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<Spells>
<top>Spells of the Elves of Evermeet</top>

<level>Level 2</level>

<Spell name="Seeking">
  <name>Seeking</name>
  <school>(Enchantment/Charm, Invocation/Evocation)</school>
  <range>Touch</range>
  <components>V,S</components>
  <duration>1 turn</duration>
  <castingtime>2</castingtime>
  <area>1 missile / 3 levels (5 maximum)</area>
  <save>None</save>
  <dline>The seeking spell takes the normal laws of momentum and gravity, and then twists them slightly in a way favorable to the caster.</dline>
  <dline>The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin.  One missile for each three levels of experience can be prepared with this dweomer, to a maximum of five missiles at 15th level.  The caster can use the enchanted missiles or give them to his companions.</dline>
  <dline>When shot or hurled, the missiles unerringly seek the target, hitting nothing else.  The target must be within the weapon's normal range when fired.  The missiles can follow the target around objects or corners if the target was visible when the missile was fired, but cannot pass through solid obstructions.  For example, if the target creature closes a door, the missile slams into the door with great force and cannot be removed until the spell wears off.</dline>
  <dline>The missile will follow the target beyond the weapon's normal range, as long as the opponent uses only ordinary methods of escape.  If some means of instantaneous transport is used (teleport, blink, etc.), the missile no longer homes in on its target.  It falls to the ground, useless.</dline>
  <source>Elves of Evermeet</source>
</Spell>

<Spell name="Speedmount">
  <name>Speedmount</name>
  <school>(Alteration)</school>
  <range>Touch</range>
  <components>V,S,M</components>
  <duration>1 turn / level</duration>
  <castingtime>4</castingtime>
  <area>1 mount</area>
  <save>None</save>
  <dline>Speedmount affects one horse or other land-based riding animal.  When this spell is cast, the creature's ground movement is doubled for a number of turns equal to the caster's level.</dline>
  <dline>The material component is a horseshoe.</dline>
  <source>Elves of Evermeet</source>
</Spell>

<level>Level 4</level>

<Spell name="Sunbolt">
  <name>Sunbolt</name>
  <school>(Invocation/Evocation)</school>
  <range>10 yards + 10 yards / level</range>
  <components>V,S,M</components>
  <duration>Instantaneous</duration>
  <castingtime>4</castingtime>
  <area>30-ft. radius</area>
  <save>Special</save>
  <dline>This spell creates a blinding discharge of sunlight energy, which strikes living targets for 1d4 points of damage per level. The target, and all who observe the sunbolt except the caster, must successfully save vs. spells or be blinded for 2d4 rounds.</dline>
  <dline>The sunbolt is most effective against undead targets. Damage against such creatures is doubled. They receive no saving throw, but must successfully save vs. death magic or be blinded for 2d4 turns. The blinding effect is only effective against self-willed undead such as liches, vampires, or mummies. It is not effective against mindless undead such as skeletons and zombies. Its material component is a small sunstone (worth at least 25 gp).</dline>
  <source>Elves of Evermeet, p. 64</source>
</Spell>

<Spell name="Fatigue">
  <name>Fatigue</name>
  <school>(Enchantment/Charm)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>Instantaneous</duration>
  <castingtime>5</castingtime>
  <area>60-foot cone, 30-foot diameter at base, 5-feet at caster's end</area>
  <save>Neg.</save>
  <dline>This spell causes all creatures within its cone to feel weary and tired.  For 1 round per level of the caster, those affected move at half rate, fight at -2  to hit and damage, and suffer -2 to their morale.  Elves and other creatures resistant to sleep are likewise resistant to this spell.</dline>
  <dline>The material component is a small stone.</dline>
  <source>Elves of Evermeet</source>
</Spell>

