Isharon

Paladin Spellbook

Oct 7th, 2015
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  1. *~ Table of Contents ~*
  2.  
  3. Books of holy magic employed by the Paladin:
  4.  
  5. Chapter 1: Inspiration Chapter 3: Sacrifice
  6. Chapter 2: Justice
  7.  
  8. Arcanum and Lore:
  9.  
  10. Chapter 4: The Book of Immortals Chapter 6: Scrolls
  11. Chapter 5: Healing Reagents
  12.  
  13. You turn the pale ivory vellum pages to the chapter entitled "Inspiration" in your steel spellbook.
  14. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  15.  
  16. ~* Spells and Knowledge pertaining to Inspiration *~
  17.  
  18.  
  19. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  20.  
  21. *~ Notes on the Courage spell ~*
  22.  
  23. In dire and desperate times, the peoples of Elanthia look to Paladins to be the light in the darkness. The Courage spell will boost the stamina of its caster's group.
  24.  
  25. This is a non-battle spell that can be cast on an area or group. Non-battle spells have significantly longer preparation times than battle spells. It affects yourself. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost one spell slot.
  26.  
  27. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  28.  
  29. *~ Notes on the Righteous Wrath spell ~*
  30.  
  31. While the non-believers seek refuge from the evil and darkness amongst us, we are compelled to stand and fight by a greater power. Let not your rage against evil and tyranny be an enemy within. Our Righteous Wrath can be used to effectively fell a foe by stone, steel, or the fist.
  32.  
  33. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a savant in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost two spell slots.
  34.  
  35. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  36.  
  37. *~ Notes on the Divine Guidance spell ~*
  38.  
  39. Our patron Chadatru guides our swords and strengthens our hearts, and he provides us with the strength to defend those unable to protect themselves. Yet often times, the brash and young Paladin will overlook those matters where Chadatru's unfailing knowledge might prevail. The Divine Guidance spell, created years ago by a Paladin inspired by Chadatru himself, will provide us with a heightened wisdom.
  40.  
  41. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost one spell slot.
  42.  
  43. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  44.  
  45. *~ Notes on the Truffenyi's Rally spell ~*
  46.  
  47. In times of despair when spirits waver, Truffenyi's Rally lets you be the keen voice of valor among allies, spurring them onward and straightening their slumped backs. Be aware that this spell can wear down your own spirit each time it remedies a harmful influence on you or another.
  48.  
  49. This is a non-battle spell that can be cast on an area or group. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It affects yourself. It requires a minimum of five mana streams, and can expand to a maximum of forty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Anti-Stun and Marshal Order, and be circle 50. It will also cost two spell slots.
  50.  
  51. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  52.  
  53. *~ Notes on the Sentinel's Resolve spell ~*
  54.  
  55. The Sentinel's Resolve spell enhances the defensive abilities of the subject, allowing them to block incoming attacks with greater success.
  56.  
  57. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as an outstanding genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heroic Strength. It will also cost two spell slots.
  58.  
  59. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  60.  
  61. *~ Notes on the Veteran Insight spell ~*
  62.  
  63. The Veteran Insight metaspell represents personalized customizations to the Sentinel's Resolve spell. This hard-won experience grants the Paladin a better sense of movement, allowing them to more easily avoid attacks both mundane and magical.
  64.  
  65. This is a metaspell. In general, metaspells are not cast, but instead are prepared, invoked, or passively used to gain some benefit that alters one or more other spells. This spell is available for any guild member to learn. Before you can learn this spell, you must know Sentinel's Resolve. It will also cost one spell slot.
  66.  
  67. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  68.  
  69. *~ Notes on the Anti-Stun spell ~*
  70.  
  71. The Anti-Stun spell can prevent one from being stunned in combat. Some stuns may still occur, but they should dissipate quickly. It can be cast on others as well as yourself.
  72.  
  73. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target and on other adventurers. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Courage or Righteous Wrath. It will also cost two spell slots.
  74.  
  75. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  76.  
  77. *~ Notes on the Heroic Strength spell ~*
  78.  
  79. The Heroic Strength spell bestows you or an ally with enhanced strength.
  80.  
  81. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. This spell has no prerequisites. It will also cost one spell slot.
  82.  
  83. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  84.  
  85. *~ Notes on the Soldier's Prayer spell ~*
  86.  
  87. Soldier's Prayer protects the magician from offensive magic. The pattern makes use of the purified soul's affinity to Holy magic, allowing a Paladin to reinforce or "temper" the resulting barrier in the radiance of his own spiritual power.
  88.  
  89. Soldier's Prayer provides a moderate layer of protection, and the magic it absorbs cannot weaken its steadfast bulwark until it is destroyed. However, its caster's own offensive spells will be affected as well.
  90.  
  91. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Sentinel's Resolve. It will also cost one spell slot.
  92.  
  93. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  94.  
  95. *~ Notes on the Divine Armor spell ~*
  96.  
  97. The Divine Armor spell temporarily enhances the protective and absorptive qualities of one's armor and shield.
  98.  
  99. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Aspirant's Aegis and Veteran Insight. It will also cost three spell slots.
  100.  
  101. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  102.  
  103. *~ Notes on the Marshal Order spell ~*
  104.  
  105. Marshal Order will provide a temporary boost to one's discipline and will allow those most righteous the ability to lead with greater skill.
  106.  
  107. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Divine Guidance. It will also cost two spell slots.
  108.  
  109. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  110.  
  111. *~ Notes on the Bond Armaments spell ~*
  112.  
  113. The Bond Armaments spell temporarily enables a weapon or shield to return to your hand on its own, if dropped or stolen.
  114.  
  115. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on some objects. It requires a minimum of ten mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a beginning practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Rutilor's Edge or Divine Armor. It will also cost two spell slots.
  116.  
  117. There are only 12 pages in this chapter.
  118. You turn the pale ivory vellum pages to the chapter entitled "Justice" in your steel spellbook.
  119. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  120.  
  121. ~* Spells and Knowledge pertaining to Justice *~
  122.  
  123. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  124.  
  125. *~ Notes on the Halt spell ~*
  126.  
  127. The Halt spell, if the caster's will is strong enough, holds the subject motionless for a brief time. It is useful when one must intercede to prevent a citizen from attacking another citizen unjustly.
  128.  
  129. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your mind against your enemy's will. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe. It will also cost two spell slots.
  130.  
  131. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  132.  
  133. *~ Notes on the Stun Foe spell ~*
  134.  
  135. The Stun Foe spell channels your resolve into manifest light, striking at your target with a great enough force to send them reeling.
  136.  
  137. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your magic against your enemy's fortitude. It can be cast at other adventurers and at hostile creatures. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. This spell has no prerequisites. It will also cost one spell slot.
  138.  
  139. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  140.  
  141. *~ Notes on the Shatter spell ~*
  142.  
  143. The Shatter spell is the modern version of the ancient Smite Shield spell. By focusing the caster's spiritual strength into a debilitative force, it will inhibit a target's ability to use a shield. In the hands of a skilled Paladin, it can even briefly incapacitate a foe's shield arm entirely.
