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A Party's Good Luck - A Spell for Clerics

Spell Level: Cleric, 7th Level
Range:  60 feet cone
Duration:  See description

This spell summons a spirit bird from the planes of Law to guide the caster and anyone within its influence to the nearest temple of a Law-aligned deity and cannot be dismissed until this task has been completed. While under the influence of the Albatross, the caster and all those within its influence will not come to the notice of any creatures, will not trigger any traps, and will not suffer the effects of terrain, weather, or bodily needs. 

However, for every three rounds the Albatross is summoned everyone within its influence, save the caster, must make a saving through with an increasing -1 modifier per saving throw round. If the saving throw is failed those who failed must immediately attack the Albatross (AC 9[10]). When attacked the Albatross will disappear forcing those that were under its influence to suffer all effects, attacks, etc that they avoided while under the influence of the Albatross.

An albatross was a ship's good luck, 'til some idiot killed it. - Captain Malcolm Reynolds


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Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.