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3catcircus
Acolyte

32 Posts

Posted - 06 Jul 2007 :  02:34:03  Show Profile  Visit 3catcircus's Homepage Send 3catcircus a Private Message  Reply with Quote  Delete Topic
Anyone know what happened to the FR Index at toril.info that was maintained by prespos (John Scott)?

fw190a8
Acolyte

United Kingdom
32 Posts

Posted - 13 Jul 2007 :  14:10:21  Show Profile  Visit fw190a8's Homepage Send fw190a8 a Private Message  Reply with Quote
toril.info is dead. I'm not aware of the circumstances, but you can pore through the site more or less as it was before it died by using the Internet Archive at http://www.archive.org .

Contributor to the Forgotten Realms Wiki: http://forgottenrealms.wikia.com
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coach
Senior Scribe

USA
479 Posts

Posted - 11 Apr 2010 :  01:21:41  Show Profile Send coach a Private Message  Reply with Quote
well even that doesn't work now as it has been blocked by a robot.txt query exclusion

that's a bummer, was always a good time at that site when it was active, then it was a lil more tedious to use the wayback machine but still okay, now poof nothing

i have found a couple of the old indexed pages on other url's but most are gone, anyone know of a way to get any of this info?

Bloodstone Lands Sage
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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 11 Apr 2010 :  02:12:41  Show Profile Send The Sage a Private Message  Reply with Quote
Depends on what you're looking for. I managed to save a lot of the stuff from that site into my TB archive of online Realms material. So I can search through it for anything you might be looking for... specifically.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage

Edited by - The Sage on 11 Apr 2010 02:13:18
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Faraer
Great Reader

3308 Posts

Posted - 11 Apr 2010 :  02:38:11  Show Profile  Visit Faraer's Homepage Send Faraer a Private Message  Reply with Quote
He's been posting at Dragonsfoot.org recently, if anyone would like to contact him.
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Alisttair
Great Reader

Canada
3054 Posts

Posted - 12 Apr 2010 :  17:46:35  Show Profile  Visit Alisttair's Homepage Send Alisttair a Private Message  Reply with Quote
Quite a few FR Fan sites have gone missing in Limbo I believe.

Karsite Arcanar (Most Holy Servant of Karsus)

Anauria - Survivor State of Netheril as penned by me:
http://www.dmsguild.com/m/product/172023
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Illifain Starrym
Acolyte

USA
6 Posts

Posted - 17 Feb 2014 :  16:35:14  Show Profile  Visit Illifain Starrym's Homepage Send Illifain Starrym a Private Message  Reply with Quote
Has anyone ever recovered or rebuilt the data from this site? I have been trying to pore through the oracle.wizards.com but its only a matter of time before that gets shut down too.

Evil has always existed in many forms and will continue to flourish in different ways in different places.
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The Arcanamach
Master of Realmslore

1842 Posts

Posted - 17 Feb 2014 :  18:15:50  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Sages, any chance of getting that info placed here? Assuming someone can get in contact with him...

I have a dream that one day, all game worlds will exist as one.
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Illifain Starrym
Acolyte

USA
6 Posts

Posted - 17 Feb 2014 :  18:53:26  Show Profile  Visit Illifain Starrym's Homepage Send Illifain Starrym a Private Message  Reply with Quote
I've recovered some of it... how to deliver? As a post? (always been a lurker, not much of a poster)

Evil has always existed in many forms and will continue to flourish in different ways in different places.
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Gary Dallison
Great Reader

United Kingdom
6352 Posts

Posted - 17 Feb 2014 :  19:04:05  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Time to pop your cherry then. My first post was a dismal failure (I was totally wrong) but once you've done it then you can start contributing ideas and get involved which is always more fun than just lurking.

Forgotten Realms Alternate Dimensions Candlekeep Archive
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Illifain Starrym
Acolyte

USA
6 Posts

Posted - 17 Feb 2014 :  19:12:00  Show Profile  Visit Illifain Starrym's Homepage Send Illifain Starrym a Private Message  Reply with Quote
I will continue posting to this thread as I get information together and try to update each post based on the section I recovered it from.

Recovered Spells:

Spell Mantle** (Wiz 4th-6th; Abjuration, Alteration, Enchantment, Evocation, Necromancy)
(High Magic, Incantation, Force)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: The caster
Saving Throw: None

The elves of Cormanthor employed personal "mantles" of continuous magical protection. They are centered upon a gem worn next to the skin. Upon creation, the mantle permanently "drinks" 1 hit point from its caster. Thereafter, the mantle "drinks" another hit point at each level augmentation and yet another point (temporarily) during each day in which any power of the mantle was awakened. The focal gem could be any sort of gemstone that had been immersed in the tears of its bearer, and the mantle would function only for that being.
This complex spell mantle is a invisible aura that protects the "wearer" and all his equipment and items worn or held soley by him. This is actually formed using 4 separate spells, which are all listed under the mantle they create for simplicity, to save room and to avoid confusion.