  144.  
  145. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your spirit against your enemy's fortitude. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Halt, and be circle 10. It will also cost two spell slots.
  146.  
  147. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  148.  
  149. *~ Notes on the Banner of Truce spell ~*
  150.  
  151. The Banner of Truce spell forestalls violence in the area for a few minutes, but is more difficult to cast if there is active combat going on at the time. Once it forms, however, any Paladin with the spell can enhance it by casting again while in the same area, though it becomes increasingly more difficult with each cast.
  152.  
  153. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Courage and Halt, and be circle 20. It will also cost two spell slots.
  154.  
  155. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  156.  
  157. *~ Notes on the Hands of Justice spell ~*
  158.  
  159. The Hands of Justice enchantment the casting paladin to protect themselves and others against unwanted thievery. They will find that their ability to defend against depraved pickpocketing is increased, and they are even more able to spot pickpockets attempting to prey on those around them. Those who are in a group led by the paladin will find they are protected to some extent by Chadatru's power as well. Paladins using this spell may GESTURE at a suspected Thief, and if they have stolen from others recently, the Paladin will attempt to channel the power of Chadatru to bar their power to steal for a short time. Beware, Chadatru looks unkindly on those who have not the will to use his power successfully, and especially unkindly on those who try to use it on an innocent. Such an abuse will cause the spell to flee the paladin and Chadatru's blessing will be elusive for a short period. However, only attempting to harm the innocent will bring any long-lasting repercussions.
  160.  
  161. This is a non-battle spell that can be cast on an area or group. Non-battle spells have significantly longer preparation times than battle spells. It affects yourself. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an able novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe and Heroic Strength. It will also cost one spell slot.
  162.  
  163. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  164.  
  165. *~ Notes on the Rutilor's Edge spell ~*
  166.  
  167. The Rutilor's Edge spell enhances the capabilities of your weapon. Some say the weapon feels more balanced. Others note it makes the weapon feel better suited to gaining attack power. A few Paladins claim the spell might improve the slice, impact or puncture of a weapon.
  168.  
  169. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast on some objects. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Footman's Strike and Heroic Strength. It will also cost two spell slots.
  170.  
  171. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  172.  
  173. *~ Notes on the Holy Warrior spell ~*
  174.  
  175. The Holy Warrior spell will coax your soul to manifest in glorious light, blessing your body and weapons as long as you sustain it. Any who harm a Paladin in this state may find themselves dazed at the powerful display of holiness.
  176.  
  177. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of forty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe and Divine Armor, and be circle 30. It will also cost two spell slots.
  178.  
  179. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  180.  
  181. *~ Notes on the Rebuke spell ~*
  182.  
  183. Much as the Footman's Strike spell uses your weapon as a focus, the Rebuke spell focuses divine energy through your shield into crushing waves of light.
  184.  
  185. This is a targeted spell, which must be TARGETed at a specific opponent. This spell does impact and fire damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Targeted Magic skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Footman's Strike. It will also cost two spell slots.
  186.  
  187.  
  188. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  189.  
  190. *~ Notes on the Clarity spell ~*
  191.  
  192. The Clarity spell boosts a Paladin's gifted ability to sense hostile intent from those around them. This almost-empathic alertness is also known to sharpen the mind in broader ways.
  193.  
  194. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Hands of Justice or Divine Guidance. It will also cost one spell slot.
  195.  
  196. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  197.  
  198. *~ Notes on the Smite Horde spell ~*
  199.  
  200. The Smite Horde spell can strike an entire army with the power of holy light. Be aware that casting this spell in town may get you in trouble with the authorities.
  201.  
  202. This is an area targeted spell, which must be TARGETed at the area around you before you cast it. This spell does slice and impact damage. It affects yourself and hostile creatures. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Targeted Magic skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Rebuke, and be circle 40. It will also cost two spell slots.
  203.  
  204. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  205.  
  206. *~ Notes on the Footman's Strike spell ~*
  207.  
  208. Footman's Strike draws on the caster's melee weapon in hand as a focus for the spell, which dictates the shape of its manifestation. A rapier will produce a piercing force, while a claymore will invoke a spell that slashes and slices at the target. Holding a missile weapon or being unarmed causes the spell to fail.
  209.  
  210. This is a targeted spell, which must be TARGETed at a specific opponent. This spell does slice and impact damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Targeted Magic skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Stun Foe. It will also cost one spell slot.
  211.  
  212. turn my spellbook to chapter 3
  213. There are only 11 pages in this chapter.
  214. You turn the pale ivory vellum pages to the chapter entitled "Sacrifice" in your steel spellbook.
  215. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  216.  
  217. ~* Spells and Knowledge pertaining to Sacrifice *~
  218.  
  219. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  220.  
  221. *~ Notes on the Alamhif's Gift spell ~*
  222.  
  223. There are those that would squander their god's favor, and those that simply know no better. As protectors and leaders, the path of the Paladin is to lead by shining example, by living true and just, by giving unselfishly to save and honor others. Alamhif's Gift is a magical tool that will allow the caster to give of herself her god's favor to rectify the cruel sting of death.
  224. This spell may also be cast upon oneself. By sacrificing the favor of one of the gods, a paladin may find additional reserves of holy energy.
  225.  
  226. This is a ritual spell, which means that it requires a high amount of mana to use. These mana costs can be alleviated somewhat by invoking the proper ritual focus while preparing the spell. It affects yourself and other adventurers. It requires a minimum of three hundred mana streams, and can expand to a maximum of six hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Vessel of Salvation, and be circle 50. It will also cost one spell slot.
  227.  
  228. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  229.  
  230. *~ Notes on the Crusader's Challenge spell ~*
  231.  
  232. As defenders of the realm, courageous paladins are expected to put their lives on the line to protect others. The Crusader's Challenge spell will help the caster deal with these situations by improving their tactical awareness in combat. With this added prowess, a Paladin will even be able to entice an enemy to face her by delivering a well timed taunt, thereby keeping her friends safe and enemy occupied.
  233.  
  234. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 20th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Courage and Aspirant's Aegis, and be circle 30. It will also cost two spell slots.
  235.  
  236. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  237.  
  238. *~ Notes on the Aspirant's Aegis spell ~*
  239.  
  240. Aspirant's Aegis is a straightforward spell that was developed to protect new Paladins during combat training. It will blunt physical blows that might otherwise cripple a squire while still allowing enough pain to encourage swift improvement. An amusing, if unintended, side effect of the spell's development is that it encourages mentors to swiftly instill the fundamentals of magic in their students so that the students may learn to ward themselves, for the spell takes quite a toll on the caster when manifest about another.
  241.  
  242. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target, on other adventurers, and at hostile creatures. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. This spell has no prerequisites. It will also cost one spell slot.
  243.  
  244. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  245.  
  246. *~ Notes on the Vessel of Salvation spell ~*
  247.  
