Okay, looks like we'll start this in medias res. Not my usual way of doing things, but perhaps that's for the best. My campaign starts can be a bit slow at times, I think.<br/><br/>Now, a few more small questions, before we take a look at Mila's spells:<br/><br/>Speaking of<strong>Mila</strong>, while she was trained at the temple near Tarba, is that the area she's originally from? We can decide it now, or leave it unanswered and pull some "I know this place, because I was born here" plot point out of the hat sometime later. In the latter case I'll expect some creative input and a few details when the time comes.<br/><br/>Concerning<strong>Marcus</strong>: Would it be okay if we said he is currently serving with the army as part of his arms training? I don't see "temple guard" as a profession that would allow him all that much adventuring.<br/><br/>As for<strong>Lynna</strong>, lets say she was part of the bodyguard detail for some elven dignitaries on a diplomatic or trade mission when the war came. Seems to fit her training, and it would explain why she wasn't there during the invasion.<br/><br/><hr/><span class="bbc_size" style="font-size: 12pt;"><strong>Mila's spells:</strong></span><br/><br/><span class="bbc_u">She gets all her Rotes:</span><br/><br/>Light<br/>An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.<br/><br/>Sanctify<br/>Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.<br/><br/>Guidance<br/>The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.<br/><br/><span class="bbc_u">In addition she gets a total of (Levl +1) spell levels, with no spell higher than her own level of 1. (Which, in short, boils down to two 1st level spells.)</span><br/><br/>Take your pick from:<br/><br/>Bless  (Ongoing)<br/>Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.<br/><br/>Cure Light Wounds<br/>At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.<br/><br/>Detect Alignment<br/>When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.<br/><br/>Cause Fear   (Ongoing)<br/>Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).<br/><br/>Magic Weapon   (Ongoing)<br/>The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.<br/><br/>Sanctuary<br/>As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.<br/><br/>Speak With Dead<br/>A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.<br/><br/>The Wizard Spell of your choice (provided you can already cast it)<br/><br/>Edit: Mila and Anlaf are currently traveling through the central mountains, on the road from Novice to Addan. While you are on one of the most-traveled roads of Lodoss, it's still outside the borders of any civilized kingdom, and a sparsely populated region. Perhaps knowing that makes the spell decision a little easier.