The mantle has one automatically-functioning defensive power (or will-activated utility power) of each level, and one offensive power of each level. Attacks and utility powers could be called forth by silent effort of will alone, attacks once per day, utilities thrice (one mantle power can be awakened per round-and this can be accomplished in addition to spellcasting, if casting time doesn't consume the entire round).

Only the "wearer" of the mantle can modify or augment it, and thus all of it's powers must be magics the wearer can personally wield. This mantle grows in power with the increasing personal power of the wearer, being augmented level by level as the wearer grows magically stronger (a loss of sanity or magical ability does not, however, diminish or otherwise alter existing mantle powers).

Aura Formation (Enchantment, Evocation): This is a 4th-level spell used to form a visible mantle of spell energy around the recipient. It uses force and is a minor specialized version of the enchant an item spell.

Shield of the Akh'Faern (Abjuration, Alteration): This is a 5th-level spell that contains the offensive and defensive powers of the mantle. It allows these powers to grow along with the caster's experience by further permanently draining 1 hit point every time more powers are added.

Intangible Spells (Alteration): This is a 4th-level spell that makes all the offensive and defensive spells merge with the visible mantle of energy created by the aura formation spell. Futhermore once all the spells are in place, this changes the mantle to it's state of invisibility.

Awaken Spell Mantle (Enchantment/High Magic, Necromancy): This is a 6th-level spell that contains the offensive and defensive powers of the mantle. It allows these powers to grow along with the caster's experience by further permanently draining 1 hit point every time more powers are added. This spells material component is a permanent hit point from the "wearer" of the mantle.

There are also rumors that secret 8th and 9th-level spells that could augment a mantle to have multiple powers of each level. Some of the more powerful elves' mantles could even tap or trigger their magical items. Their were also secret spells-created by human mages-that could alter the focal stone of the mantle to make it serve a new owner! Luckily these spells are still to be uncovered as of yet.

Notes: Restricted to elves and those taught by them, uncommon in the ARCANE AGE; otherwise this spell is possibly unique to certain mages across the Realms, most of them elves.

---

Aura Formation—Elf
(Enchantment, Evocation)
(Spell Mantle Component Spell)
Level: 4
Range: 0
Components: V, S, M
Duration: 366 days
Casting Time: 2 turns
Area of Effect: One gemstone
Saving Throw: None

This spell is used to form a invisible mantle of energy around the recipient. It uses force and is a minor specialized version of the enchant an item spell. It enchants a gem (any gemstone will do) with power enough to exclude the magical aura around the elf. Within this mantle of spell energy can be placed any non-instantaneous defensive magic of 1st to 2nd level; this spell is a continuous protective magic for the "wearer" of the mantle (the protective spell then has its duration changed to that of the aura formation's 366 days instead of its normal duration). The aura only becomes visible when it is protecting the recipient (it is the color of the wearer's eyes, hair or favorite color) and it also absorbs 1 hit point of spell damage from each die of damage inflicted to the mantle "wearer". The mantle lasts for a full year and a day, unless it is used in conjunction with other spells to create a permanent spell mantle.

The material component for aura formation is a gem that will act as the focus for the mantles aura. This gem must have been immersed in the tears of its bearer, and the mantle will function for that being only.

Notes: Restricted to elves; rare to unique.

---

Shield of the Akh'Faern--Elf (Wiz 5; Abjuration, Alteration)
(Spell Mantle Component Spell)
Range: 0
Components: V, S, M
Duration: 366 days
Casting Time: 1 day
Area of Effect: The caster
Saving Throw: None

This is the spell that contains the extended offensive and defensive powers of the mantle created by the aura formation spell. It creates a web-work of magical energy laced with the caster's life force, thus allowing him to gain innate magical abilities above and beyond the normal number allowed according to his level. This spellweb-like lacing remains in effect for a full year and a day, unless further steps are taken to make it into a permanentspell mantle. This mantle is nearly identical to those "worn" by the elves of Myth Drannor!
One automatically functioning defensive power (or will-activated utility power) and one offensive power of each level are gained for every 3 levels of experience the caster currently has. Attack and utility powers can be called forth by silent effort of will alone, attacks each once per day, utilities twice (one mantle power can be awakened per round--and this can be accomplished in addition to spellcasting, if casting time doesn't consume the entire round). The spell mantle "drinks" a hit point from the caster (which is permanent until the spell ends) and another hit point for every level augmentation (which is likewise permanent until the spell ends). Another hit point (temporarily) is drained during each day that any mantle power is awakened.

Thus 9th level wizards possess two spells (1 offensive & 1 defensive) of each level from 1st-3rd, 10-12th level wizars bear two spells of each level from 1st-4th, 13-15th level wizards bear two spells of each level from 1st-5th, etc.). The shield also allows these powers to grow along with the caster's experience by further permanently draining 1 hit point every time more powers are added. These hit points are regained when the spell-lacing collapses at the end of this spells duration.

The material components for shield of the Akh'Faern are the components and the casting of aura formation and intangible spells, then the last component of the caster's life energy, which is laced with the magics of the three spells to grant the above magical mantle. This also dampens the life force of the caster slightly in the process (i.e. the hit point loss).

