Save-vs-DM's Eberron Spells & Magic Items [Archive] - Wizards Community

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Save-vs-DM

07-10-07, 09:34 AM
Elementary, Dear Wizard: Spells for the Inquisitive Spellcaster
The master inquisitive Jerun Pezmel has long been heralded as perhaps one of the greatest inquisitives ever to have lived. While many a city watchman toasts his name when a criminal is apprehended and nearly every thief curses his very name, few know the lasting legacy that he gifted to those who spend their lives on the right side of the law.

Jerun started his career as a simple man of the city watch, little known and without great skill in the inquisitive arts. Yet after seeing a trio of cutthroats released from the local prison due to lack of evidence, only to strike again two weeks later, Jerun begin to search for a better way to apprehend criminals.

Jerun turned to the arcane arts in his search for justice, and soon found he had a great aptitude for divination magic. Jerun spent long hours studying divination magic and eventually began to create a suite of unique divination spells useful to any inquisitive. It took many years for him to perfect his arts, and many thought he failed altogether.

It was during the last case of his career that Jerun was able to put his arcane prowess to the test. The local mayor was murdered and Jerun had only two days to find the killer. Using his newly created spells he was able to track down the killer and bring him to justice in less than five hours. He brought forth enough damning evidence to have the killer executed on the following morning without a sliver of doubt.

During his last years as head of a local city watch, Jerun began to pen his memoirs in a newly crafted inquisitives grey moleskin notebook. His personal history consisted mostly of the methods used to find and analyze clues at a crime scene, coupled with a long treatise and the virtues of careful observation. In the back of his notebook he scribed down all of the spells he found useful in his career, including the spells he had created himself. Upon his death, the notebook fell into the hands of one of the other watch members, who realized the importance of the journal.

It was the younger watch member, whos name has been lost to time, that set about creating copies of the notebook. Out of Jerun’s memory, he always copied the notes and spells into a grey moleskin inquisitives notebook. The unknown watch member was able to produce over two dozen copies of the notebook during his lifetime, nearly all of which have found their ways into the hands of other arcane inquisitives. These notebooks have come to be named Arcane Inquisitives’ Notebooks, due to their arcane nature. While it is rare to find one these days, many city watches in larger cities have been known to have a copy which they either lend or gift to promising inquisitives that serve them. All of these notebooks are easy to spot, for they contain a single arcane mark on the cover, the draconic rune for “truth.”

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Investigate Feat
The Eberron Campaign Setting introduced a new feat called Investigate. This feat allows a character to find and analyze clues to help solve a crime. Players who wish to use both arcane magic and mundane means to solve a crime may combine the Investigate feat and the new spells listed in this article to greater effect. Generally, the spells listed in this article provide a great benefit when used in conjunction with this feat, but a few spells bear special mentioning.
Recent Echo: This spell provides a +2 circumstance bonus to find a clue located in the area where this spell is cast, due to the verbal clues granted by the spell.
Inquisitives Touch: This spell provides a +2 circumstance bonus to analyze a clue that is the target of this spell.
Inquisitives Glance: This spell also provides the +1 bonus per caster level to Search checks used to analyze a clue.
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Second Glance
Divination
Level: Bard 0, Cleric 1, Ranger 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute or until discharged

This spell grants the caster an almost sixth sense for objects or areas that might be out of place. Once during the duration of the spell the caster may reroll a Search check he just made before the DM declares the result of the original roll. The caster must take the reroll even if it is worse than the original.


Recent Echo
Divination
Level: Bard 1, Cleric 1, Ranger 2, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. radius emanation.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Upon casting this spell, the caster is able to perceive and hear sounds in a localized area. The caster must name a time that has occurred within 2 hours per caster level, at which point the caster begins to hear everything that happened within the spell radius for the spells duration, beginning at the time the caster named. Recent Echo does not identify who is speaking, nor does it filter out background noise. The caster is free to use other methods to determine who is speaking, such as using the listen skill.

Arcane Focus: A brass ear worth at least 50 gold pieces.

Inquisitive's Touch
Divination
Level: Bard 2, Cleric 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 10 minutes
Range: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Upon casting this spell, the caster is able to perceive a brief mental image of the last location of the target object. The image is fleeting but is usually detailed enough to provide a general location of where the object last resided. To determine a more exact location provided by this spell, the caster may make a DC 20 Knowledge (Local) check to gain a more precise location. If the object last resided in an area protected from divination magic, the spell fails.