  248. At a basic level, magical vessels are containers produced by Holy magic that hold divine blessings or sacrifices. The "favor orb" is the best known form, but magicians versed in this spell demonstrate that others exist. Vessel of Salvation is perhaps the simplest vessel to produce, allowing the magician to give up a portion of his life force so that others can draw from it and perhaps save themselves from death. The magician can also draw upon his contained life force, but at greatly reduced efficency.
  249. The function of vessels are similar across all variations: the magician rubs the resulting orb to sacrifice his life force, while anyone may benefit from the sacrifice at a touch.
  250.  
  251. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of one mana streams, and can expand to a maximum of one hundred one mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Aspirant's Aegis. It will also cost two spell slots.
  252.  
  253. There are only 4 pages in this chapter.
  254. You turn the pale ivory vellum pages to the chapter entitled "The Book of Immortals" in your steel spellbook.
  255. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  256.  
  257. THE IMMORTALS
  258. - Amritam Gweththew and Rowan Windlyric
  259.  
  260. TABLE OF CONTENTS:
  261.  
  262. Chapter 1: THE GODS ....................... Pages 1 and 2
  263. Kertigen ................................ Page 3
  264. Hodierna ................................ Page 4
  265. Meraud .................................. Page 5
  266. Damaris ................................. Page 6
  267. Everild ................................. Page 7
  268. Truffenyi ............................... Page 8
  269. Hav'roth ................................ Page 9
  270. Eluned .................................. Page 10
  271. Glythtide ............................... Page 11
  272. Tamsine ................................. Page 12
  273. Faenella ................................ Page 13
  274. Chadatru ................................ Page 14
  275. Urrem'tier .............................. Page 15
  276. Chapter 2: THE WORLD DRAGON ............... Pages 16 and 17
  277. Chapter 3: THE FAE AND HERALDS ............ Page 18
  278. Chapter 4: THE ALL GODS ................... Page 20
  279. Chapter 5: THE HUNTRESS AND OTHER AVATARS . Page 20
  280.  
  281. You turn to page 1 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  282. You continue to instruct your student on Mechanical Lore.
  283. Learned: Scholarship, Mechanical Lore
  284.  
  285. read my spellbook
  286. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  287.  
  288. ========
  289. THE GODS
  290. ========
  291.  
  292. The Thirteen Immortals are a fickle bunch and as unpredictable and mercurial
  293. as the lands and the form of Elanthia itself. Each Immortal has several
  294. aspects and forms, some benevolent, some wrathful, mischievous or disruptive,
  295. but in all their positive traits predominate.
  296.  
  297. Some believers consider the positive and negative aspects of the gods and
  298. goddesses to belong to them, that they are just different names for referring
  299. to certain "moods" of the same deities. Others contend that these are indeed
  300. separate, minor deities, who serve the Immortals and do that portion of their
  301. bidding that serves mortals in manner fair or foul. Be that as it may, there
  302. is no doubt that across Elanthia, shrines to the major manifestations of the
  303. Thirteen Immortals exist, as well as shrines to their aspects or demiurges.
  304. The aspects can be either male, female or animal, regardless of the form of
  305. the master Immortal. The Immortals that are either male or female, and the
  306. demiurges, possess certain auspicious or foreboding animals associated with
  307. them, as emblems or totems. The races of Elanthia, as prone as they are to
  308. foreshadows and prognostication, and augurs, observe these correspondences
  309. with great attention.
  310.  
  311. Page: 1
  312.  
  313. You turn to page 2 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  314. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  315.  
  316. When mortals or semi-mortals offend a particular god, they are sure to incur
  317. the ire of the negative aspect. Attempts to please the gods may bring out the
  318. positive aspects, but there is no guarantee. Each Immortal is lord over
  319. particular spiritual, natural, magical and astrological domains, for example
  320. each Lord has his/her own corresponding planet.
  321.  
  322. The Thirteen Immortals
  323.  
  324. Name Positive Aspect Negative Aspect
  325.  
  326. Kertigen (M) Divyaush (M) Zachriedek (M)
  327. Hodierna (F) Berengaria (F) Asketi (F)
  328. Meraud (M) Firulf (M) Kerenhappuch (F)
  329. Damaris (M) Phelim (M) Dergati (F)
  330. Everild (M) Kuniyo (M) Trothfang (M)
  331. Truffenyi (M) Alamhif (M) Huldah (M)
  332. Hav'roth (M) Peri'el (F) Ushnish (M)
  333. Eluned (F) Lemicus (F) Drogor (M)
  334. Glythtide (M) Saemaus (M) Be'ort (M)
  335. Tamsine (F) Albreda (F) Harawep (F)
  336. Faenella (F) Murrula (F) Idon (M)
  337. Chadatru (M) Rutilor (M) Botolf (M)
  338. Urrem'tier (A) Eylhaar (A) Aldauth (M/F/A)
  339.  
  340. Page: 2
  341.  
  342. You turn to page 3 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  343. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  344.  
  345. =Kertigen=
  346.  
  347. Kertigen - Patron of craft, metal work, precious gems, bestower of wealth
  348. and prosperity venerated by traders, money changers, petty bourgeois and
  349. tradesmen such as jewelers and blacksmiths his favor is invoked in protecting
  350. possessions against theft, weapons and armor against damage, etc. Kertigen's
  351. favorite workers are the leprechauns, who guard his treasures with jealous
  352. zeal. The chief deity of Dwarves, his emblem is the raven.
  353.  
  354. Divyaush - Kertigen's positive side, Divyaush is a merry bearded man with
  355. twinkling blue eyes. He grants enormous good favor, money, and gifts, and
  356. will sometimes send out his personal assistants -- the welkin -- to help out
  357. needy craftsmen. He is beloved by children, who often leave him offerings of
  358. sweets and cream at a special Midwinter festival. Divyaush is paternal and
  359. kind, and will help to guide a crafter who has erred by pointing out -- but
  360. not fixing -- his mistakes. His emblem is a welkin.
  361.  
  362. Zachriedek - Kertigen's negative side, Zachriedek, is nasty and cruel. He
  363. is the weakness in the wagon's axle that causes it to snap in the rain, the
  364. crack in the sword that breaks in the heat of battle, the poor conditions that
  365. cause a merchant's stock to sour. If he is feeling particularly nasty, he
  366. will send out his favored pets, the gremlins, to plague a craftsman. His
  367. emblem is the raccoon.
  368.  
  369. Page: 3
  370.  
  371. You turn to page 4 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  372. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  373.  
  374. =Hodierna=
  375.  
  376. Hodierna - goddess of life, morning, and light, as well as springtime,
  377. harvest and crops. Farmers, herbalists, healers, and empaths all venerate
  378. her. She is the granter of life and favor, and ultimately must be pleased for
  379. resurrections and healing. Her emblem is the unicorn.
  380.  
  381. Berengaria - the motherly goddess Berengaria is often envisioned by artists
  382. as a plump and cheerful woman holding a sheath of grain in the crook of her
  383. right arm. She is wise and kind, a good match for Divyaush. Berengaria is
  384. the finder of lost children and the bringer of dawn the first light that
  385. shatters the darkness. Where she treads, the earth is renewed. Beneficial
  386. and kind, her emblem is the cow.