Notes: Restricted to elves; rare to unique.

---

Intangible Spells--Elf (Wiz 4; Alteration)
(Spell Mantle Component Spell)
Range: 0
Components: V, S (M)
Duration: 1 turn/3 levels
Casting Time: 1 rd. + other spells
Area of Effect: The caster
Saving Throw: None

This spell allows cast offensive & defensive spells to merge into or with an existing invisible mantle of energy (typically an aura formation spell) that effectively holds them for later use (mantles of this sort are formed by this spell if one is not already active). The spells are held in stasis for a maximum of 1 turn for every 3 levels the possessed by the caster. When the spells are awakened, however, their normal duration is used (they don't last as long as intangible spells). Once all the spells are in place, the mantle changes state to invisibility. Only magics awakened become visible, and then only if the "wearer" wishes them to (this is typically only done to impress or show the power the elf possesses).

This spell is the favorite of the elven scouts and others who lurk about, as they can bring their full spell power to bear on an opponent after careful preparation; all the while masking their spells until needed. In this case, it can hold up to the caster's level in spell levels in up to 2nd-level spells in stasis.

This spell is still commonly used in someplaces in the Realms, although most elves do not know of its link to creating the powerful spell mantles of the elves of Myth Drannor! This spell is overcome just as an invisibilityspell; spells such as detect invisibility, dispel magic, and true seeing type magics can cancel or detect the hiding of other spells on the caster.

For example, after placing intangible spells on himself, an 11th-level elf wizard casts chill touch (which now remain invisible or only become visible when striking) and Melf's minute meteors (extra floating meteors remain effectively hidden in the mantle until used). Also these two spells would remain active and usable as long as their duration allowed before the intangible spells created mantle ends.

The duration of a spell in this type of mantle is only used when the spell effect is activated and then again becomes unactive while it is held in stasis; thus a wizard could use chill touch for three rounds, then allow it to enter back into stasis while using another spell, and the spell would still be usable for up to 8 rounds, or until the intangible spells ends. If the normal duration of the spell expires before the mantle does, the mantle is still fully functional, although that specific power is exhausted and cannot be used again.

The material component for intangible spells is only required if the caster has no already existing mantle on his person; otherwise a gem (any gemstone will do) is needed that will act as the focus for the mantles aura.

Notes: Restricted to elves; rare to unique.

---

Awaken Spell Mantle—Elf
(Enchantment/High Magic, Necromancy)
(Spell Mantle Component Spell)
Level: 6
Range: 0
Components: V, S (M)
Duration: 1 turn/3 levels
Casting Time: 1 rd.
Area of Effect: The caster
Saving Throw: None

This spell calls a permanency to the spell mantle created using the spells aura formation, intangible spells, and shield of the Akh'Faern. It is the key to making the mantle last down through the ages of the elves long life span! It permanently absorbs the hit points lost by the caster from the shield of the Akh'Faern spell to fuel this life long mantle. It also renders those hit points taken later to allow the mantle to "grow" with it's "wearer" permanently gone, fully absorbed by the spell.

Although only a sixth level spell, the awaken spell mantle spell is similar to that of the High Magic spells cast by the high magi of The People. Thus when this spell is cast the wizard casting the spell must roll of the High Magic Effects Table on page 63 of the Elves of Evermeet accessory. Since not fully a High Magic spell, the caster can subtract both his level and his Intelligence score from the percentile roll. This will possibly lessen the severe effects that can occur from casting this potent spell. Those that can cast High Magic may roll twice on the Table to see what happened to their character.

(Note that if the second roll is chosen to be rolled, the character must abide by the new roll, thus forfeiting the first roll entirely. The above subtractions are still deducted from either percentile roll).

This spell can also be cast by those not versed in High Magic, although they only gain one roll of the High Magic Effects Table to determine the outcome of thier casting of the spell.

The material components for awaken spell mantle are those required components of the spells aura formation, intangible spells, and shield of the Akh'Faern and theose 3 spells casting prior to the casting of itself, nothing more.

Notes: Restricted to elves; rare to unique.

---

Sure Grip--Bladesinger (Wiz 1; Alteration)
(Earth)
Range: 0
Components: V, S
Duration: 1 rd./level
Casting Time: 1
Area of Effect: The casters arm
Saving Throw: None

This spell strengthens the grip in the caster's dominant hand; he is considered to have twice the normal Strength in that hand and wrist! This has two main effects, as follows:

1. The caster causes twice his damage bonus for his Strength (if this wouldn't normally cause damage, it instead grants a +1 to damage). This also allows the caster to fight as if he had two hands on his weapon: thus allowing him two use two weapon style and single weapon style at the same time.

2. Secondly, as per the disarm rules, it would take an opponent two separate disarms to knock the Bladesinger's weapon away. And if the Bladesinger is actually using both of his hands on his weapon, it would take three disarms to make the Bladesinger lose his weapon!

Notes: Restricted to Bladesingers; Known to Wiquaestreal Evanero, the Songblade, of the FORGOTTEN REALMS setting.

