Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Realmslore
 Sages of Realmslore
 Epic Spells in the Realms
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Previous Page
Author Previous Topic Topic Next Topic
Page: of 2

EcThelion
Learned Scribe

Norway
323 Posts

Posted - 01 Feb 2004 :  02:29:17  Show Profile  Visit EcThelion's Homepage Send EcThelion a Private Message  Reply with Quote
OFCOURSE ha HAD to pick her. *tsk*tsk*tsk*
So that's the reason I can't cast level 10+ spells.

Thanks, Shadowlord. You overwhelming knowlege of realyl useless things never seaces to amuse me. (Just kidding. I wish I knew all the stuff you know about AD&D & FR)

Ec'Thelion, formerly known as Forgotten One, now known as Ec'Thelion the Overpowered.
Currently not all that active. I'm preoccupied with Warcraft III for the moment. Bite me :P
Go to Top of Page

The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 01 Feb 2004 :  03:11:50  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Edain Shadowstar

Sage, while I can see how that spell could be abused, i think fi ti is the DM needs to read the spell again. It works a lot like a Wish spell, in that the player has only finite control over what they create. Say a play wants to create a "magic sward", a magic sword that magically sings could be the DM choice in weapon, since the player has no control over the magical properties. While adding a Rule Zero addition could be useful to dissuage players, I can see a player who tries to abuse the spell very easily being put in their place.

Yes, that's an interesting point, and one which I will definitely take under advisement. You see, I still have one 2e game still running, just for those players who refuse to accept 3e rules...

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
Go to Top of Page

Edain Shadowstar
Senior Scribe

USA
455 Posts

Posted - 02 Feb 2004 :  01:25:06  Show Profile  Visit Edain Shadowstar's Homepage Send Edain Shadowstar a Private Message  Reply with Quote
I knwo the feeling Sage, up until just before they released 3.5 Edition I could not get my group to change to Third Edition (I can understand why, Second Edition was so clearly superior. ), of course then 3.5 Edition came along, and they were just like, "See, this is what happens when you mess with a good thing." For some reason I think player get really attached to their Editions, mainly because after a while you get really good with teh mechanics; I myself am a glutton for punishment, which I why I liked Third Edition.

Edain Shadowstar
Archwizard of Rel Astra and Waterdeep


"Mmm…pie…"
- Gaius Solarian, Captain General
Go to Top of Page

Dracandos the Spellsage
Senior Scribe

466 Posts

Posted - 03 Feb 2004 :  21:55:58  Show Profile  Visit Dracandos the Spellsage's Homepage Send Dracandos the Spellsage a Private Message  Reply with Quote
quote:
Originally posted by DDH_101

Hmm...interesting. Anyways, I recently re-installed BG2 and ToB and there is a 10th level spell called "Comet". Shouldn't a comet spell be banned from Faerun like the other ones you mentioned since flaming rocks from space aren't exactly good for you? Lol. Or is it because it's a video game and they just let you have powerful spells?


there r many 10th lv spells in BG2 with ToB installed. including Dragon's Breath, Aura of Flaming Death(priest spell) ect. wicked bad spells, n yeah just cuz its a game

Death strips away the masks men don to hide their true nature - The Slayer's Guide to Undead

The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos shall be sown from their passage - So Sayeth the Wise Alaundo

Whenever magic one doth weave, 'tis never ever wise to deceive - Elminster

Strength and power come from knowing and controlling what others do not, but never reveal all that you know - Vecna

I have been known to cast a blue mage spell now and again - Dracandos the Spellsage
Go to Top of Page

Shadowlord
Master of Realmslore

USA
1298 Posts

Posted - 03 Feb 2004 :  22:04:28  Show Profile  Visit Shadowlord's Homepage Send Shadowlord a Private Message  Reply with Quote
quote:
Originally posted by EcThelion

OFCOURSE ha HAD to pick her. *tsk*tsk*tsk*
So that's the reason I can't cast level 10+ spells.

Thanks, Shadowlord. Your overwhelming knowledge of really useless things never ceases to amuse me. (Just kidding. I wish I knew all the stuff you know about AD&D & FR)


I'm glad SOMEONE around here appretiates my contributions........

The Chosen of Vhaeraun
"Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri.
Go to Top of Page

Dracandos the Spellsage
Senior Scribe

466 Posts

Posted - 03 Feb 2004 :  23:02:31  Show Profile  Visit Dracandos the Spellsage's Homepage Send Dracandos the Spellsage a Private Message  Reply with Quote
lol we all do Shadowlord

Death strips away the masks men don to hide their true nature - The Slayer's Guide to Undead

The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos shall be sown from their passage - So Sayeth the Wise Alaundo

Whenever magic one doth weave, 'tis never ever wise to deceive - Elminster

Strength and power come from knowing and controlling what others do not, but never reveal all that you know - Vecna

I have been known to cast a blue mage spell now and again - Dracandos the Spellsage
Go to Top of Page

Master of Puppets
Acolyte

2 Posts

Posted - 11 Feb 2004 :  19:01:45  Show Profile  Visit Master of Puppets's Homepage Send Master of Puppets a Private Message  Reply with Quote
On the topic of Epic Spell/Netherese spells, here are some conversions of 10th+ spells to Epic Spells:

