person under the influence of this spell become hard to remember. Any part of an item that the subject carries but that extends more than 10 feet from it becomes easy to remember and thus lowering the will save by four points.
An attack made by the subject breaks the spell. For purpose of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. Actions directed at unattended objects break the spell if it damages the object. Notice that spells such as Bless that specifically affect allies only, but not foes are not attacks for the purpose of this spell, even if foes are included in the area of effect. Furthermore notice that the subject of the spell may do anything that does not directly harm someone or some object.
Arcane material components: some hairs of a rabbit.

We are gratefull for the help of Deathawk in researching the basic components for this spell. You may meet Deathawk at Strolen's Citadel.

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Wogdens Waterwall
Evocation (Force)
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 5 minutes
Range: Close (25ft. + 5 ft./2 levels)
Effect: A wall of force that will stop any liquid from flowing into the warded area. The warded area is a 10*10 ft square and the maximum protected height is twice the caster level in feet.
Duration: 1 day/level(D), see text
Saving Throw: None
Spell Resistance: No
Wogdens Waterwall creates a square "tube like" invisible wall of force that can only be placed with the "walls" in a vertical position. When cast, the spell will only stop water or a similar liquid from flowing, but the spell will be dispelled if the wall of force is subjected to a temperature below freezing point or above the boiling temperature of water.
Multiple castings of the spell may be used to create a higher warded area. Realize that since the tube is open at the top and bottom, water that enters from those sides, is not stopped. Also if a warded area is created inside a body of water, the warded area is not emptied, there just will be no water flowing thru the created barrier.
Arcane material components: a cup of water and a silver piece.

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Divine Spells
Guided handsGive a bonus to any roll with a twenty sided die Tentacled CeilingGrow tentacles to a ceiling that attack all that enter.

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Tentacled Ceiling
Conjuration (Creation)
Level: Drd 3, Rgr 4, Plant 3
Components: V,S,M
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level
Effect: A ceiling area of 10 ft. square per level grows tentacles
Duration: Special, see text
Saving Throw: Special, see text
Spell Resistance: No

Once cast on a ceiling, the ceiling grows numerous leathery tentacles of no more then three feet in length. In addition to the short tentacles, each five foot square also houses a longer tentacle that may reach a length of twenty feet, but will never grow longer then the distance from the ceiling to the floor. Once the spell is cast, any living creature (including mice, rats, insects) will be attacked by the long tentacle, unless the creature is openly wearing a symbol designated at the casting of the spell.
The shorter tentacles move purposelessly and act as 'eyes' sensing intruders by the flow of air, heat detection and other means. The emanations of the right symbol will be recognized as well.
If the shorter tentacles notice a intruder, the longer tentacles come out from hiding and violently attack the intruders.

Each round, each of the tentacles will attack with a base attack bonus of caster level plus wisdom modifier of the caster. The tentacles are ridged with sharp bone-like protrusions and do 3d4 bludgeoning and piercing damage on a successful hit. (reflex save for half damage.)
The tentacles exude a thick, slimy contact poison. The poison causes temporary Dex damage of two points. (fortitude save DC 15) The painful effects of the poison slowly wear of at a rate of one point per hour. Heavy rinsing with fresh water improve this rate to one point of Dex damage per ten minutes.
Each tentacle has a AC equal to the casters wisdom modifier and 25 hit points. Once a tentacle is slain, it regrows in one day. Only when all tentacles are killed, will the spell be dismissed.

Upon killing a intruder, the victim is pulled up into the mass of smaller tentacles, where it is consumed and converted into new tentacles. Once a corpse is consumed, only a Wish or a Miracle can bring the subject back.
Material components: A dried tentacle of an octopus and a wasp's stinger.

This spell was first researched by the priests of Salsmen, who live in the world of Arr-Kelaan.

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Guided Hands
Divination Level: Clr 1, Drd 1, Sor/Wiz 1
Components: V,S,F/DF
Casting Time: 1 Action
Range: Touch
Effect: Creature Touched
Duration: 1 minute, 1 round or until discharged
Saving Throw: None
Spell Resistance: Yes

This spell imbues the subject with a touch of foresight in the future or divine guidance. The creature gets a insight bonus to the first attack roll, saving throw or skill check. The bonus is equal to 10 + 1 point per casterlevel.
Arcane focus: A miniature archery target, or a perfectly round platinum piece.

This spell replaces the arcane spell "true strike" and the divine spell "guidance".

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The Teolin Setting
Copyright 2001-2005 Ylorea's Adventuring
Last update 15-03-2004