The Shard of Naeril is a faintly shimmering crystal in a delicately rune carved gold setting on a gold chain. Looking into the crystal reveals a swirling morass of bluish mists (Almost as if you are looking into a swirling nebula), and every now and then a tiny spark of blue white light explodes within - like a distant star going supernova.
Using the shards powers causes the shard to glow blue as the power takes effect. A slight blue sheen can be seen to come over the eyes of the user. When using the "Magic I, etc" power of the Shard causes the shard to glow even brighter and rather than a blue sheen in the users eyes, they become overwhelmed with the same swirling nebula of energy as the shard (Solid - no iris is visible).
All power uses of the Shard of Naeril have a speed factor of 3 and have a range, duration and area of effect as per the spell description in the source books unless noted otherwise in the description provided here (At Alea's current level).
01 - Detection I - Detect Magic - At Will. When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
02 - Eldritch Bolt I - Once per round. Once per round the user may cast down a bluish glowing bolt of eldritch energy upon one enemy. The caster must roll to hit, but they use the fighter's Thac0. On a successful hit the bolt does 2-5 damage + Wisdom bonus. The wisdom bonus may also be applied as a modifier to hit for this attack. Range is 60 yards + 10 yards/level.
02 - Detection II - Detect Evil - At Will. This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate — stop, have quiet, and intently seek to detect the aura — for at least one round to receive a reading.
03 - [+1] to AC and Saving Throws. Gain additional [+1] every other level until Lvl 11.
03 - Magic I. The Shard of Naeril taps directly into the magic weave surrounding the Crystal Spheres and with such a powerful connection it grants the user access to one free Mage spell per day, drawing from a pool of all known spells (Of level 1 and 2). When first discovered the user will feel the power of the shard but not understand it's full ability. When there is need and the user is in a situation where they feel like they need to come up with a solution to a serious problem, the shard will intelligently put forth the knowledge of how to cast the appropriate spell into the mind of the user. These spells never require any spell componants, only verbal and gesture. Until the user develops strength in tapping into the weave, they will feel somewhat drained after this power takes effect (Mostly a roleplaying thing). Spells cast in this way are immune to wild magic areas and effects.
04 - Eldritch Bolt II - Once per round. A more powerful version of the Eldritch bolt. In addition to it's usual effects, Eldritch bolt now does 2-7 damage and has the added benefit of a small localized heal. If a target is hit with Eldritch Bolt, a small heal of 1hp will be cast out and effect any companions who are directly attacking that target in melee combat.
04 - Detection III - Know Alignment - At will. Range: 10 yards Speed Factor: 3 Area of Effect: 1 creature or object per 2 rounds.
A know alignment spell enables the user to read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the know alignment spell.
05 - Magic II. As the shard becomes more and more attuned to Alea it's connection to the Weave is increasing. Alea now has access to third level wizard spells as well as 1st and 2nd. This still translates to 1 wizard spell a day but the levels of power seem to be increasing.
05 - Detection IV - Find Traps - Once per day. Range: 0 Speed factor: 3 Area of Effect: 10 feet x 30 yards Duration: 3 turns
When the user casts a find traps spell, all traps — concealed normally or magically — of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices. The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell Glyph of Warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.
06 - Eldritch Bolt III - 3/2 rounds. A more powerful version of the Eldritch bolt II power. In addition to it's usual effects, Eldritch bolt now does 2-9 damage and the small localized heal is now 2 Hp to those directly attacking your target. This attacking power may now be used 3 times every 2 rounds (As a 7th level fighters attacks per round).
06 - Seal of Healing - Once per encounter. The Seal of Healing places a mystical glowing blue aura of power upon one chosen opponant. Any companions in melee with this marked opponant, and successfully hits him, will receive a healing effect equal to 1/2 the damage he does to the marked target. This effect may only happen for each attacker once per round (On their first attack). The duration of this power is 1-3 rounds.