---

Golden Claw — Elf
(Alteration)
Level: 1
Range: 0
Components: S, M
Duration: 1 rd./level
Casting Time: 4
Area of Effect: The caster’s hand
Saving Throw: None

This spell slowly transforms the caster's hand (any one chosen at the casting, but not both) into the clawed talon resembling that of a griffon. This allows the caster to attack once per round at a THAC0 of a fighter equal to half his level (rounded up). A successful hit causes 1d4 points of damage, plus the caster's Strength bonus or penalty (if any).

The caster cannot cast any spells requiring somatic components while this spell is in effect; however, the spell can be ended at will by the caster whenever she desires.

The material component for golden claw is a piece of claw or talon from an eagle, lion or true griffon.

Notes: Restricted to elves; uncommon spell to elves of the ARCANE AGE; otherwise very rare.



Evil has always existed in many forms and will continue to flourish in different ways in different places.
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The Arcanamach
Master of Realmslore

1842 Posts

Posted - 17 Feb 2014 :  19:28:32  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Very nice Illifain and welcome to Candlekeep! Keep the posts coming sir this is good stuff.

I have a dream that one day, all game worlds will exist as one.
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Illifain Starrym
Acolyte

USA
6 Posts

Posted - 18 Feb 2014 :  01:05:30  Show Profile  Visit Illifain Starrym's Homepage Send Illifain Starrym a Private Message  Reply with Quote
Araemyth — Elf
(Alteration, Evocation)
(Incantation)

Level: 9
Range: 90 yds. + 10 yds./level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rds.
Area of Effect: Special
Saving Throw: None

This spell is arduously cast over a period of two minutes, including many small material components, and complicated and measured physical movements resembling a dance; and as the caster completes the many and complex somatic gestures the very air around him begins to crackle and flow, like oil sliding down the inside of a water-filled bowl, with tiny motes of light beginning to flicker within.

When the casting continues into the second round, a pale green sphere of force fades into view in the air above the head of the caster. There it solidifies, allowing only one magical item and/or spell per level of the caster to be entered into them. And only those items or spells introduced by the caster can enter such an araemyth; as all others will pass through the sphere as if it doesn’t exist, having no effect on it or items within it.

The araemyth transforms both spells and items (where mostly only potions, wands and other relatively minor items are used) into beams of destructive force dealing 1d20 points of damage per spell level or item ability or charge, and directing them in a single volley where the caster desires (using the caster’s THAC0 to attack, however, multiple items/spells could be fired in a cluster so that missing his target is almost impossible). The beams can penetrate known substances and magical barriers, and so this spell is favored when attacking the defenses of a hostile, aroused wizard.

This magic is very hard to disrupt once it is started short of attacking the caster, as only a 9th-level or greater magic scouring spell can destroy an araemyth once it is forming.

The material components for an araemyth are an unblemished link from a suit of elven chain mail, a hair from a unicorn’s mane, the blood of a noble elf (possibly the caster), a feather from the wing of a pegasus, the talon of a griffon, and a sunstone (worth at least 100 gp); plus the magical items and/or spells that are sacrificed by the caster to create the destructive beams wrought by it, all of which are added in the spell’s finalization at the end of the second round.

Notes: Restricted to elves; rare spell during the ARCANE AGE, now very rare or possibly unique to certain elven archmages.

---

Evanero Glowing Griffon‡ — Bladesinger
(Evocation)

Level: 7
Range: 0
Components: V, S, M
Duration: 7 turns
Casting Time: 7
Area of Effect: Special
Saving Throw: None

This spell calls into being a golden glowing, slightly translucent, utterly silent, griffon that is an extension of the caster’s will and acts with precise loyalty to his desires. It can be any color the caster wishes in body feathers, hair, eye or talon color, etc., yet the typical golden glow still remains as their identifying appearance. The caster can ride the griffon if he so desires, see through its eyes whenever desired (though not cast spells through it), or command it to fight the caster's foes.

Beings other than the caster can ride the griffon—and even drop onto its back from above, against the caster's wishes—but the caster can have the spell end and the griffon vanish instantly by a silent act of will. The griffon also disappears if destroyed by cumulative damage. It can fight a creature of the caster's choice until it of the creature is destroyed, or the caster changes its target. The caster can change the griffon's target whenever he wishes, as he has a complete telepathic link with the griffon.

The griffon can move any distance from the caster without his loss of contact, control, or of it becoming lost. The spell range is only for the purposes of where the griffon appears when the spell is cast. A real griffon will recognize the Evanero glowing griffon for what it is; a magical construct of a true griffon, yet it will not view it as a threat unless attacked by it.

Furthermore, the ties of the elf to the Weave are also represented and transferred to the griffon he creates. The glowing griffon, therefore, possesses the exact same ability scores and alignment (although still with neutral tendencies if its new alignment does not possess neutrality) as the caster, although these are then adjusted appropriately as seen on Tables 6-11 in the DM Option: High Level Campaigns book. In this case any ability scores of the caster that exceed 18 are considered an 18 on Tables 6-11, with any remaining points left over being added after the modification from those tables. (For example, an elven caster with a 19 Dexterity would produce a griffon with a 20 Dexterity score (18 for a large creature on the Dexterity chart is converted to a 19, +1 for the excess 1 point from the original 19 Dexterity of the caster, for a total of 20.))

