Garth's Spellbook

Spell lists and Signatures of Garth as of May 1619

Though Garth is not specialized in illusions to the degree an Elven Enchanter is, his early development as an arcane caster was influenced by family members of that tradition. As a result, his spell signatures tend to include elements related to perception, or to falsified senses generally.

Arcane:

0(5): Flame Jab, Guidance, Overlookability, Lesser Detect Magic, Exterminate Pest, Recover Object

1(4): Magic Missile, Read Languages, Shield, Sleep, Unseen Servant

* Garth's Magic Missiles have a reflective surface.
* Read Languages, Shield and Unseen Servant have no visible effect, as normal. If seen through Detect Invisible, True Seeing, or similar effects, the latter two spells will appear as a reflective disk, while the servant is covered in eyeballs.
* Garth's Sleep spell leaves the targets in a shared lucid dream that starts with the appearance of their present circumstances.

2(3): Glitterdust, Invisibility, Knock, Mirror Image, Rhith's Reconfigured Restraint

* Glitterdust causes those within the affected area to be covered in a dust glows in colors opposite the colors of whatever it lands on; when on something invisible it glows white.
* Invisibility is typically unnoticable when in use, but when cast or when the effect ends the subject fades in or out of view from a point in the light spectrum far beyond normal infravision.
* Knock causes the offending lock, chain, or other restraint to appear incorporeal and transparent for a moment, falling through itself to become untied or parts moving internally to become unlocked. When a knock opens a Wizard Locked door, the Wizard Lock Spell remains visible, slowly fading back into nothingness, becoming invisible after one turn when the Wizard Lock resumes.
* Mirror Image: when active, Garth appears to not look quite right for the distance he's at. when a layer of the mirror image breaks it looks like the attack broke a mirror between it and Garth, which cracks and disappears.
* Rhith's Reconfigured Restraint appears as a web made of the materials it touches; when initially cast it may appear to be woven from stone, with parts turning to leather, steel, flesh and so forth as people are ensnared

3(3): Dispel Magic, Fireball, Garth's Gallant Guardians, Lightning Bolt, Spellward

* Dispel Magic causes a momentary flash of darkness to those viewing the affected area or creature with infravision, though not long enough for any mechanical effect.
* Fireballs cast by Garth are translucent flame in the dominant colors of the area under effect, making them difficult to see from a distance if the area is already brightly lit.
* Lightning Bolts cast by Garth cause an afterimage in the shape of the bolt in the vision of those looking at it, inverting colors within the afterimage.
* Garth's Gallant Guardians causes the eye colors of the targets to swap at random with each other when the spell is cast, remaining so for the duration of the spell.
* Spellward appears similar to Mirror Image. When layers of Spellward are expended, that layers of the spell 'crack' like mirrors, but while those from Mirror Image crack from a blow to the center, those from Spellward are torn apart from the edges.

4(3): Dimension Door, Spell Storing, Wall of Wood, Wizard Eye

* Dimension Door appears as an unadorned portal in space appearing in front of the target and the destination. The portal sweeps through the target like a conventional door opening, leaving them in the destination once they have passed its threshold.
* Spell Storing causes the item the spells are stored in, when worn, to take on a minor illusion related to one of the spells tied for highest level among those it still contains, chosen randomly. For example, a worn Spell Storing ring manifesting an illusion related to Wizard Eye would occasionally give an observer the impression that the ring had blinked, though it lacks any moving parts.
* Wall of Wood will invariably appear to be made of timber that observers cannot identify; should it be identified to an observer based on its description being given to a non-observer, the observer's perception of the wall will change to another unidentified species of wood.
* Wizard Eye creates an invisible replica of Garth's dominant eye, as it does for most casters; when Garth is focusing on the view of the Wizard Eye, those looking into his dominant eye can see reflections and glimpses of what the Wizard Eye sees.

5(2): Cone of Paralysis, Protection from Normal Weapons

* Creatures affected by a Cone of Paralysis can see and feel phantom limbs moving, but cannot move their actual ones.
* While under the effects of Protection from Normal Weapons the target becomes seemingly intangible to non-magical, non-silver attacks, the weapons passing through him causing him to appear to flicker like ripples through water. This intangibility is false, with the enemy's perception of where their weapon truly is being distorted; missiles shot 'through' the caster in reality fall to the ground, for example.

6(1): Garth's Greater Gait, Garth's Graceful Gargantuan

* The limbs used for movement (legs, wings, etc) of a creature under the effects of Garth's Greater Gait appear as a superpositional blur whenever in motion.
* The Roc form created by Garth's Graceful Gargantuan will always have heterochromia, one eye of Garth's shade (sea green) and one of the target's original shade.

Divine:

1(5)/2(5)/3(5)/4(4)/5(4): Elven Savant-Sage class list, with the following changes:

Protection from Evil (Sustained) is replaced by Garth's De-Granitizing Grasp

 The following 8 spells added via Apostasy/class ability (by level):

3. Prayer, Protection from Normal Missiles

4. Clairaudience, Death Ward, Minor Globe of Invulnerability

5. Confusion, Finger of Death, Polymorph Self

Rituals:

Divine 6: Restitch The Soul

* Restitch the soul appears as if a layer of skin was being peeled off the target, the seams being opened from the center of the forehead. This translucent skin falls to the ground and disappears over the next round.