Trial of the War Mage Journal: Aelryndel Dawnblade

### 11/27-30/40 LC

I set out from Stormwind heading to what remains of Theramore. Hoping to attune to the leylines in Kalimdor, I thought the destroyed human city a fitting place to empower the new spell I was working on. I didn’t have weeks to cross the great sea, so I opted for teleportation. Adrenas and I arrived in Theramore around mid morning.  I had plenty of daylight left so I got to work immediately.

The leylines beneath the city were strong and unfamiliar to me. As I began setting up the ritual I could feel them resonate beneath me, they reached out in response to my incantation. Fearing a repeat of my ritual on the Fireridge, I braced myself while keeping my concentration. As I drew the ritual circle and the runes of power within it, I spoke the spell aloud. When I finished the first part, I placed the sword in the center of the circle and closed my eyes, concentrating on the weapon, the spell and the power flowing to the circle from deep within the earth. I spoke the word of power, the final part of the incantation, placed my hand on the glowing circle of runes, and opened my eyes. The sword, as if wielded by an imaginary hand, rose up and bounced around awaiting commands. With my focus on it, I removed my hand and stood up. I started with directing my outstretched hand in the direction I wanted the blade to go. I could feel the power of the spell fading as it waned. Fearing the time short, I lowered my hand and tried commanding the weapon with just my mind. This worked, the blade moved with ease, as if an experienced swordsman was wielding it and doing as I commanded.

After exactly a minute, the power faded and the sword clattered to the ground. I felt the strain in my body, but it wasn’t as taxing as I thought it would have been. With practice, I felt confident that the spell could be directed at even more objects, not just my sword. I set up camp, ate dinner, and rested to regain my strength. On the morning of the 28th, I returned to the circle, powered it once more with the incantation, only this time, I placed my shield, a dagger, my sword, and my spell blade in the circle. As before and as expected all four items were animated and I was able to control each of them. Individually or as a collective, I could command the weapons to do anything. I experimented with individual orders, group orders, and even not issuing any orders. After another minute the spell ended and the items fell to the ground. I felt weaker than before, far weaker, but it was manageable. I decided to rest for the rest of the day, I had a long trip and didn’t want to knock myself out before it even really began.

After another day of rest, I tried again, only this time, I thought to test the range at which the spell allowed me to command the objects. As well as the range at which I can animate an object. The results of my experiments with this spell are detailed below.

**Animate Objects**

School: **Transmutation**

Casting Time: **1 Action**

Range: **120 feet**

Duration: **Concentration, up to 1 minute**

Components: **V, S, M**

Objects come to life at your command.

The objects must not be worn or carried at the time of casting.

Each object animates and becomes as a  creature under your control until the spell ends or until the object is destroyed.

You can mentally command any creature you animated with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).

You decide what action the creature will take and where it will move, or you can issue a general command, If you issue no commands, the creature only defends itself against hostile creatures.

### 12/2/40 LC

Following the more prominent Leyline from Theramore, I traveled through the barrens and arrived in Dire Maul on the 3rd of December. The Leyline splits heading north at this point, it is not as powerful of a convergence as some of the others, but the Ogres and the Nightelves in the area all access this cluster of Leylines and if they can use it, then there has to be a useful way to use it as well. Given the history of Dire Maul, I recalled a spell I copied from an old dissertation on Abjuration barriers. Altering the original spellwork only slightly, I was able to prepare a rather potent barrier capable of deflecting specified creatures, My process and the final spell details are listed below.

I began with a ritual circle, drawn on the ground in typical fashion, Utilizing the latent power of the diverging leylines below my camp, I powered the circle. The original spell called for holy water or powdered silver and iron, I used the powdered metal for this experiment. Tapping into the leyline I was able to create a cylindrical barrier around myself with the first try. The barrier’s strength seemed to mirror the property of the leyline below. The incantation and ritual is a little time consuming for my tastes, but after a minute the barrier was formed and maintained for around an hour. To my surprise, I could not pass through the barrier by physical means. It wasn’t until I tried to blink through it that I was able to exit it. Once outside of the ten foot radius of the barrier, I tried to re-enter it. Not surprisingly, I could not enter it by physical means, nor could I damage it with a spell or weapon. Other tests I performed on the barrier included: Trying to dig underneath, or tossing rocks over the top. Neither were successful. At the hour mark the barrier faded,  The rest of the details of my experiment results are included below with the spell information.

**Magic Circle**

School: **Abjuration**

Casting Time: **1 Minute**

Range: **10 feet**

Duration: **1 hour**

Components: **V, S, M (holy water or powdered silver and iron which the spell consumes)**

Create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Creatures can’t willingly enter the cylinder by nonmagical means.

Targets within the cylinder can’t be charmed, frightened, or possessed.. This spell can operate in the reverse direction, preventing a creature from leaving the cylinder and protecting targets outside it.

### 12/5/40 LC

After leaving Dire Maul I traveled into the mountains following the border between Mulgore and Desolace. My goal was the Rune of Healing located there. Following the path of the leyline proved tedious but manageable, I arrived at the location around twilight and set up camp. In the morning I prepared the ritual. When I was a Paladin I was never very good at healing, so attuning to this Rune seemed fruitless to me, until I discovered an old spell in my Tome of Divinity. It wasn’t healing, exactly, but it was similar in principle and composition. After capturing the Renic pattern for my personal research, I began setting up the ritual for the new spell.  Upon drawing the circle and applying the applicable spell text, I withdrew my Tome of Divinity and tore a page from it before placing the parchment into a small reliquary. This was the required material component. I placed the reliquary in the appropriate spot in the ritual circle and placed my hands on the markings. I felt the power immediately. I was channeling the leyline directly, and as the times before. I knew I couldn’t hold this channel for long. Reciting the incantation, I began to concentrate. After a moment I opened my eyes to view the spell effects. The area around me shone in a light radiance, out to about 30 feet. I noticed the rocks, bushes and trees within the radius also glowed faintly. I felt my grip on the magic waning, as the power became too much for me to channel. It was at that moment I noticed two small insects locked in a deadly contest a few feet from me. Both were also glowing lightly. One struck the other and a flash of brilliant light erupted from the intended victim. Causing the attacker to move as if dazed or blinded. The other creature lashed out, taking advantage of the boon, and there was another flash of light. To my surprise, it affected this creature the same as the other. It was then that I released the spell and everything faded. After I recovered from the light-headedness I looked back at the bugs. Both were back at it, takign shots at each other as if nothing happened.