Arcane Focus: The target of the spell.

Detect Omission
Divination [Mind-Affecting]
Level: Bard 2, Cleric 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

Upon casting this spell, the caster receives a brief mental insight of whether the target of the spell is omitting a fact from the caster. During the duration of this spell the caster knows if the target is omitting a fact that is pertinent to any question asked of the subject. The caster does not gain any knowledge of what has been omitted, only that the target of the spell knows more about what he was asked then he is telling.

Inquisitive's Glance
Divination
Level: Bard 3, Cleric 3, Ranger 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

This spell grants the caster great insight into his surroundings, sharpening his awareness to an almost supernatural height. During the duration of the spell the caster may make search checks as a free action with a +1 insight bonus per caster level. During the duration of this spell searching a five foot by five foot area with the Search skill is a free action instead of a full-round action.

Arcane Material Component: An infusion of crushed and dried eagle eyes mixed with a bat wing, which must be drunk prior to casting.

Sense the Absolute Truth
Divination [Mind-Affecting]
Level: Bard 4, Cleric 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell grants the caster complete understanding of truth and falsehood for a short duration. During the duration of this spell, the caster knows if the target is lying or telling the truth. This spell does not prevent the target from lying, it only lets the caster know if he is lying or telling the truth. Furthermore, the caster understands if the target is telling him something that he believes to be true to the targets understanding, but is in reality false. This spell does not reveal what the actual truth is, only that the target believes something to be true when it is in reality false.

New Spells from the Arcane Inquisitives Notebook
The Arcane Inquisitives Notebook is a simple mole skin inquisitives casebook carried by many field inquisitives. The book holds treatises on finding and analyzing clues and solving crimes, as well as tips on apprehending criminals. The greatest bulk of this notebook is given over to a small selection of divination spells from the Player’s Handbook as well as the spells developed by the author of the notebook. The following spells represent the more unique spells created for arcane inquisitives.

Bard Spells
0-Level Bard Spells
Second Glance: Reroll one search check.
1st-Level Bard Spells
Recent Echo: Hear sounds that happened 2 hrs./level in the past.
2nd-Level Bard Spells
Inquisitives Touch: Gain a brief mental image of the last place an object resided.
Detect Omission: Know if the target is omitting a fact.
3rd-Level Bard Spells
Inquisitives Glance: Make search checks as a free action with a +1 bonus per caster level.
4th-Level Bard Spells
Sense the Absolute Truth: Know if a target is lying, telling the truth or telling a falsehood he believes to be true.

Cleric Spells
2nd-Level Cleric Spells
Detect Omission: Know if the target is omitting a fact.
4th-Level Cleric Spells
Sense the Absolute Truth: Know if a target is lying, telling the truth or telling a falsehood he believes to be true.

Ranger Spells
1st-Level Ranger Spells
Second Glance: Reroll one search check.
2nd-Leve Ranger Spells
Recent Echo: Hear sounds that happened 2 hrs./level in the past.
3rd-Level Ranger Spells
Inquisitives Glance: Make search checks as a free action with a +1 bonus per caster level.

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells
Second Glance: Reroll one search check.
1st-Level Sorcerer/Wizard Spells
Recent Echo: Hear sounds that happened 2 hrs./level in the past.
2nd-Level Sorcerer/Wizard Spells
Inquisitives Touch: Gain a brief mental image of the last place an object resided.
Detect Omission: Know if the target is omitting a fact.
3rd-Level Sorcerer/Wizard Spells
Inquisitives Glance: Make search checks as a free action with a +1 bonus per caster level.
4th-Level Sorcerer/Wizard Spells
Sense the Absolute Truth: Know if a target is lying, telling the truth or telling a falsehood he believes to be true.

Download PDF (http://www.savevsdm.com/pdf/inquisspells.pdf)
Save-vs-DM

07-10-07, 09:35 AM
Utility Spells
The following five spells were originally designed with Eberron in mind. They’re part of the “wide magic” philosophy that the world espouses. These spells are suitable in any game where magic is used for a variety of “mundane” tasks.