  387.  
  388. Asketi - the "hag" stealer of children, wild mistress of barren fields and
  389. the midnight hunt. Asketi is the master of the North Wind, and delights in
  390. causing pain and terror in the lands. On the darkest night of the year it is
  391. said she rides on the backs of hideous black unicorns and carves a bloody path
  392. through the city that has failed to venerate her the most. The stealer of
  393. life, she carries a rough burlap sack at her hip in which she carries the
  394. souls of those she has killed. Her emblem is the adder.
  395.  
  396. Page: 4
  397.  
  398.  
  399. You turn to page 5 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  400. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  401.  
  402. =Meraud=
  403.  
  404. Meraud - god of magic and foresight, the dark side of the arcane arts.
  405. Meraud rarely shows his face, hiding himself within the folds of a midnight
  406. black cloak and appearing as a dark stranger to those he visits. Meraud does
  407. not believe anything should stand in the way of the quest for knowledge, and
  408. can be quite ruthless in his pursuit of it. However, he is not without honor,
  409. and has turned aside in his quest for knowledge if he has made a promise that
  410. interferes in that quest. This does not, however, mean he will not find a way
  411. around the obstacle -- in fact, he often will. Elotheans admire Meraud for
  412. his aloofness, and also because he is the creator of written language. His
  413. emblem is a jet-black wolf.
  414.  
  415. Firulf - the god of elemental magic is kinder than Meraud, but still stern.
  416. The extremes he will go to are fewer, but his craftiness is still well known.
  417. His foresight is unerring, which is why many Elothean Moon Mages revere him.
  418. He carries a black staff marbled in silver that shoots forth powerful shards
  419. of lightning upon command. If a mortal should touch the staff without
  420. Firulf's permission, it is said he or she would turn to ash instantly.
  421. However, Firulf has been known to hand out the staff upon occasion to a
  422. favored worshiper to aid them in a quest for knowledge that he finds
  423. particularly intriguing. His emblem is a grey horned owl.
  424.  
  425. Kerenhappuch - the mad mage is without scruples, and not above blackmail,
  426. extortion, or murder -- not to mention her own attractive feminine wiles -- to
  427. get the information she wants. From time to time her ruthlessness has been so
  428. severe that she has killed others under the notion that if SHE cannot have the
  429. knowledge, NO ONE will. Kerenhappuch is also a seductress and a schemer,
  430. twisting men to her desires as if they were wrapped about her finger, and
  431. turning women against each other. She has a skirt of fabulous colors crafted
  432. for her by Kertigen (who she tricked into making it for her by pretending she
  433. was Hodierna and telling Kertigen she needed it to entertain some Dwarves)
  434. that will cause any many who looks upon her while she wears it dancing to fall
  435. in love with her, and cause any male Dwarf to immediately swear fealty to her.
  436. Unfortunately (for Kerenhappuch), Kertigen, when he learned it was not
  437. Hodierna who had requested the item, also put a curse upon the skirt that
  438. causes any WOMAN who sees her wearing it to become insanely jealous of the
  439. beautiful goddess. A red-lipped and blonde-haired beauty, her emblem is the
  440. shrew.
  441.  
  442. Page: 5
  443.  
  444. You turn to page 6 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  445. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  446.  
  447. =Damaris=
  448.  
  449. Damaris - the intriguing god of night and dreams, he is also the patron of
  450. thieves, cutthroats, assassins and spies. Damaris is the assassin of the
  451. gods, sometimes even killing someone without being paid, simply because he
  452. felt that their presence was no longer "necessary". Rarely seen except as a
  453. voice in the shadows, Damaris is envisioned as having black hair that is
  454. strewn with silver and large black eyes without pupils or whites and ebon
  455. skin, but can actually (as can all the gods) appear in any form he chooses
  456. because of his chosen profession, however, he is more proficient at it than
  457. the other gods. Oddly, Damaris has a soft spot for small children, the only
  458. people exempt from his blade, and parents will call upon him as a last resort
  459. if all other gods have deserted them to protect their child. He will lull
  460. them to sleep with a kiss they never remember, and then go back about his
  461. business. His emblem is the panther.
  462.  
  463. Phelim - the god of sweet dreams, Moon Mages worship Phelim and often beg
  464. favors of him. Phelim strew the stars in the sky by gathering some of
  465. Tamsine's tears and setting them against the velvet black of the heavens, then
  466. bid Kertigen hammer for him four moons, which he then nestled along with the
  467. stars in the heavens, and set to turning. When the fourth moon hatched the
  468. World Dragon, it was Phelim who ambushed the creature and -- while he did not
  469. destroy it -- set it to sleeping deep within the heart of Elanthia. Phelim is
  470. the god of rightful vengeance those who seek retribution for a worthy reason
  471. may receive assistance from him. Phelim is also the god of honorable thieves
  472. and assassins if such a thing exists. He upholds his word above all other
  473. things a promise from Phelim is a promise unbroken. His symbol is the
  474. nightingale.
  475.  
  476. Dergati - Unlike her sister, Kerenhappuch (who Dergati does not resemble but
  477. does help frequently), the goddess of nightmares is virtually unseen, but is
  478. assumed to be a black-haired and exotic beauty whose only flaw is a third eye
  479. in the center of her forehead. She never walks during the day, and it is
  480. rumored that if anyone created the creatures known as vampires and werewolves,
  481. it was her. She hates the sun, and often is involved in plotting ways to
  482. destroy it some believe she had a hand in the creation of the World Dragon.
  483. Her vengeance is savage, and terrible to behold. The unraveler of souls, she
  484. kills with slow efficiency, sometimes entire villages. Death by her hand
  485. means no resurrection, as many a fool hero who has spoken her name in vain has
  486. learned. Since it is impossible to know when she is watching, many fear
  487. speaking of her, even at high noon. She is the "all-seeing" her dark eyes
  488. miss nothing. Dergati will do anything for Kerenhappuch, who she considers
  489. her equal mentally, and who she admires greatly for her schemes and motives.
  490. Dergati is impatient with incompetence, and will, without warning, kill
  491. someone who acts foolishly in front of her. Her symbol is the shrike.
  492.  
  493. Page: 6
  494.  
  495. You turn to page 7 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  496. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  497.  
  498. =Everild=
  499.  
  500. Everild - the wild lord of warriors, amazons, barbarians, berserkers and
  501. those who die in battle, he is attended by several equally wild youths and
  502. maidens who are the cream of the fighting crop. From time to time, he sends
  503. them down to Elanthia to aid in battle a warrior or army that he favors. If a
  504. warrior has served him exceptionally well, he will request them to join him as
  505. one of his attendants. If he sees a warrior given an improper burial, he will
  506. send one of his attendants down to see that the subject of Everild's
  507. attentions is given proper homage. Emblem is the wild boar.
  508.  
  509. Kuniyo - gentler than Everild, Kuniyo still retains a deep wildness within
  510. him, and does not like to wander far from the sound of battle. However, he
  511. also enjoys the wilderness, and is therefore a favorite of rangers especially
  512. the rangers who use their sword on a frequent basis. Kuniyo is served by
  513. several noble youths and maidens who he may send out to help train a promising
  514. young warrior. Kuniyo is stubborn and vicious in battle. Emblem is the
  515. wolverine.