**Holy Aura**

School: **Abjuration**

Casting Time: **1 Action**

Range: **Self**

Duration: **Concentration, up to 1 minute**

Components: **V, S, M (a tiny reliquary containing a sacred relic, such as a piece of parchment from a religious text)**

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker is blinded until the spell ends.

### 12/24/40 LC

**Rune of Shielding- Grim Batol**

**Invulnerability**

School: **Abjuration**

Casting Time**:Instant**

Range: **Self**

Duration: **Concentration, up to 10 minutes**

Components: **V, S, M (a small piece of adamantine which the spell consumes)**

You are immune to all damage until the spell ends.

### 12/25/40 LC

**Rune of Movement- The Badlands**

**Imprisonment**

School: **Abjuration**

Level: **Master**

Casting Time: **1 Minute**

Range: **30 feet**

Duration: **Until dispelled**

Components: **V, S, M (Special component that varies according to the version of the spell you choose.)**

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.A dispel magic spell can end the spell only if it is a master level spell, targeting either the prison or the special component used to create it. You can use a particular special component to createonly one prison at a time.

When you cast the spell, you choose one of the following forms of imprisonment: **Burial,** the target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain them. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithril orb. **Chaining,** heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. **Minimus Containment,** the target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally(allowing the target to see out and other creatures to seein), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone. **Slumber,** the target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. **Ending the Spell,** during the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles.

### 12/8/40 LC

**Rune of Stone - Thal’Darah Grove**

**Investiture of Stone**

School: **Transmutation**

Casting Time: **1 Action**

Range: **Self**

Duration: **Concentration, up to 10 minutes**

Components: **V, S, M (A small rock or pebble)**

Until the spell ends, bits of rock spread across your body, and you gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground are knocked prone. • You can move across difficult terrain made of earth or stone with ease. You can also move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there.

### 12/22/40 LC

**Rune of Frost - Storm Peaks**

**Cone of Cold**

School: **Evocation**

Casting Time: **1 Action**

Range: **Self (60-foot cone)**

Duration: **Instantaneous**

Components: **V, S, M (a small crystal or glass cone)**

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

### 12/15/40 LC

**12/15/40LC**

**Rune of Beasts - The Shrine of Aessina**

**Wrath of Nature**

School: **Evocation**

Casting Time: **1 Action**

Range: **120 feet**

Duration: **Concentration, up to 1 minute**

Components: **V, S, M (A sprig of dried twig from any tree)**

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube becomes restrained until the spell ends. Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube.

### 12/30/40 LC

**Rune of Striking - Firewatch Ridge**

**Blade Barrier**

School: **Evocation**

Casting Time: **1 Action**

Range: **90 feet**

Duration: **Concentration, up to 10 minutes**

Components: **V, S, M (Pieces of or broken blade)**

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature takes slashing damage.

### 12/19/40 LC

**Rune of Restoration - Moonglade**

**Disintegrate**

School: **Transmutation**

Casting Time: **1 Action**

Range: **60 feet**

Duration: **Instantaneous**

Components: **V, S, M (a lodestone and a pinch of dust)**

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by a wall of force. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. A magic item is unaffected by this spell.

### 12/27/40 LC

**Rune of Flame - Blackrock Mountain**

**Wall of Fire**

School: **Evocation**

Casting Time: **1 Action**

Range: **120 feet**

Duration: **Concentration, up to 1 minute**

Components: **V, S, M (a small piece of phosphorus)**

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area takes fire damage. One side of the wall, selected by you when you cast this spell, deals fire damage to each creature that moves within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

### 12/28-29/40 LC

**Karazhan**

**Prismatic Wall**

School: **Abjuration**

Casting Time: **1 Action**

Range: **60 feet**

Duration: **10 minutes**

Components: **V, S, M (The reagents needs for this ritual are based on the items needs for the included spells)**

A shimmering, multicolored plane of light forms a vertical opaque wallup to 90 feet long, 30 feet high, and 1 inch thick centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers and the creature is affected by that layer’s properties as described below.

**Red.** The creature takes fire damage. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing cold damage to it. **Orange.** The creature takes acid damage, the damage slowly eats away at their person until the layer is destroyed or they are disintegrated into dust. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. **Yellow.** The creature is assaulted by magical blades. This layer can be destroyed by dealing at least a decent amount of force damage to it.  **Green.** The creature is assailed with hurricane strength winds, and is pelted with stones, trees and other natural debris while in the vortex. A spell that can open a portal on a solid surface, destroys this layer. **Blue.** The creature takes frost damage. This layer can be destroyed by dealing moderate fire damage to it. **Indigo.** The creature permanently turns to stone and if the layer is not destroyed in time, the creature is petrified. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light **Violet.** The creature is imprisoned, as with the spell, the caster chooses the type of imprisonment at the time of casting. This layer is destroyed by a dispel magic spell or similar spell that can end spells and magical effects.