Adapt Clothing
Illusion (Glamer)
Level: Adept 1, Bard 0, Cleric 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You make your clothing look like the most common type of clothing in your current area. You may dictate minor changes in the clothing appearance, such as color, but may not dictate the style. If this spell is cast in an area with multiple common styles, your clothing changes into the style closest to the clothing you are currently using. If you use this spell to create a disguise, you gain a +2 bonus on the disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

This spell can be traced to the various religious missionaries across Khorvaire who needed an easy way to blend in with other cultures. Since then this spell has seen a lot of use in fancy dress parties as a means of blending in.

Detect Campsite
Divination
Level: Druid 1, Ranger 1, Sor/Wiz 1
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

Upon casting this spell you gain instant knowledge of all surrounding areas that would make a good campsite for a party of the size you are currently accompanying. You instantly gain as many as three facts about each potential campsite: absence or presence of fresh water, absence or presence of edible fauna or flora, absence or presence of trees, defensibility of the location, or whether anyone has camped in that location within the last day.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings – caves, caverns, and the like – the radius is limited to 100 feet per caster level. This spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns. This spell only locates potential campsites – it does not tell you anything else about the surrounding area.

Popular wisdom holds that this spell was created by a band of Gatekeepers who needed a way to find a suitable campsite quickly when fighting aberrations. Since its creation, this spell has seen heavy use among adventurers.

Instant Campsite
Conjuration (Creation)
Level: Bard 1, Magewright 1, Ranger 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5ft./level)
Area: 30-ft. radius emanation centered on you
Duration: 8 hours
Saving Throw: None
Spell Resistance: No

This spell conjures into being a mundane campsite with a radius of 30 feet. Upon casting this spell a mundane fire with 8 hours of fuel magically springs to life in the center of the campsite. In addition to the campfire, this spell conjures into being 2 tents + 1 tent per 2 caster levels (maximum of 5 tents). Each tent contains 2 bedrolls, 2 winter blankets, and 2 filled water skins. All of these items disappear when the spell duration ends or if an item is removed from the area of the spell.

This spell is rumored to have been created by a wandering Ghallanda adventurer who was tired of setting up camp each evening. Since its creation this spell has seen widespread use by many wandering adventurers. While it offers no sort of protection from outside intrusion, the ability to conjure a magical campfire and tents is a great boon for adventurers on the move.

Material Component: A pinch of ash and a scrap of canvas.

Identify Relic
Divination
Level: Artificer 1, Bard 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Upon casting this spell you learn what culture created the object, what the general use of the object was in that culture, and any other general information relating to the use of the object. This spell does not identify any magical properties of the item, only what function it served in a cultural context.

This spell was created by a Morgrave University provost as an aid in identifying Xen’drik artifacts with ease. It has since seen some popularity among adventurers who want to find proper buyers for artifacts they find while adventuring.

Material Component: A pinch of onyx dust.

Instant Window
Transmutation
Level: Bard 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One object touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

Upon casting this spell you render a three foot square of the touched object (usually a door or wall) transparent in one direction. You can see through the object as if it was made of clear glass but the object remains normal on the opposite side of the object, effectively creating a one way window in an object.

This spell has not been traced to any one creator, though it has since seen heavy use among adventurers and guardians alike. Popular rumor states that it was created by the Trust as a means of spying on a character in another room, though no proof exists.

Arcane Focus: A small steel mirror.

Download PDF (http://www.savevsdm.com/pdf/utilspells.pdf)
Save-vs-DM

07-10-07, 09:37 AM
Artificer Items
The artisans of house Cannith have been working hard to provide useful items for the adventuring artificer. Our latest inventions are sure to make the life of those who undertake the most dangerous of professions easier.

Cannith UMD
This small device can emulate a number of useful spell effects.
Description: This small darkwood rod measures roughly ten inches in length and has a diameter of roughly three inches. The simple rod is rounded at both ends and is inlayed with delicate mithral tooling that provides both a gripping surface and decoration. A small Eberron dragonshard is affixed to the tip of the rod in a mithral casing.
Activation: Activating a Cannith UMD is a standard action, and requires a different form of activation for each function. To use the detect magic function you must point the Cannith UMD at any one item and speak the activation word. If the item is magical the Eberron dragonshard glows with a different color and intensity that corresponds to the spell school and aura strength of the item. To use the prestidigitation function you must point the Cannith UMD at the item you wish to manipulate and then use the rod like a pointer to move or manipulate the object. To use the read magic function you simply run the width of the rod over any magical items which ware then translated. A Cannith UMD can be used any number of times per day.
Effect: Upon activation, a Cannith UMD can duplicate the effects of the following spells: detect magic, prestidigitation, and read magic.
Aura/Caster Level: Faint divination and transmutation. CL 1st.
Construction: Requires Craft Wondrous Item, detect magic, mage hand, read magic, 1,250 gp, 100 XP, 3 days.
Weight: 1/2 lb.
Price: 2,500 gp.