<level>Level 5</level>

<Spell name="Discord">
  <name>Discord</name>
  <school>(Enchantment/Charm)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>Maximum 1 round / level</duration>
  <castingtime>6</castingtime>
  <area>60' Radius</area>
  <save>Neg.</save>
  <dline>This spell affects only individuals who are hostile to the spellcaster. Any such creature in the spell's area of effect must successfully Save -vs- Spell or immediately attack its nearest friend or ally. The attacks continue for 1D4 rounds, after which the victims can attempt a Saving Throw each round to throw off the effect. Regardless of saving throws, the Discord ends after a number of rounds equal to the caster's level.</dline>
  <dline>The DM can further adjudicate this spell as desired: extremely strong ties of affection might allow a Saving Throw adjustment or result in a round of paralysis rather than attacks, while envy or rivalry might bloom into berserk rage.</dline>
  <dline>The material component of this spell is a miniature apple of hammered gold.</dline>
  <dline>Notes: Restricted to elves of chaotic alignment.</dline>
  <source>Elves of Evermeet</source>
</Spell>

<Spell name="Maximum Damage">
  <name>Maximum Damage</name>
  <school>(Enchantment/Charm)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>1 round</duration>
  <castingtime>3</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>This spell causes nonmagical weapons to inflict maximum damage for one round after it is cast.  The caster can enchant a number of weapons equal to his level.  Weapons so enchanted inflict maximum damage on their next round of use only.  Magical weapons are unaffected by this spell.</dline>
  <dline>The spell requires a silver rod worth at least 100 gp, which must be touched to the weapons in order for the spell to be effective.</dline>
  <source>Elves of Evermeet</source>
</Spell>

<level>Level 6</level>

<Spell name="Antimagic Aura">
  <name>Antimagic Aura</name>
  <school>(Abjuration)</school>
  <range>10 yards / level</range>
  <components>V,S</components>
  <duration>1 turn / level</duration>
  <castingtime>3</castingtime>
  <area>1 target</area>
  <save>Neg.</save>
  <dline>This spell acts in somewhat the same manner as the Antimagic Shell, but is intended for use against an enemy spellcaster or enchanted creature. When cast, the spell creates a glittering aura of light around the target, conforming exactly to the target's body.</dline>
  <dline>The subject of this spell can cast no magic, nor can an affected enchanted creature attack or use spell-like abilities for the spell's duration. Enchanted weapons cannot use bonuses or special powers, functioning as ordinary weapons. As with the Antimagic Shell, this spell is ineffective against extra-planar creatures on their home plane. Unlike Antimagic Shell, the aura can be eliminated by a successful Dispel Magic spell from an unaffected caster.</dline>
  <source>Elves of Evermeet</source>
</Spell>

<Spell name="Construction">
  <name>Construction</name>
  <school>(Alteration)</school>
  <range>Touch</range>
  <components>V,S,M</components>
  <duration>Permanent</duration>
  <castingtime>Special</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>The buildings and structures of Evermeet are constructed using this spell. With it, natural materials such as stone, crystal, and wood can be transformed into sculptures, shelters, buildings, or even great palaces.</dline>
  <dline>The building material must maintain contact with the earth at all times and still be in contact at the end of the spell. The material being effected must be within a radius equal to 10' times the level of the caster.</dline>
  <dline>The caster can create any object with a volume equal to 1,000 cubic feet (10 x 10 x 10 feet) per level. Each 1,000 cubic feet so created takes one entire day. Once created, the object can be added to at the same rate (1,000 cubic feet per day) for as long as the caster wishes.</dline>
  <dline>The DM should work with the player to determine the exact nature of the object or structure created. It can be subdivided with rooms, walls, hallways, or chambers as the caster wishes, but the creation of complex areas such as vaulted ceilings, columns, or galleries will add to the overall construction time. Once construction is complete, the structure is permanent and needs no further magical enhancement or maintenance. The building is not subject to Dispel Magic, though it is subject to Dispel Enchantment.</dline>
  <dline>Buildings constructed using this technique will maintain the appearance and texture of the substance they were created from.</dline>
  <dline>These structures are also much stronger than those constructed using non-magical techniques. If besieged or attacked, they receive a +5 bonus to all Saving Throws (DMG, Chapter 9).</dline>
  <source>Elves of Evermeet</source>
</Spell>

