Tap Menhir (Wizard Spell)

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 their dowsing rod leading them 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 their rod as a channel between their person and the menhir. Due to the unnatural energies that coarse through their 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 their person and suffers a loss of half their current hit point total. However, should the rhabdomancer be successful, the tapped energy grants them several benefits. 
Firstly, the instant recollection of any 1st-level spells used in the past 24 hours. Next, the caster grows in strength 1d4 points, while they recover a number of hit points equal to double that amount. Finally, the mage makes all saving throws at a +1 bonus. The additional strength 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.
Category:Wizard Spells