Editing New Spells

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Unlike their reclusive cousins, 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.
 
Unlike their reclusive cousins, 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.
  
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Guiding Light
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Level: 1
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Range: see below
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Duration: 1d2 hours
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Effect: creates glowing ball of light
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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.
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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
 
Woodshape

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