<level>Level 7</level>

<Spell name="Faerie Sword">
  <name>Faerie Sword</name>
  <school>(Invocation/Evocation)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>1 round / 2 levels</duration>
  <castingtime>6</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>This spell creates a slender, shimmering sword in the caster's hands.  The sword gives a single-class mage a +4 to hit, and can hit creatures that can be hit only by magical weapons.  The sword inflicts 4d4 points of damage against man-sized or smaller opponents, and 5d4 points against larger creatures.</dline>
  <dline>A caster who successfully attacks can elect to inflict either damage or a random magical effect upon the target.  If the caster elects to inflict a magical effect, roll d100, add the caster's level, and refer to the table.</dline>
  <dtable>
    <dhead><drow>Die Roll</drow><drow>Effect</drow></dhead>
    <dcolumn><drow>01-25</drow><drow>No effect, victim takes no damage</drow></dcolumn>
    <dcolumn><drow>26-50</drow><drow>Target suffers 8d4 points of damage</drow></dcolumn>
    <dcolumn><drow>51-75</drow><drow>Target suffers 10d4 points of damage</drow></dcolumn>
    <dcolumn><drow>76-85</drow><drow>Target imprisoned in forcecage</drow></dcolumn>
    <dcolumn><drow>86-90</drow><drow>Target randomly polymorphed</drow></dcolumn>
    <dcolumn><drow>91-95</drow><drow>Target must successfully save vs. petrification or be turned to stone</drow></dcolumn>
    <dcolumn><drow>96-97</drow><drow>Target randomly teleported d100 yards</drow></dcolumn>
    <dcolumn><drow>98-99</drow><drow>Target randomly teleported d100 miles</drow></dcolumn>
    <dcolumn><drow>100+</drow><drow>Target dies; saving throw vs. death magic negates this effect</drow></dcolumn>
  </dtable>
  <dline2>The material component of this spell is a tiny gold or crystal sword (worth at least 250 gp), which disappears immediately after the spell is cast.</dline2>
  <source>Elves of Evermeet</source>
</Spell>

<Spell name="Gullship">
  <name>Gullship</name>
  <school>(Alteration)</school>
  <range>10 yards</range>
  <components>V,S,M</components>
  <duration>1 hour / level</duration>
  <castingtime>1 turn</castingtime>
  <area>1 vessel</area>
  <save>None</save>
  <dline>When cast, this spell allows a single normally water-borne vessel to fly.  The vessel can be no longer than 10 feet per level of the caster, and it must still rely on the winds to move (MC E).  The caster can control the vessel's altitude up to 100 feet per level.  A vessel raised with this spell will lower itself gently to sea level as the spell ends; it will not come crashing down.  The caster need not maintain concentration, except when changing altitude.</dline>
  <dline>The material components of this spell are a small model boat and the feather of a seagull.</dline>
  <source>Elves of Evermeet</source>
</Spell>

<Spell name="Sprites">
  <name>Sprites</name>
  <school>(Conjuration/Summoning)</school>
  <range>50 yards</range>
  <components>V,S,M</components>
  <duration>6 rounds + 1 round / level</duration>
  <castingtime>6</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>This spell was created as a result of an ancient pact between the elves and the sprites.  When this spell is cast, 2d10 sprites immediately appear, anywhere within range, and fight for the caster for the duration of the spell, after which time they vanish.  Slain sprites vanish as well, in the same manner as creatures brought by a monster summoning spell.</dline>
  <dline>Exactly where the sprites come from, no one knows.  The sprites of Evermeet say that the summoned sprites do not come from their number, nor is there any evidence that the sprites are summoned or teleported from anywhere on Toril.  Most believe that the sprites are actually the spirits of slain sprite warriors who died in service to the elves in ages past.</dline>
  <dline>The material components of this spell are a piece of sprite clothing and a small silver bell.</dline>
  <source>Elves of Evermeet</source>
</Spell>

</Spells>
