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The Book of Hallowed Might
Ranger Spells 1st-Level Ranger Spells Burning Brand: Burning torch inflicts 1d6 points of damage as a touch attack (2d6 points of damage to undead). 2nd-Level Ranger Spells Blight Enemy: Favored enemy suffers 1d6 damage per level. Wild Stealth: Grants +10 bonus to Move Silently and Hide checks outdoors. 4th-Level Ranger Spells Aeonian Lantern: Magical nonmoving lantern imparts a –2 penalty to foes’ attacks, saving throws, and checks. Unite Allies: Grants allies a +1 favored enemy bonus.
Sorcerer and Wizard Spells 0-Level Sorcerer and Wizard Spells Trans Audible Whisper: Everyone within 100 feet can hear everything you say. 2nd-Level Sorcerer and Wizard Spells Abjur Resist Touch: Adds +2 luck bonus +1 per three caster levels to touch Armor Class.
Spell Descriptions Aeonian Lantern Conjuration (Creation) Level: Clr 4, Rgr 4 Components: V, S Casting Time: Standard action Range: Touch Effect: A glowing, stationary lantern Duration: Permanent (D) Saving Throw: No Spell Resistance: No You create a magical glowing lantern. In its eternal light, which is equal to that of a normal lantern (30-foot radius), all foes suffer a –2 morale penalty to attacks, saves, and checks. The lantern can float in mid-air or rest upon a surface, but once created it does not move. It is not a physical object, just a manifestation of light and energy. As such, it cannot be damaged, although it can be extinguished. The caster (and those who learn the specific command word unique to each lantern) can douse the light with a word, returning the light upon command whenever desired. Many temples or frequent campsites in the wilderness are protected by one or more aeonian lanterns.