A New Cleric Spell & A Magical Lake
At that time Jesus exclaimed, “I bless you, Father, Lord of heaven and of earth, for hiding these things from the learned and the clever and revealing them to little children.” (The Gospel According to St. Matthew 11-25)
Apophatic Facade
Spell Level: Cleric, 1st Level
Range: 120 feet
Duration: Until dispelled or an attack is made
The object of this spell, whether a person or a thing, becomes invisible to both the normal sight and darkvision of Chaotic creatures. A non-Chaotic creature can see the target if that creature fails its saving throw against the spell. An invisible creature cannot be attacked unless its approximate location is known, and all attacks are made at -4 to hit. If the invisible creature makes an attack, the spell is broken. Otherwise, it lasts until dispelled or removed by the caster.
Pilkullinen
The Great Northern Forest’s full extent remains a mystery. It is an inhospitable land of rugged, wooden terrain subject to heavy precipitation, especially during the latter spring and fall months. A few days west by northwest of Mirror Rock is a shallow, wide valley into which flows several small streams. These streams feed into Pilkullinen, an alkali lake with remarkable properties. Pilkullinen is shallow for most of its length and breadth, perhaps no more than several yards deep except during the heaviest of rainy seasons. The lake drains into marshes along its southern and eastern shores. During the shorter dry seasons, much of Pilkullinen evaporates or drains away, revealing dozens of large, natural pools. The strange minerals in the lake concentrate in these pools, and impart upon the waters healing powers. Unfortunately, the savage and xenophobic barbarians native to the region believe their fierce gods gave Pilkullinen to them alone, and they zealously guard it against trespassers.
Anyone who soaks in one of the large, natural pools for 1d4 hours may benefit from the lake’s special qualities. Roll on the following table and apply the results.
Pilkullinen’s Powers
1: Cures all diseases and heals 2d6+2 hit points.
2: Cures all diseases and heals 1d6+1 hit points.
3: Heals 2d6+2 hit points.
4: Heals 1d6+1 hit points.
5: Boosts health. +1 saves versus disease and poison for a day.
6: Strengthens will. +1 saves versus charm and fear for a day.