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WizardLv. 4

Tap Menhir

This is the first of the spells known to rhabdomancers which allows them to use their dowsing rod to tap into an existing supply of magical energy. Rural traveling mages enjoy the benefits of this particular spell in regions that harbor rings of stone or monoliths. Such formations are often known to contain latent arcane power. Upon casting this spell, the rhabdomancer has a time period of one day per level to find a suitable menhir, with his dowsing rod leading him in the proper direction. Once at such a site (the spell must be cast again should the duration have run out), the mage can use his rod as a channel between his person and the menhir. Due to the unnatural energies that coarse through his person drawn from the menhir, a system shock roll is required. A failed roll means that the caster could not contain the arcane energy in his person and suffers a loss of half his current hit point total. But should the rhabdomancer be successful, the tapped energy grants him several benefits.

Firstly, the instant recollection of any 1st-level spells used in the past 24 hours. Next, the caster grows in Strength 1-4 points, while he recovers a number of hit points equal to double that amount. Finally, the mage makes all saving throws at a +1 bonus. The additional might and saving throw bonus last only a number of days equal to half the caster’s level. No benefits are gained if this spell is intoned again before the benefits of first casting have yet to expire. Not all menhirs contain a reservoir of magic necessary for this spell. Some may even have a limited pool to draw from and may be drained after only a few castings.

Sources: Dragon Magazine

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