  516.  
  517. Trothfang - Wild and untamed, Trothfang's bloody wars have killed thousands.
  518. He delights in torture and slow, messy deaths (his favorite weapon is the
  519. barb-tipped spear), and thrives on drinking the fresh blood of those who have
  520. fallen. If he truly hates someone, he will devour their flesh in front of
  521. them as they die, and then rip their heart out and eat it with much relish. A
  522. god of cannibalism, his servants are an entourage of the world's foulest and
  523. most savage killers, and those who dare challenge Trothfang are often faced
  524. with slow dismemberment and left to bleed to death. Trothfang's parties are
  525. often quite chaotic, involving much wine and debauchery and still more
  526. destruction the results of his parties usually involve several dead.
  527. Trothfang has no honor in combat for him, anything goes (this is why many
  528. suspect he is the inventor of the technique of two-handed beer mug brawling).
  529. He also is the god of primitive life and despises civilization he loves to
  530. see cities fall, and will dance over the bones of a ruined city with much
  531. glee. Centaurs worship Trothfang, delighting in his cruelty and taking on the
  532. effects of an untamed life. Emblem is the wild centaur.
  533.  
  534. Page: 7
  535.  
  536. You turn to page 8 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  537. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  538.  
  539. =Truffenyi=
  540.  
  541. Truffenyi - god of mortal man, god of mercy and forgiveness, his blessings
  542. are invaluable in resurrections and in the granting of health, stamina,
  543. strength and magical power, he is like an indulgent father to the inhabitants
  544. of Elanthia. He can be stern as well, and thus is also a difficult master to
  545. serve. Chief deity of humans and Halflings his emblem is the ox.
  546.  
  547. Alamhif - the kind father, Alamhif is sometimes mistaken for Divyaush, but
  548. the two are not the same. Alamhif is more the stern guidance that is the role
  549. of fatherhood, while Divyaush is the indulgent grandfather. Alamhif loves
  550. children and will take pains to pay them especial care if he perceives they
  551. are in danger or being misled/mistreated. It is him -- along with Berengaria
  552. -- who created the bridge between death and life that allows mortals to reach
  553. through Urrem'tier's barrier to bring those who have fallen back to life. His
  554. symbol is the magpie.
  555.  
  556. Huldah - trickster, imp, bedeviler, fouler up of best laid plans, Huldah's
  557. schemes can often appear very appealing at first, but quickly sour. Reasoning
  558. with him is dangerous, and few have ever gotten out of a deal with him ahead.
  559. He despises mortals, and delights in seeing that which is pure become
  560. despoiled, especially by some act of his. Huldah can also cause terrible
  561. storms that resembles lightning storms, but are composed of magic instead of
  562. electricity. His emblem is the weasel.
  563.  
  564. Page: 8
  565.  
  566. You turn to page 9 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  567. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  568.  
  569. =Hav'roth=
  570.  
  571. Hav'roth - god of the spirits of rock and stone, and of the earth -- deserts
  572. are his domain. Hav'roth is the creator of precious metals and gems. Chief
  573. deity of the S'Kra Mur, animal is the cobra.
  574.  
  575. Peri'el - goddess of the inner earth, it is Peri'el who watches over the
  576. World Dragon to make sure it does not rise up and destroy Elanthia. For this
  577. reason, Peri'el is often not seen as she spends much of her time lulling the
  578. Dragon to sleep with her sibilant singing -- a sound that can be heard by
  579. listening to sea shells or visiting the ocean. Peri'el also stills
  580. earthquakes and stops the flow of lava. Animal is the king snake.
  581.  
  582. Ushnish - the "serpent of discord", Ushnish brings disease, old age, ice
  583. ages, floods, and famines. Ushnish's anger is what causes lava to flow and
  584. the fires of the World Dragon to explode up and out. His tantrums are well
  585. known for causing earthquakes. His animal is the viper.
  586.  
  587. Page: 9
  588.  
  589. You turn to page 10 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  590.  
  591. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  592.  
  593. =Eluned=
  594.  
  595. Eluned - goddess of the seas and water, master of arcane and ancient wisdom,
  596. patron of learning and knowledge chief deity of the Elotheans. She, along
  597. with her sister Peri'el, keeps the oceans moving and singing. Eluned is the
  598. creator of speech, as Meraud is the creator of written language (the Elothean
  599. language is his greatest achievement). Eluned and Meraud sometimes coexist,
  600. but mostly do not see eye-to-eye enough in their motives to do so. It is
  601. Eluned's infinite wisdom that guides sailors at night. Her emblem is the
  602. dolphin.
  603.  
  604. Lemicus - goddess of the inner (fresh) waters, Lemicus is also the protector
  605. of lost sailors and the creator of the lodestone. Lemicus is patron of
  606. libraries and the life of the ocean. She is an excellent dancer, and her
  607. laughter is what causes the winds to turn favorable for sea-bound merchants.
  608. Lemicus is often attended by several merfolk -- half fish, half human -- who
  609. spend hours combing her long hair and creating sea foam. She is the patron of
  610. dancers, librarians, Elves, and the wives of sailors. Her symbol is the
  611. albatross.
  612.  
  613. Drogor - god of the angry oceans, creator of hurricanes and tsunamis.
  614. Drogor's anger is readily apparent as the sky turns grey and the children of
  615. the ocean scatter, and he often takes it out on hapless mortals who dare to
  616. set foot on his water. Drogor is the drowner of children and the destroyer of
  617. knowledge if he feels a librarian has slighted him, he will ruin his or her
  618. books by seeing they are soaked with water or -- if a large body of water is
  619. nearby -- set a tidal wave upon the establishment to destroy it. His symbol
  620. is the shark.
  621.  
  622. Page: 10
  623.  
  624. You turn to page 11 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  625. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  626.  
  627. =Glythtide=
  628.  
  629. Glythtide - god of joy, mirth and merriment, of wine and song and good
  630. fellowship a very happy figure, he is the patron of bards, poets,
  631. troubadours, and musicians -- as well as of loafers, gourmands and drunks.
  632. Glythtide's mere presence is abhorrent to some of the darker gods due to his
  633. unstoppable happiness. It is said amongst the Halflings that the one time he
  634. frowned and cried, night was created. Arthe Dale is favored by Glythtide, and
  635. he has been suspected of making a few visits upon occasions (usually denoted
  636. by the sudden lack of liquor and tarts within the town). Chief deity of the
  637. Halflings his emblem is the ram.
  638.  
  639. Saemaus - the gentle god of Love is also the god of festivities and a toast
  640. is always made in his name at most wedding ceremonies or festivals if one
  641. wishes to ensure a marriage filled with love or a grand party. A god of
  642. happiness, Saemaus' anger is hard to come by, but terrible to behold.
  643. He has been known to curse his enemies with a malaise of love-sickness --
  644. usually by making them fall in love with another enemy of his (or theirs).