The more perplexing part of this spell is that the griffon seemingly rips its way into existence through the griffon tattoo of the caster; who must have blood of House Evanero in his veins or the spell fails and is wasted. This visual effect is false, as the caster is truly only the starting point from which the griffon materializes. And as the griffon takes form, the caster's tattoo becomes more prominent and glows with golden faerie fire!

The material components of an Evanero glowing griffon are a griffon feather and a tuff of hair from a griffon’s tail, both freely given without harm or corruption of the creature’s mind.

Notes: Unique to the Evanero Family and possibly their immediate relatives of the FORGOTTEN REALMS setting; first created by Veskelxo Del Evanero in Myth Drannor during the early ages of the ARCANE AGE.

---

Griffon’s Glowing Rage‡ — Elf
(Alteration, Evocation, Necromancy)

Level: 9
Range: 0
Components: V, S, M
Duration: 1 rd./level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell transforms the caster into being a golden glowing, slightly translucent, utterly silent, paragon griffon. It can be any color the caster wishes in body feathers, hair, eye or talon color, etc., yet the typical golden glow still remains as her identifying trait. Another being can ride the griffon (caster) if he so desires.

Unwanted beings can ride the griffon—and even drop onto its back from above, against the caster’s wishes—but the caster can have the spell end, returning her to normal instantly by a silent act of will. The caster’s griffon form also disappears if destroyed by cumulative damage, reviling the caster totally unharmed.

A real griffon will recognize the caster as a magical and wonderful leader of it’s race, much like wolves look to the alpha of the pack; furthermore, they will not view her as a threat unless attacked by it.

Furthermore, the ties of the elf to the Weave are also represented and transferred to the griffon she becomes. The griffon, therefore, possesses the exact same alignment of the caster, and his three primary physical ability scores are doubled, then they are adjusted on the Tables 6-8 in DM Option: High Level Campaigns. In this case any ability scores of the caster that exceed 18 are considered an 18 on Tables 6-8, with any remaining points left over being added after the modification from those tables. (For example, an elven caster with a 19 Dexterity would produce a griffon with a 20 Dexterity score (18 for a large creature on the Dexterity chart is converted to a 19, +1 for the excess 1 point from the original 19 Dexterity of the caster, for a total of 20.))

Note that the Intelligence, Wisdom, Charisma, and Comeliness (if this last ability score is used) are unmodified, they do not decrease in accordance with the monstrous ability theme, as it truly is the caster as the griffon, and no loss of strategy or cunning is lost in the transformation.

The material component for this spell is a feather from each wing of a griffon of maximum health and a set of talons from its mate.

Notes: Unique to Veskelxo Del Evanero and possibly her closest relatives in Myth Drannor during the early ages of the ARCANE AGE of the FORGOTTEN REALMS setting.

---

Bloom (Wiz 1; Conjuration)

Range: 10 yds.
Components: V, S
Duration: 6 turns
Casting Time: 1
Area of Effect: 1 sq. ft./level
Saving Throw: None

The casting of this spell causes a bundle of feather-light, brilliant flowers of the caster's choice to appear before him. The flowers are extremely lightweight and will catch any breeze and drift like dandelion seeds. They last only an hour, then dissolve without a trace. Wizards commonly choose a particular type of flower as a signature and call upon them to appear with this spell.
Non-elves tend to view this spell as a useless conjuration typical of elves. The Daleland elves, however, use it in courting, decoration, and celebration. In one case, a sage escaped a dragon by tossing a large bundle of carnations into the beast’s face, and fled while the beast (fortunately allergic) was sneezing.

Notes: Common to Daleland elves of the FORGOTTEN REALMS setting; uncommon for conjurers; otherwise rare.

---

Fires of Iinstleiranyeet
(evocation)
Level: Sor/Wiz 1
Comp: V, S
Casting Time: 1 Action
Range: 0 (5’x5’ arc around caster)
Duration: Instantaneous (see below)
Saving Throw: Reflex, half
Spell Resistance: Yes

With this spell, the caster breaths out a gout of flame within a 5’ radius in his front arc. This flame does 1d6+1 points of damage.

Further, any being that fails their Reflex Save will have the Arcane energy stored within them, and that energy will be enhanced by their own life force. Any creature that is the victim of one of these attacks will, after 24 hours, be able to breathe out an identical breath of fire, but with one additional d6 of damage, up to the creatures’ total hit dice, with a minimum of one. (I.E. a ½ hit die Kobold will only breathe for 1d6+1 damage, but a 6 hit dice Ogre could have up to a 6d6+1 fire blast).

