>>5713987>>5713998>>5714004>>5714122>>5714206>We should at least activate our magic to see what options we have for spells. That will help inform our plan. >We could always try drawing spells. You decide to try your luck with a spell--that'll inform your course of action from here. You raise your wand (with a jolt of pain from somewhere between your rib up to your armpit) and allow incense to course from the thurible's heart. You feel it wash over you, hot and thick like spice in the air. You can, again, pick a hand of two--but one will be taken by LESHY.
>Hallucinatory Terrain: A spell that masks the environment with the look, sound, and smell of some other terrain--open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain, though the physical structure of the area remains.>Legend Lore: A spell that draws from the world hippocampus, the AKASHIC RECORDS. You may name or describe a person, place, or object, and the spell brings to your mind a brief summary of the significant lore about the thing you named. >Sequester: A spell that allows for a person or object to be hidden away, safe from detection for the duration of the spell. The target of the spell is immune to perception via sight, scrying, or divinating for the duration of the spell.>Heroism: A spell that imbues those you touch with a strong moral compass in accordance with that of the user and sense of bravery for the duration of the spell.Your offhand:
>Wall of Fire: A spell that ignites a wall of fire on a solid surface within range.