  645. The patron of lovers, pregnant mothers (and expecting fathers), maids of
  646. honor as well as their male counterparts, Saemaus is also known for his
  647. tendency toward being tipsy as well as an unmatchable chef Saemaus is the
  648. inventor of the tart. His emblem is the donkey.
  649.  
  650. Be'ort - the god of bitter partings, love lost, opportunities wasted, and
  651. insanity, Be'ort is the rain on a wedding day, the wine that turns to vinegar
  652. before a party. Be'ort is a great, sulking figure who despises revelry and
  653. wallows in melancholy. Wars of attrition (such as the Elven-Human war) are
  654. his specialty. Be'ort always appears as a wild-eyed and mussed-hair man who
  655. is usually giggling a bit oddly. If Be'ort truly wishes to destroy someone,
  656. he will first make sure their relationship sours, then destroy their status in
  657. their profession, and then, when his miserable prey has sunk to their lowest,
  658. he makes sure their mind snaps. His emblem is the coyote.
  659.  
  660. Page: 11
  661.  
  662. You turn to page 12 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  663. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  664.  
  665. =Tamsine=
  666.  
  667. Tamsine - goddess of hearth, home, habitations, settlements, civilization.
  668. Patron of the hearth, and of the town of Fostra's Haven. Before construction
  669. on temples, public buildings and houses is begun, her blessings and favor must
  670. be sought. Tamsine is also the goddess of beneficial fire and blessings. If
  671. a priest would have blessings, he or she must first learn from the shrine of
  672. Tamsine first. Tamsine is also a domestic she is a great weaver, cooker,
  673. dyer, brewer, and any number of things that can be done in or around the home.
  674. Her emblem is a great tabby cat.
  675.  
  676. Albreda - bringer of peace, cementer of alliances and marriages, patroness
  677. of orphans and fosterlings Albreda is a kind and beneficial goddess who
  678. despises war and bloodshed. A few warriors (paladins usually) have, however,
  679. worshiped her, and she does not disdain this worship. It is said that
  680. Albreda's blessing is what brought the lasting peace of the Seven Pointed Star
  681. Empire, and that she wept so deeply during the Elven-Human war it created an
  682. entire new ocean in far off lands. Albreda is motherly, a companion to
  683. Alamhif. She succors and protects mothers who have trouble in childbirth, or
  684. fathers who have been widowed because their wife has died in childbirth.
  685. Healers often find her the easiest to worship. Her animal is the dove.
  686.  
  687. Harawep - disrupter of peace, treaties among races and nations, destroyer of
  688. families, augur of disloyalty, turner of children against parents, clan
  689. against clan. Harawep is a vicious warrior who fights with twin swords.
  690. Hideously ugly, Harawep resembles a hag who moves quicker than the eye can
  691. follow, which is perhaps why she is also the goddess of lightning, and
  692. lightning strikes that start up unstoppable forest fires. Harawep is also a
  693. weaver, and her plots and schemes are sometimes as intricate as the webs her
  694. favorite creatures (the spider) spins. Harawep is the widowmaker, and the
  695. patron of murderers and some assassins. Her emblem is the black widow spider.
  696.  
  697. Page: 12
  698.  
  699. You turn to page 13 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  700. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  701.  
  702. =Faenella=
  703.  
  704. Faenella - "the fair bard", Faenella is a performer extraordinaire and a
  705. muse of poetry and wanderlust, she is also an inventor of creatures. Faenella
  706. is the creator of the Faerie, who are considered her "progeny". Dryads,
  707. sprites, nyads, and angels (who are not Faerie but are of her domain) are all
  708. her "children". She is the patron of bards and youths who runaway from home
  709. to seek adventure, as well as adventurers themselves. Her gift to mortals was
  710. inspiration, and she created the harp and stringed instruments. Caravans are
  711. often under her protection. Despite the fact that her emblem is the wren, she
  712. loves felines (as well as birds), and keeps one close at hand as she plays her
  713. music. She is, like her other aspects, highly visible and often portrayed
  714. with glowing brown hair and bright green eyes, slender and Elven. Faenella
  715. despises undead, and will destroy them as often as possible. Her emblem is
  716. the wren.
  717.  
  718. Murrula - the goddess of beauty and gifted youngsters, Murrula sings mostly
  719. a capella and is virtually indestructable -- her creation is the phoenix.
  720. Murrula cannot stand bad singing, and will silence those who sing badly or
  721. else gift them with a beautiful voice. Murrula also seeks out young bards and
  722. will train them incognito (or one of her servants will) and make sure their
  723. wandering feet do not stray them into trouble. She is the protector of
  724. travelers and her kiss remedies hangovers, she is the creator of the flute and
  725. woodwinds. She is often pictured as a beautiful, slender young woman who
  726. appears Elven, with flowing fiery red hair and bright amber eyes. Her emblem
  727. is a phoenix.
  728.  
  729. Idon - the "reaver" is a god of roving bands of thieves as well as rakish
  730. rogues who love and leave women, and mothers who abandon their children to
  731. continue their life "unburdened". Idon is obsessed with his own good looks
  732. if he sees a man or woman who he feels "outshines" him, he may turn them into
  733. a pig. While Idon is very vain, he is also charismatic. Idon is extremely
  734. lusty, and once when a member of a clan exclaimed, "By Idon!" and a visitor
  735. asked, "Why do you say that?", the clan member responded, "Because half of
  736. us are!" Idon is the god of lust and wild music usually unfavored by others
  737. -- his creation is the drum and other percussion. Idon's music is often too
  738. outrageous to listen to, but no one will ever say so to his face without
  739. risking his wrath, which can be dangerous. Idon appears as a black-haired and
  740. blue-eyed youth who is lean and well-muscled. While not a good fighter, Idon
  741. is an excellent backstabber, and he is second only to Damaris in planning a
  742. good ambush. His emblem is the heron.
  743.  
  744. Page: 13
  745.  
  746. You turn to page 14 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  747. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  748.  
  749. =Chadatru=
  750.  
  751. Chadatru - next to Urrem'tier, Chadatru is the most faceless of the gods.
  752. Lord of justice, he is the fairest of all the gods, holding a sword in his
  753. right hand and an olive laurel in his left. Chadatru is blind, but he fights
  754. as if he were gifted with sight. Fierce in a battle, Chadatru is the great
  755. arbitrator. He is the patron of kings, rulers, and judges. His word is his
  756. bond, and he tells the truth always. His emblem is the lion.
  757.  
  758. Rutilor - Rutilor is kind in his job as the defender of the gods. He judges
  759. with kindness and even-handedness, and is ferocious in what he defends. A
  760. patron of paladins, Rutilor will stalwartly defend anyone who he feels is
  761. getting a raw deal. A god of truth, he cannot lie. He is a collector of
  762. swords, especially extraordinary ones, and has enchanted a few in his time.
  763. He has a small kennel of hounds that he unleashes when someone has escaped his
  764. judgment they cannot stop once they are on a trail, and they never lose their
  765. prey. Without fear, Rutilor is much the same way, and -- though short by
  766. comparison to other gods (it is the form he chose) -- has taken on opponents
  767. twice his size. His emblem is the mongoose.