---

Sure Grip--Bladesinger (Wiz 1; Alteration)
(Earth)

Range: 0
Components: V, S
Duration: 1 rd./level
Casting Time: 1
Area of Effect: The casters arm
Saving Throw: None

This spell strengthens the grip in the caster's dominant hand; he is considered to have twice the normal Strength in that hand and wrist! This has two main effects, as follows:

1. The caster causes twice his damage bonus for his Strength (if this wouldn't normally cause damage, it instead grants a +1 to damage). This also allows the caster to fight as if he had two hands on his weapon: thus allowing him two use two weapon style and single weapon style at the same time.

2. Secondly, as per the disarm rules, it would take an opponent two separate disarms to knock the Bladesinger's weapon away. And if the Bladesinger is actually using both of his hands on his weapon, it would take three disarms to make the Bladesinger lose his weapon!

Notes: Restricted to Bladesingers; Known to Wiquaestreal Evanero, the Songblade, of the FORGOTTEN REALMS setting.

---

Blackhand—Bladesinger
(Alteration, Evocation)

Level: 4
Range: 0
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

Wiquaestreal created this horrid spell after his hand was severed in a battle with gargoyles! It creates a magical hand of force to replace the caster's own lost hand. The hand appears to be totally invisible except for the black network of veins that run through it (in the same places they would appear if it were the real hand of the caster), thus others only recognize the hand as anything other than empty air with a 50% chance in lighted conditions (at night the hand is totally invisible to the naked eye). A blackhand can clearly be seen for what it truly is if the "wearer" of this magical appendage is carrying a sword, holding a vial or bottle, or otherwise doing an action that normally requires a hand to do.

This hand of force is unaffected by both physical attacks and dispel magic, thus only powerful magic can rid the wizard of this limb once it is created. Furthermore, anyone who witnesses this grotesque appendage must save vs. spell or become sick and suffer a -1 on all rolls for the next turn.

A blackhand functions as a normal hand, except that the Strength of the hand is increased greatly and allows the caster of the blackhand to make two Strength checks (choosing the best one) for any action completed with the enchanted extremity (like when being disarmed). The hand itself is not considered to be part of the caster, so spells or other actions that target the hand do not affect the caster, unless it is area of effect magic (and vice versa). In addition the blackhand is immune to all first level spells and psionics.

The duration of a blackhand is similar to that of an armor spell. It will remain in existence until it suffers damage equal to 10 points plus double the wizard's level. The caster can also end this spell automatically by silent act of will.

Notes: Known only to Wiquaestreal Evanero of the FORGOTTEN REALMS setting.

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Golden Griffon‡ — Elf
(Evocation)

Level: 5
Range: 0
Components: V, S, M
Duration: 5 turns
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell calls into being a translucent, utterly silent, golden-headed griffon that is an extension of the caster’s will and acts with precise loyalty to his desires. It can be any color the caster wishes in body feathers, hair, eye or talon color, etc., yet the typical golden head and accompanying feathers still remain as its identifying markings. The caster can ride the griffon if he so desires, see through its eyes whenever desired (though not cast spells through it), or command it to fight the caster’s foes. Beings other than the caster can ride the griffon—and even drop onto its back from above, against the caster's wishes—but the caster can have the spell end and the griffon vanish instantly by a silent act of will. The griffon also disappears if destroyed by cumulative damage. It can fight a creature of the caster's choice until it of the creature is destroyed, or the caster changes its target. The caster can change the griffon’s target whenever he wishes, as he has a complete telepathic link with the griffon.

The griffon can move any distance from the caster without his loss of contact, control, or of it becoming lost. The spell range is only for the purposes of where the griffon appears when the spell is cast. A real griffon will recognize the golden griffon for what it is; a magical construct, yet it will not view it as a threat unless attacked by it.

Furthermore, the ties of the elf to the Weave are also represented and transferred to the griffon he creates. The griffon, therefore, possesses the exact same ability scores as the caster, although these are then adjusted appropriately as seen on Tables 6-11 in the DM Option: High Level Campaigns book. In this case any ability scores of the caster that exceed 18 are considered an 18 on Tables 6-11, with any remaining points left over being added after the modification from those tables. (For example, an elven caster with a 19 Dexterity would produce a griffon with a 20 Dexterity score (18 for a large creature on the Dexterity chart is converted to a 19, +1 for the excess 1 point from the original 19 Dexterity of the caster, for a total of 20.))

The more perplexing part of this spell is only those beings that have blood of House Evanero or later House Evanara in his veins can cast this spell. Otherwise, once it is cast the spell fails and is wasted.
The material components of a golden griffon are a griffon feather and a tuff of hair from a griffon’s tail, both gotten without bringing harm to the creature.

Notes: Unique to the Evanero and later the Evanara Family and possibly their immediate relatives of the FORGOTTEN REALMS setting; first created by various Evanero family members in Myth Drannor during the ages leading up to the ARCANE AGE.

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BLOOD DRAGON (Evocation/Necromancy)

Level: 9
Range: 1 mile
Components: S,M
Duration: 6 rounds (after caster's death)
Casting Time: 4
Area of Effect: One target being
Saving Throw: None

This deadly spell, shared among the elder houses of cormanthor, is very seldom used because it requires the death of the caster. Though it is sometimes called the doom of the purebloods, any true elf (not half-elven) can cast it.

