Unlike their reclusive cousins the Vyalia, the Callarii are an open, friendly breed - more Elven adventurers come from Callarii stock than almost any other Elven colony, apart from Minrothad. Although they have their secrets - who doesn’t? - much of their unique magic is designed for helping others, creating beauty, and friendly humour.
Guiding Light
Level: 1
Range: see below
Duration: 1d2 hours
Effect: creates glowing ball of light
This spell allows the caster to guide others to a place he knows without the need to go himself. During the casting, the destination is specified, as well as any points along the way to avoid. The spell brings into being a "will-’o’-the-wisp"-like ball of light (which can illuminate an area half that of a Light spell, if it is dark) which, on the caster’s command, will start to move at normal walking pace to the destination. The path will usually be one that earthbound travellers can follow without too much trouble (unless the caster has a wicked sense of humour ;-). The Guiding Light will continue on this path without stopping unless the caster provides "stop" and "start" command words. Once it reaches the target, the Guiding light will pulse twice, then fade away.
The Guiding Light spell is most often used for the purpose outlined above; however, it can also lead others into traps or hidden dangers (many of the "will-’o’-the-wisp" sightings in stories may actually be Guiding Lights employed for this purpose). The maximum distance a Guiding Light can travel is caster’s level x 5 miles. The caster must have actually been to the target destination at least once.
Woodshape
Level: 2
Range: Touch
Duration: 1 hour
Effect: one plant or wooden item
This spell, which is also known by the Elves of Alfheim and used to sculpt their treehouses (see Gaz 5, The Elves of Alfheim), enables the caster to mould a single tree or plant, or a piece of dead wood, into any shape they can imagine. An average Elf can mould simple shapes and hollows; artistic or craftworking skills are required to make full use of this power. An Elf with the relevant skill can create works of art, items of furniture, hollows in living trees for storage or living space, sculpt handholds for climbing, or even shape weapons - this last use duplicates, to some extent, the Forester spell Deadwood Blade, although it is neither as quick nor (usually) as accurate.
The spell may be used to both heal and harm plant-based creatures, such as Treants or Dryads (but NOT Shambling Mounds, which are composed of loose, decaying matter). The effect is the same as a Cure/Cause Wounds spell on animal life. The caster may inflict or cure 1d6 damage, +2 points per caster’s level.
Bows made by skilled bowyers using this spell are particularly strong and supple. Such bows, even if not further enchanted, provide an additional +10’ to each range category and +1 to hit rolls.
The woodshaping ability granted by this spell lasts until the moulding is finished, or until one hour has elapsed, whichever is the shorter.
Dance of the Sidhe
Level: 3
Range: Touch
Duration: Sunset to sunrise
Effect: Polymorphs an Elf into a Sprite
This is a very specific Polymorph Self/Other spell, originally designed for celebration, which has since been put to several other good uses. It is an ancient spell, taught to the Callarii by the Sidhe long ago, and is considered one of the great treasures of the Callarii. The spell transforms the chosen Elf into a Sprite, granting both small size and winged flight; however, like the Polymorph Self spell, this enchantment grants no magical powers - the transformed Elf lacks either the innate Curse magic or the Invisibility to Mortals ability of a Sprite, although he retains his own magical powers. The spell must be cast at sunset, and lasts until the first rays of dawn.
The Callarii use this spell to join the Sprites and Pixies in their twice-yearly celebration dances; at other times of the year, it allows them to travel considerable distances in a single night, gain access to otherwise-inaccessible places (like offshore islands, high cliffs, second-story windows, etc) and eavesdrop on private conversations.
Gremlin’s Curse
Level: 4
Range: 5’
Duration: 72 hours
Effect: Bad luck
This capricious spell is used both as a punishment for those who prove false to the Callarii and, more innocently, to test the good humour of a stranger. The spell enchants the victims with bad luck; everything they touch goes awry, and they become clumsy and forgetful at the worst possible times. The effect is much like the chaos aura of Gremlins (see PC2, Top Ballista), from which the name is derived. The effects of the spell are usually annoying, but not dangerous; however, it is inadvisable for the victim to place herself in situations where luck can have an important effect on the outcome, such as fighting or adventuring - Callarii sometimes use the spell to help them defeat enemies, although it is considered "unsporting". The actual effects of this spell are up to the DM, who can use it for either comic or dramatic purposes.
Note: As stated above, Callarii often use this spell to as part of a test of character for promising newcomers; if they pass the test, they are welcomed as Elf-Friends. DMs wanting to roleplay this situation are advised not to let the players know they are either under a spell or being tested; let the actions of the players (and their characters) determine the outcome.
This material copyright 1999 Carl Quaif, based on material copyright TSR, Inc. All rights reserved. Webmastered by Jennifer Favia Guerra.