  768.  
  769. Botolf - the god of dishonesty and deceit, Botolf is the symbol of
  770. corruptness and bribery. His actions have caused murderers to go free and
  771. thieves to get off with damages paid by the person who prosecuted them.
  772. Botolf loves to visit Dirge (his favorite city), and is the patron of Knife
  773. Clan and thieves guilds. Botolf is also the god of fallen paladins, and often
  774. appears in tarnished armor in need of a polish. His emblem is the goshawk.
  775.  
  776. Page: 14
  777.  
  778. You turn to page 15 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  779. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  780.  
  781. =Urrem'tier=
  782.  
  783. Urrem'tier - not really so much a god, or Immortal, or even demon,
  784. Urrem'tier is Death Incarnate, the last of the Immortals to be infused with a
  785. part of the One Creator, and therefore endowed with the smallest portion of
  786. Substance and the largest proportion of the Void within. It is to
  787. Urrem'tier's embrace we go when we die, and his fetid grasp would hold us for
  788. an eternity were it not for the efforts of the other Immortals on our
  789. behalf. Thus when we return from the caress of Urrem'tier, we must be
  790. ritually cleansed from his foul stench before we can rejoin the living.
  791. Although he has positive and negative aspects about the best you can say of
  792. his positive one is that it will be more polite than the negative one to you,
  793. while attempting just the same to drag your spirit to the very depths of the
  794. cruel, senseless terrible void he presides over, constantly seeking to fill
  795. with the souls of the dead. While never really characterized as man, female
  796. or animal, death can take many forms. His emblem is the scorpion.
  797.  
  798. Eylhaar - referred to as "she" since that is the form she usually takes a
  799. somber, slender female with pearl-white skin and black hair. Eylhaar is the
  800. beckoner, the promise of peace from a world of pain. Eylhaar's deaths are
  801. always the softest, and her allure is almost insurmountable. She is very
  802. patient, and will never try to cheat a death. Still, her emblem is the
  803. jackal.
  804.  
  805. Aldauth - the faceless god of agony, torturers fear and worship Aldauth.
  806. Aldauth's deaths are always painful, perhaps the worst of all, and his victims
  807. kick and scream their way to his void. Aldauth will taunt and trick people
  808. out of their lives, and he delights in seeing people die foolishly. He is a
  809. scavenger, often ghosting about the battlefield at the end of long campaigns
  810. to wring the last ounce of pain from the dying. Emblem is the vulture.
  811.  
  812. Page: 15
  813.  
  814. You turn to page 16 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  815.  
  816. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  817.  
  818. ================
  819. The World Dragon
  820. ================
  821.  
  822. The World Dragon was born from the fourth moon when it hatched. No one is
  823. quite sure how it came to be, but many are certain that one of the gods' dark
  824. aspects got loose and planted the creature to bring about the end of Elanthia
  825. (some suspect it was Huldah, who -- unlike Truffenyi -- despises mankind and
  826. Elanthia).
  827.  
  828. The World Dragon is terrible and yet beautiful to behold. Its scales
  829. glitter like black metal, and its claws are thick and razor sharp. It is all
  830. but indestructible, its maw as wide as some mountain ranges and its tail
  831. stretching from horizon to horizon. Its eyes were a glowing pool of red, its
  832. pupils slit horizontal, and its wings were leathery and long, blotting out the
  833. sun at times.
  834.  
  835. When the World Dragon hatched, shards of its egg hit Elanthia and caused
  836. massive changes. Some civilizations died, cities were crushed, when one hit
  837. an ocean it caused a massive tidal wave that drowned the entire western side
  838. of the continent upon which The Crossing resides and killed many of its
  839. inhabitants. Since the waters there have now receded, much of that area as
  840. yet still remains wild and untamed, although the ruins of that shattered land
  841. are rumored to still exist.
  842.  
  843. The Dragon's first attack was upon Elanthia itself, which it was drawn to
  844. because of its inner fire. The creature landed upon Truffenyi's domain and
  845. began to drink the fire from its depths. In terror -- for Truffenyi was
  846. certain that his world would die if the World Dragon continued -- the god of
  847. Elanthia called upon the others to aid him. He was ignored mostly, until he
  848. pointed out that if the Dragon drained his world, it would move onto the next
  849. closest source of fire -- the sun.
  850.  
  851. A great battle ensued between the Immortals and the World Dragon as it, in
  852. turn, spat its own fires across the world, scorching some of the lands. One
  853. of the moons set on fire as it blew its flames across the sky. Eluned
  854. quenched it with her waters, but the moon would be black forever after.
  855.  
  856. Page: 16
  857.  
  858. You turn to page 17 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  859. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  860.  
  861. As the great war continued, the Immortals despaired, for the Dragon seemed
  862. unbeatable. Truffenyi rallied all the Immortals for a final, great battle
  863. against the World Dragon. The battle was so awful, that the sun hid itself
  864. for seven days behind a veil of clouds, and mountains trembled before the
  865. wrath of the Immortals.
  866.  
  867. When the battle ended, the World Dragon was weakened, but not dead. It was
  868. then that Phelim decided that it could not be destroyed, and so waited until
  869. it had slunk away and ambushed it, casting his sands of sleep in its face.
  870. The Dragon, feeble from the struggle, succumbed to the sleep and fell into a
  871. slumber as deep as Urrem'tier's void.
  872.  
  873. Truffenyi, now free to think of something else, realized that his world was
  874. dying because the World Dragon had all but drained it of its marrow. It was
  875. Peri'el who stepped forward and, in her soft and sibilant voice, put forth the
  876. idea of housing the Dragon in the place it had desired the most -- the inner
  877. earth of Elanthia. Many of the Immortals thought this idea was disastrous,
  878. but then Peri'el -- who was one of the greatest of the Immortal warriors --
  879. pointed out that the Dragon's very skin was certainly hot enough to heat all
  880. of Elanthia, and, so long as she watched it and sang to it, it would remain
  881. sleeping.
  882.  
  883. Peri'el had been crippled during the combat with the Dragon. Her right leg
  884. was lame and her left eye had been torn out as the Dragon was undefeatable,
  885. so were the wounds it had dealt unhealable. Peri'el had been wounded the most
  886. and was nearly useless now as a warrior, but her voice was still clear and
  887. beautiful -- and very lulling, even for vain Idon. With the Dragon and a full
  888. sack of Phelim's sands on her hip, she descended into Elanthia's inner earth,
  889. where she remains with the Dragon in its lair, playing her gold-stringed harp
  890. and singing in her soft, reptilian voice that the Dragon -- reptilian itself
  891. -- apparently finds very lulling.
  892.  
  893. It was during this war that the Immortals learned how much they needed
  894. Elanthia. While all the gods have their own worlds, only Elanthia is
  895. inhabited with the creatures they find the most amusing and inspiring:
  896. mortals.
  897.  
  898. Page: 17
  899.  
  900. You turn to page 18 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  901. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  902.  
  903. ===================
  904. The Fae and Heralds
  905. ===================
  906.  