Lefeber's Weave Mythal
Abjuration
Spellcraft DC: 80
Components: V,S,M,XP
Casting Time: 3 days, 11 minutes
Range: Touch
Area: 1000 foot radius
Duration: Permanent
Saving Throw: none
Spell Resistance: Yes
To Develop: Seed: Ward (DC 14). Factors: Change area to 20 foot radius(+2 DC), Increase size to 1000 feet (+200 DC), Add 5 of any spell effects up to 6th level (+60 DC), Permanent (x5 DC). Mitigating factors: Burn 25,000 XP (-250 DC), 50d6 backlash damage (-50 DC), Increase casting time to 3 days 11 minutes (-26 DC), Artifact to focus spell on (ad hoc -1000 DC).

This spell creates an invisible sphere of magical force that has several effects. First, it prevents anyone and anything from entering unless they have/know the "key" that is desiganted by the caster at the time of casting, or allowed by the caster. This can be anything, a song, a password, a special item, a rune, ect. Also, the caster can attach 5 different spell effects of any spell he/she knows up to 6th level. Example: The caster could attach a Chain Lighting spell the strikes anyone who trys to enter that doesnt know/have the key. Or the caster could attach a flying spell inside that activates on the spoken word of "fly" or any trigger.
This was a 10th level Netherese spell in 2e.

I really had to stretch it to get this one to work... alternatively you could make each casting unique and add +2 DC (before the x5 for permanent)for each level of the spell effect to add, this can reduce the DC quite a bit if you only use lower level spells like fireball, magic missile, ect. I got the idea of a Artifact for focus from The Sorcerer, where Everaska's mythal is focused on the ancient statue of an elven god, that's the only way I could get the DC down to an acceptible level. Of course any of these can be brought down to castable level by using extra casters instead/also.

Mavin's Create Volcano
Transmutation
Spellcraft DC: 69
Components: V,S,M,XP
Casting Time: 1 day, 11 minutes
Range: 15,000 feet
Area: 2,000 foot cone
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 621,000 gp, 13 days, 24,840 XP. Seed: Transform (DC 21). Factors: Change target to 40 foot cone (+10 DC), Increase area to 2,000 foot cone (+200 DC), Increase range to 15,000 feet (+100 DC). Mitigating factors: Burn 10,000 XP (-100 DC), Increase casting time to 1 day, 11 minutes (-22 DC), Expensive and rare components (ad hoc -50), 40d6 backlash damage (-40 DC), Very long time to manifest (ad hoc -50).

This spell does just what it sounds like, creates a volcano. As soon as it is cast it creates a minor earthquake in the area. Within a week, ash and steam will be pouring through the earth, and within a month, a full 2,000 foot active, erupting volcano will be in the target area. This volcano is slightly below average size by volcano standards, but as it constantly erupts, it will grow even larger on it's own lava. The volcano will only stay active for as many years as the caster has levels unless a Mythallar is placed in the center before the volcano has passed it's first year.
Material Components: A mantle of sewn diamonds that is enchanted as per a Ring of Elemental Immunity(fire), and a Helm of Brilliance, which are consumed upon casting. A Mythallar is optional. (see text above)
This was a 10th level Netherese spell in 2e.

Mavin's WorldWeave
Evocation [Weather]
Spellcraft DC: 95
Components: V,S,XP
Casting Time: 11 minutes
Range: Centered on Caster
Area: 50 mile radius
Duration: Permanent
Saving Throw: none
Spell Resistance: No
To Develop: 855,000 gp; 18 days; 34,200 XP. Seed: Energy[weather] (DC 25). Factor: Increase radius to 50 miles (+50 DC), Permanent (x5 DC). Mitigating Factors: Increase casting time by 11 minutes (-20 DC), Burn 20,000 XP (-200 DC), 60d6 backlash damage (-60 DC)

This spell permanently changes the weather in a 50 mile radius area by one step. The "steps" are as follows: Arctic, Sub-Arctic, Temperate, Sub-Tropic, Tropic. For rainfall and moisture, the "steps" are as follows: Desert(Anauroch), Arid(the Shaar), Moderate(the Dales), Wet(Tethyr), Rainforest(jungles of Chult).
Example: Mavin the arcanist casts this spell in the sub-arctic of northern Icewind Dale. With one casting, he can change the climate to either arctic(like the Great Glaicer), or to temperate(like the Dales), but not any further. The caster can also change the level of moisture one level at the same time, so an area with average rainfall like the Dales could be changed to a dry, near-desert climate like the Shaar, or a rainforest like Chult could become a above average deciduous forest like Tethyr. (likely killing off most of the rainforest trees)
This was a 11th level Netherese spell in 2e.

