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  1. Meridian Lands
  2. Lore

Spells

Meri's Kindled Dawn (1st level, evocation) — Calls a small, warm light that heals a minor wound and steadies a frightened creature's nerves. Common, taught to every acolyte early in their training.

Meri's Long Vigil (4th level, evocation) — A more advanced version, sustaining a protective, warming light over an area for an extended duration; traditionally cast during the Festival of the Rising Sun's dawn vigil.

Korvath's Trueline (1st level, transmutation) — Briefly reveals structural flaws in a worked object as a faint red shimmer. Beloved by smiths, dreaded by dishonest merchants.

Korvath's Lasting Temper (3rd level, transmutation) — A smithing ritual that can only be cast near an active forge, temporarily granting a crafted weapon or tool unusual durability.

Sevanna's Fickle Wind (2nd level, transmutation) — Shifts wind direction and strength briefly around the caster. Sailors capable of even a weak version are highly employable.

Sevanna's Gamble (3rd level, divination/enchantment hybrid) — Grants the caster a single reroll on a matter of pure chance, at the cost of a genuinely unpredictable, GM-determined minor consequence later.

Aldric's Steady Hand (2nd level, abjuration) — Briefly steadies a creature's resolve, granting resistance to fear effects; traditionally cast before formal duels rather than open battle.

Vesk's Quiet Door (3rd level, necromancy, explicitly NOT reanimation) — Allows a dying creature to pass without pain and, briefly, without fear. Considered one of the more compassionate uses of death-adjacent magic; Vesk's clergy treat it as their signature rite.

Vesk's Last Word (2nd level, divination) — Allows brief, respectful communication with a recently deceased creature, strictly limited in scope and duration, never usable to interrogate or compel.

Kaldrath's Accounting (2nd level, divination) — Reveals whether a target has knowingly broken a specific, stated law or oath. Used almost exclusively in Mournspire's courts; considered deeply invasive everywhere else.

Yllith's Marginalia (1st level, divination) — Causes true annotations to briefly appear in a book or document's margins, sourced from the caster's own knowledge. A scholar's party trick more often than a serious tool.

Yllith's Clear Shelf (3rd level, divination) — Locates a specific piece of information within a large collection of texts, provided the information genuinely exists somewhere within it.

Old Growth's Patient Root (2nd level, transmutation) — Accelerates a plant's natural growth cycle modestly, without forcing anything unnatural; farmers with minor magical training sometimes learn a weak version.

Thistle's Coin Flip (1st level, divination, unreliable) — A genuinely unpredictable minor divination that Thistle's informal "worshippers" swear works better than it has any right to.

Cinderbruk's Meteoric Temper (3rd level, transmutation, regional — requires proximity to raw meteoric iron) — Grants a crafted weapon a faint, unsettling shimmer and slightly greater durability. Not widely known outside Cinderbruk.

Mournspire's Green Ember (unknown level, unknown school — GM Secret) — Referenced only in fragmentary recent rumors, never fully described by any credible witness. Reserve entirely for whenever the green smoke thread pays off.