Vest of Artifice
This finely tooled leather vest provides insight into the workings of magical items.
Description: This fine leather vest is tooled in silver and is studded with several pockets that can be used to hold tools or other small objects. The vest is studded with small Eberron dragonshards that hum faintly with power. Most vests can be purchased with tooling on the back of the vest at no additional cost.
Activation: A vest of artifice provides its effect continuously so long as it is worn. The innate magical matrix constantly alters the magical fields of your body so that they interact with other magical items more easily.
Effect: A vest of artifice provides a +5 competence bonus on all Use Magic Device checks for as long as it is worn.
Aura/Caster Level: Faint transmutation. CL 5th.
Construction: Requires Craft Wondrous Item, creator must have 5 ranks in the Use Magic Device skill, 1,250 gp, 100 XP, 3 days.
Weight: 1 lb.
Price: 2,500 gp.

Vest of Master Artifice
This finely tooled leather vest provides great insight into the workings of magical items and can produce tools for nearly any job.
Description: This fine leather vest is tooled in mithral and is studded with many pockets that hold tools for nearly any job. The vest is studded with small Eberron dragonshards that hum faintly with power. Most vests can be purchased with tooling on the back of the vest at no additional cost.
Activation: A vest of master artifice provides its effect continuously so long as it is worn. The innate magical matrix constantly alters the magical fields of your body so that they interact with other magical items more easily. In addition, you can take a standard action to concentrate on a desired tool and bring it forth from one of the many pockets.
Effect: A vest of master artifice provides a +10 competence bonus on all Use Magic Device checks for as long as it is worn. In addition, the vest can create a masterwork artisan’s tool for any Craft skill or a set of masterwork thieves’ tools as a standard action. The tools remain for as long as you wield them but disappear if they leave your hands for longer than one minute.
Aura/Caster Level: Powerful transmutation. CL 10th.
Construction: Requires Craft Wondrous Item, creator must have 10 ranks in the Use Magic Device skill, fabricate, 6,000 gp, 480 XP, 12 days.
Weight: 2 lbs.
Price: 12,000 gp.

Vial Launcher
This weapon can be used to launch vials of alchemical substances great distances much like a regular crossbow.
Lore: Vial launchers were first created by several Cannith Alchemist Savants who were looking for a better way to launch their spellvials and alchemical slash weapons. The first few prototypes proved to be so useful and popular that house Cannith has since taken to producing a few of these items regularly.
Description: A vial launcher superficially resembles a light crossbow without a bow. The front of the weapon holds a rotating brass cylinder with ten chambers that have been studded with small Eberron dragonshards. Each chamber of the cylinder can hold up to five spellvials or alchemical splash weapons. The stock of a vial launcher is often inlayed with fine silver and gold tooling.
Activation: Loading a spellvial or alchemical splash weapon into a chamber is a standard action that provokes attacks of opportunity. Each of the ten chambers can hold up to five vials in any combination. Vials are fired from a chamber in the order they were loaded.

Rotating a chamber into firing position is a swift action that does not provoke attacks of opportunity. The topmost chamber of a vial launcher is considered to be the primary firing chamber and the weapon fires vials in this chamber until the chamber is empty, at which point another chamber containing vials must be rotated into firing position.

You can launch as many vials in a round as you have attacks, just as if you were using a repeating crossbow. A vial launcher has a maximum range of 150 feet and no range penalties.
Aura/Caster Level: Moderate transmutation. CL 5th.
Construction: Requires Craft Magic Arms and Armor, Craft Wondrous Item, launch item, shrink item, 3,000 gp, 240 XP, 6 days.
Weight: 3 lbs.
Price: 6,000 gp.

Download PDF (http://www.savevsdm.com/pdf/artitems.pdf)