When this spell is cast, the dragon tooth must be brought into contact with some part of the fresh-flowing blood. It vanishes and unleashes the magic; a smoke-like eruption of streaming force that rises up above the dying caster with a roar.

The force takes the shape of a silent blood-red, glistening, wingless dragon with gore-dripping jaws. It may menace its intended target (spells cannot harm it) but can't actually attack until the caster dies (although anyone coming into contact with it will suffer the full effects of the spell at any time).

A blood dragon is set to attack a specific being, and will do so until the spell expires, blindly pursuing its target, but can harm any other beings it comes into contact with along the way. It is actually a conjured cloud of corrosive venom that withers living flesh into a gray rotting mass. A blood dragon flows along surfaces at MV 14, (it can climb or descend cliffs, and cross water or fog as well as it can solid ground, but must always be in contact with a given surface), takes no falling damage, is AC -6, vanishes if
dealt 77 hp damage, and "bites" once per round at a THACO 4.

Its bite deals the following hps damage per round;
6d12 in the first, 5d12 in the second
4d12 in the third, 3d12 in the fourth
2d12 in the fifth, 1d12 in the sixth


Magical barriers (including mantles) of fifth level and above will halt a blood dragon temporarily; each bite it does disrupts 1d4+1 of the spell levels of the barrier; when the barriers reduced to zero, it ceases to exist and the blood dragon can freely attack. If the target being, or an item or being on the far side of such a barrier, bears the slightest trace of the shed blood of the caster of blood dragon, the dragon can pass through the barrier as if it does not exist (neither barrier nor dragon affect each other in any way).

The material component of this spell is the life-blood of the caster and the tooth of any sort of dragon.

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Depower
(Alteration, Invocation)
(Incantation)

Level: 10
Range: 10 ft./level
Components: V, S
Duration: 1 rd.
Casting Time: 1
Area of Effect: 1 creature or object
Saving Throw: None

This spell causes a being or item, as chosen by the caster, to loss all magical power—including memorized spells and enchantments that have not taken effect yet or are long term magics, like the forms of contingency magics, and even a mantle will be brought low by this potent spell! All magical effects are cancelled, even level gain and ability enhancements. Magical aging and longevity are reversed, and all arcane disguises or shapechanges are stripped away. Healing, neutralize poison, and similar effects that occurred in the past are unaffected. Psionics are also slightly affected by this spell, being held for the round, powers cease to function and only resume again at the onset of the next round. All creatures or items that are not the target of this spell are unaffected. Only the spell’s target is “disenchanted.”
The spell will permanently drain some of the spellcasting ability of a creature (if any are possessed); the target must save vs.death magic or lose a full half of his spellcasting ability (including bards, paladins, rangers, and all types of priests and wizards), rounded up. Its effects on magical items are permanent, with artifacts being stifled for only a round, or possibly more, as determined by their potency and the DM.

Notes: Known only during the ARCANE AGE, being lost knowledge in the current era of the FORGOTTEN REALMS; Very rare spell.

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Awaken Griffons‡ — Elf
(Alteration, Evocation)

Level: 10
Range: 100 yds. + 10 yd./level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell causes one simple effect throughout its entire area of effect, and is considered contingency magic for that purpose; it causes all beings with any raging griffon, golden griffon or Evanero glowing griffon spells (including any of their variants) memorized to have that spell pour forth from the minds of those who bear them. This works even to the point where they stop their current action and instead cast that specific magic. There is no saving throw against this effect and those who bear the blood of the Evanero family do not receive their magic resistance to resist this effect either.

Raging griffon, golden griffon and Evanero glowing griffon spells are immediately cast, even the caster of this spell has those magics pour forth from his or her grffon tattoo, as seen in the glowing griffon spell. If more than one of the above griffon spells are memorized, then all of the spells are released at once at a casting time of 1, in the next segement of the round in which this spell was cast. Thus, if a wizard cast this spell after rolling a 5 for her initiative (for a total of 6), then on 7 all beings bearing glowing griffon spells in their momories would have them fload out of their minds and onto the battlefield!

This spell in no way usurps control of the griffon spells produced by those beings affected, it is merely a grand scale way to double the battlefield troops with a very low chance of spell failure.

Notes: Restricted to Veskelxo Del Evanero of Myth Drannor during the ARCANE AGE of the FORGOTTEN REALMS setting.

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Link
(Alteration)
(Dimension)

Level: 10
Range: 10 yds.
Components: V, S, M
Duration: 1 turn/level
Casting Time: 10
Area of Effect: Two 5-ft. diameter disks
Saving Throw: None

This spell creates twin portals linking two different locations on any two planes of existence that the caster has visited personally. The portals can appear wherever the caster desires in the planes in which they form. Thus a caster could link his front garden to a shady area under a huge tree in the Beastlands if she so desired.

The portals created by the link spell appear as two faintly glowing vertical disks 5 feet in diameter, each in the location chosen by the caster. Through the portal facing the caster the terrain beyond can clearly be seen, yet the portal on the other side remains a neutral gray color, displaying nothing to show what lies beyond its borders. This effect always follows the caster, thus when she steps through the portal she passed through would fade to gray, while she could look back through at where she came from, or better yet, what is following her through. The portals will not form in an area already occupied, although they will form upon the closest flat area where no immediate objects will come into contact with it within 10 feet of where the caster desired it to appear.