  907. After the primary races had been created Faenella, who had been interested
  908. but not captivated in the process of the creation, turned her eyes back to the
  909. species she had been the most fascinated with: Elves.
  910.  
  911. From the base of the Elven kind, Faenella developed another, more wild
  912. species for Elanthia the Fae.
  913.  
  914. The Fae -- created by Faenella -- are beautiful (but mischievous) tiny folk
  915. who inhabit some parts of Elanthia. Similar to Elves in shape and figure, the
  916. Fae rarely exceed one foot. They come in a variety of shapes and colors,
  917. listed below.
  918.  
  919. Types of Fae:
  920.  
  921. o Sprites - the tiniest (three to five inches) of the Fae, Sprites have
  922. long wings of several vivid jewel colors and come in a variety of shapes
  923. (fat, thin, slender, scrawny, muscular). All possess magic, and are
  924. excellent crafters of wine and candy. Sprites love milk, bread and sugar.
  925. They hate salt and garlic, and often run away at the sight of it.
  926. A few rare Sprites exceed the normal height and reach upwards to the size
  927. of Halflings. These are usually "outcasts" from the Fae community, and tend
  928. to be bent on destruction.
  929.  
  930. o Welkin - about two feet high, the welkin are, from one source, covered
  931. in brown fur and have bright brown eyes, or, from another source, dressed in
  932. dapper suits and carry polished walnut canes, or, from still another source,
  933. are just foot-tall Sprites. Due to their clandestine and nocturnal habits,
  934. no one has really ever seen a welkin, and those who have have never seen
  935. one again. Welkin -- whatever they look like -- are very helpful
  936. creatures who like to aid those who are in need. They, too, love bread and
  937. milk.
  938.  
  939. o Alfar - Fair and pale, almost angelic, the alfar are tall and willowy
  940. creatures that greatly resemble nyads and dryads. The alfar are as
  941. mischievous as the rest of their ilk, and alternately aid and hurt
  942. mortals, as pleases their current mood. A few alfar are servants
  943. to the gods, although these are few and far between from the others
  944. of their crafty race.
  945.  
  946. Page: 18
  947.  
  948. You turn to page 19 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  949. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  950.  
  951. o Nyads and Dryads - Dryads are spirits of the trees, while nyads
  952. are the spirits of the water. Depending on how well the tree or
  953. stream they dwell in currently depends on what they look like. If their
  954. tree is a healthy aspen, the dryad's skin will be a pale silvery color
  955. and her hair and eyes light green. If his stream has been polluted,
  956. the nyad will be a weeping, wrecked construction and most probably
  957. in a foul mood. Untrue to common belief, nyads and dryads can be of
  958. either gender.
  959.  
  960. o Will o' Wisps - Small balls of glowing light that float on air, the
  961. will o' wisps are mysterious creatures that do not seem to have a
  962. language or need for food -- as far as anyone knows, their only
  963. purpose is to multiply by dividing into new versions of themselves.
  964.  
  965. o Gremlins, Changelings, Faenrae Reavers, and Banesidhes - These black-
  966. hearted creatures -- with the exception of the Faenrae Reavers -- are the
  967. offspring of Idon's work, and are frequently involved in evil schemes.
  968. While all the Fae are mischievous, they can also do good -- not true
  969. with these creatures. Their presence can only mean ill. Created by
  970. Huldah, the Faenrae Reavers do fall under the classification of Fae
  971. due to their ethereal and other-worldly nature.
  972.  
  973. Heralds -- Strange, unearthly creatures, even the gods bow down
  974. when a Herald commands. Varying from indescribably beautiful to
  975. hideously dreadful in visage, the Heralds most commonly appear
  976. as a tall (seven to eight foot) humanoid who falls somewhere
  977. between Elf and Human in appearance. Wielding great swords and
  978. awesome power, their main purpose is to curtail the use of magic.
  979. No one is quite sure why they do this, although many scholars
  980. have theorized that it is because of magic's unstable tendencies,
  981. and the chance that too much spellcraft in one place could dangerously
  982. drain that area of life and power, leaving it blasted and ruined.
  983. Or perhaps too much magical use by a mortal would alter them or
  984. harm them in ways mortalken cannot even begin to imagine....
  985.  
  986. Many believe that the Heralds fled from a world where magic had
  987. become used too much, destroying the dimension the Heralds dwelled on.
  988. Others think that the Heralds are the creator of the gods themselves,
  989. and still more think the gods created the Heralds to keep themselves
  990. in check.
  991.  
  992. Page: 19
  993.  
  994. You turn to page 20 in the chapter entitled "The Book of Immortals" within your steel spellbook.
  995. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  996.  
  997. ============
  998. The All Gods
  999. ============
  1000.  
  1001. It is believed by some priests that all the gods are but one face
  1002. of a greater god. This greater god is worshiped by some priests
  1003. who feel choosing sides is unwise or who feel that worship of one
  1004. god is better for their personal faith. A few religions have
  1005. risen up around the belief in the One God, and it is very popular
  1006. in some regions of Elanthia.
  1007.  
  1008. ==============================
  1009. The Huntress and Other Avatars
  1010. ==============================
  1011.  
  1012. The tale of the Huntress is an old one of love, murder, and
  1013. betrayal. It is often recounted before firesides, in one,
  1014. two, or three parts. The Huntress is worshiped by a few
  1015. adventurers for her unswervable dedication in the gods, her
  1016. personal ascension to godhood, and her passion for vengeance.
  1017.  
  1018. END OF CHAPTER Page: 20
  1019.  
  1020. There are only 20 pages in this chapter.
  1021. You turn the pale ivory vellum pages to the chapter entitled "Healing Reagents" in your steel spellbook.
  1022. The graceful black calligraphy on the pale ivory vellum page of your spellbook reads:
  1023.  
  1024. HEALING REAGENTS
  1025.  
  1026. WOUNDS:
  1027.  
  1028. Herb: Area Affected:
  1029.  
  1030. Nemoih Root external head
  1031. Blocil Potion internal back
  1032. Eghmok Potion internal head
  1033. Georin Salve external neck
  1034. Riolur Leaf internal neck
  1035. Jadice Flower external limbs
  1036. Yelith Root internal limbs
  1037. Plovik Leaf external chest
  1038. Ithor Potion internal chest
  1039. Nilos Salve external abdomen
  1040. Muljin Sap internal abdomen
  1041. Hulnik Grass external back
  1042. Junliar Stem internal back
  1043. Sufil Sap external eye
  1044.  
  1045. SCARS:
  1046.  
  1047. Herb: Area Affected:
  1048.  
  1049. Qun Pollen external head and eye scars
  1050. Hulij Elixir internal head and eye scars
  1051. Genich Stem external body scar
  1052. Ojhenik Potion internal body scars
  1053. Jadice Pollen external limb scars
  1054. Nuloe Stem internal limb scars
  1055. Cebi Root external scars
  1056. Hisan Salve internal scars
  1057.  
  1058. original version by Baishir Almi
  1059. revised by Bashrah Almi, daughter of Baishir
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