The caster can also have either one of or both of the portals become invisible, this effect can be changed as desired by the caster anytime she wishes. Creatures can pass through the portals freely from one side to the other; although nonliving matter will not pass through it unless a living being takes it though. Each portal maintains its own environment, so that one forming at the bottom of the ocean would not spill its contents through the link, thus someone of the other side remains completely safe, unless they enter into the dangerous area.

The portals appear in the exact area chosen by the caster, unless his knowledge of the area is not precise. In such cases, the portals appear in the same location that a teleporting creature using the teleport without error spell would.

The caster can dispel a link instantaneously at will anytime she desires. Otherwise it can only be brought to an end by a successful dispel magic or greater magic scouring effect, or by the spell duration expiring. Any living being caught in either of the portals as they collapse must make a successful Dexterity check or be sliced in twain, falling in two separate halves in the two locations the portals occupied, killed instantly.

The material component for link is a handful of earth or the equivalent from the current location of the caster.

Notes: Rare spell.

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Selective Shape Change
(Alteration)

Level: 10
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

With this spell, a wizard is able to assume the form of any living thing or creature below demigod status (greater or lesser deity, singular dragon type, or the like), including Legendary Monsters, as found in DM OPTION: HIGH LEVEL CAMPAIGNS. The spellcaster becomes the creature he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of the creature is that of the spellcaster. Thus, he can change into a griffon and fly away, then to an efreet and fly through a roaring flame, then to a titan to lift up a wagon, etc. These creatures have whatever hit points the wizard had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred.

In addition with this more potent version of the shape change spell, the caster can mix and match parts of the various creatures. For example, the caster nearly out of spells and in the thick of a war can grant herself wings of a deva, head of a griffon and the arms and a tail of a marilith for a total of 8 attacks and the ability to fly! Note that gaining the separate abilities of more than one type of creature disallows the caster from further augmenting these select parts to legendary monster status; only when in the full form or using parts from one exculsive creature can the creature type be from a legendary monster type. For example, the caster could transform into a paragon griffon, or bear the head and claws of a scion griffon is she so desired, yet when figuring the special powers grants, typically only enhanced damage, speed, trample and perhaps breath weapon could be gained in the metamorphosis, as resistances are not allow by the spells very nature.

For example, a wizard is in combat and assumes the form of a will o' wisp. When this form is no longer useful, the wizard changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides on a horse until it can hop off and become a bush. If detected as the latter, the wizard can become a dragon, an ant, or just about anything he is familiar with.

A wizard adopting another form also adopts its vulnerabilities. For example, a wizard who becomes a spectre is powerless in daylight, and is subject to being turned, controlled, or destroyed by opposing clerics. This also functions in the case of selective parts shape changed, as the specific areas of the body may be subject to this effect, yet others may be immune or otherwise unaffected. Unlike similar spells, a wizard who is killed in another form does not revert to his original shape, which may disallow certain types of revivification if she her form is too foreign to still be considered as “her”.

The material component is a jade circlet worth no less than 5,000 gp, which must be shattered by a mithral hammer immediately.

Notes: Uncommon spell during the ARCANE AGE of the FORGOTTEN REALMS.

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Evil has always existed in many forms and will continue to flourish in different ways in different places.
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Illifain Starrym
Acolyte

USA
6 Posts

Posted - 18 Feb 2014 :  01:07:49  Show Profile  Visit Illifain Starrym's Homepage Send Illifain Starrym a Private Message  Reply with Quote
So I am missing about half a dozen confirmed spells, I have found copies else where but they look like they have been modified... so I checked back with the Oracle and wow... the arguments you wouldn't believe that went back and forth in the Realms section.

I will likely end up posting what I find after a bit of grammatical/spelling clean up.

After this set of spells I am tackling High Magic and Mythals, then likely artifacts from the various ages.

I make a poor sage :/


Evil has always existed in many forms and will continue to flourish in different ways in different places.
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The Arcanamach
Master of Realmslore

1842 Posts

Posted - 18 Feb 2014 :  03:46:51  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Again, good stuff Illifain. I wish I had known about the site these came from before it went down. I cringe at the idea of so much (homebrew) lore lost to us.

I have a dream that one day, all game worlds will exist as one.
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Illifain Starrym
Acolyte

USA
6 Posts

Posted - 18 Feb 2014 :  13:48:39  Show Profile  Visit Illifain Starrym's Homepage Send Illifain Starrym a Private Message  Reply with Quote
There is a lot of back and forth that originally came from oracle.wizards.com on that site that is gone. There is a good amount of exchange from developers and homebrewers and interested parties. I have been able to slowly recover some of it, but listservs are well... 20+ years of listservs.

Evil has always existed in many forms and will continue to flourish in different ways in different places.
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 20 Mar 2014 :  08:26:36  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
I love those spells!

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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