Proctiv's Move Mountain
Transmutation
Spellcraft DC: 52
Components: V,S,M,XP
Casting Time: 2 hours
Range: 12,000 feet
Target: One mountain top
Duration: 340 hours
Saving Throw: None
Spell Resistance: No
To Develop: 468,000 gp, 10 days, 18,720 XP. Seed: Fly (DC 19), Destroy (DC 29). Factors: Increase duration to 340 hours (+34 DC), Targeting an object instead of a creature (+10 DC), Colossal+ size object (+10 DC). Mitigating factors: Increase casting time to 2 hours (-20 DC), Expensive material components (-20 DC), Burn 1,000 XP (-10 DC).

This spell was vital in the construction of enclaves. Without this spell there was no simple way for severed mountains to be turned over and set afloat above the landscape.
When this spell was cast the archwizard simply viewed the mountain he wanted to affect and the mountain was severed from the earth leaving a flat mesa behind. The mountain was then turned over so the flat side was up and the move mountain spell allowed this structure to levitate. Once this was accomplished the archwizard could begin constructing a city on its’ smooth surface.
This allowed the city to float for roughly 2 weeks on the spells own power, so unless either a specially prepared Lefeber's Weave Mythal spell or a Mythallar was placed in/on the mountain before that time was up, the mountain will fall back to earth.
Material components: A magic item that allows constant flying, such as a Flying Carpet, and a Crystal Ball. A Mythallar is optional. (see text above)
This was originally a 10th level Netherese spell.

Seed: Fly
Spellcraft DC: 19
Components: V,S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 20 hours
Saving throw: Will negates (if the creature chooses to resist)
Spell Resistance: Yes (if the creature chooses to resist)

You grant a creature the ability to fly at a rate of 90 feet. The size of the creature affects the DC. A creature of Medium or smaller does not change the DC, a Large creature changes the DC by +2, a Huge creature changes it by +4, a Gargantuan creature changes it by +6, a Colossal creature changes it by +8, and a Colossal+ creature changes it by +10. You can also make any object fly at the same rate, but it adds +10 to the DC and it must use the appropriate size modifier.

The Srinshee's SpellShift
Abjuration, Divination, Transmutation
Spellcraft DC: 88
Components: V,S,XP
Casting Time: 1 action
Range: 600 feet
Area: 10 foot radius
Duration: 20 minutes
Saving Throw: none
Spell Resistance: Yes (see text)
To Develop: 792,000 gp; 16 days; 31,680 XP. Seed: Ward(DC 14), Dispel (DC 19), Reveal (DC 25), Transform (DC 21), Fortify (DC 17). Factors: Ward spells up to 9th level (+180 DC), Tranforming incorpoeal/ethereal objects (+10 DC), 1 action casting time (+20 DC), Increase range to 600 feet (+2 DC) . Mitigating factors: Burn 22,000 XP (-220 DC).

This spell cloaks the caster in an immobile faintly shimmering sphere of magic. It allows the caster to view the Weave in all it's glory, using the sphere as a lens through which the Weave is viewed. It prevents any spell of 9th level or less from entering. It allows the caster to modify the Weave to achive one the following effects on one target per round: Aid ; Any spell forming or exsisting within range can be modified to include one of the following metamagic effects, Empower spell, Extend spell, Heighten spell, Widen spell. This only works on arcane spells. Cancel ; Any spell within range of 10th level or less can be cancelled before it forms. This works like a automatic counterspell. Deaden ; This places a 5' radius dead magic area around a target creature or spot that remains for one round. All magic and magic items fail in this area. Manipulate ; This allows the caster to reshape a concurrently forming spell, either changing it's area of effect up to 75%(changing a fireball to only 5' radius blast) or range, making the fireball explode on the original caster or making it go in the opposite direction. Wild ; This can cause a 10' radius globe of wild magic anywhere in the spells range, and lasts for one round.
The caster doesn't have to be the focus for the spell, it can be cast on anyone the caster wishes, however only arcane spellcasters can use the modification effects of the spell, others will only benefit from the spell-blocking abilities.

Tolodine's Killing Wind
Necromancy, Conjuration (Creation) [Death]
Spellcraft DC: 74
Components: V,S,XP
Casting Time: 1 action
Range: 300ft.
Area: 2500 foot radius
Duration: 24 hours
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 666,000 gp; 14 days; 26,640 XP. Seed: Slay (DC 25), Conjure (DC 21). Factors: Casting time 1 action (+20 DC), Increase duration to 24 hours (+4 DC), Increase area to 2500 feet (+500 DC). Mitigating factors: Burn 40,000 XP (-400 DC), Chance of being stucked into negative energy plane (ad hoc -100).

Upon casting this spell, black, choking vapors billow out from the caster at blinding speed. Any living thing caught in the spell area must make a fortitude save or die instantly. After that, they must make a fortitude save every round while caught in the spell area or die. When the caster casts this spell, there is a 5% chance that the caster would be pulled into the negative energy plane, and destroyed forever. If the caster is undead they have a 25% chance of being sucked to the negative energy plane, but they are instead trapped there until they can find a way to leave.
This was a 10th level Netherese spell in 2e.

In a dream I cannot see...
Tangled abstract fallacy...
Random turmoil builds in me...
I'm addicted...
Addicted to chaos!
Go to Top of Page

DDH_101
Master of Realmslore

Canada
1272 Posts

Posted - 12 Feb 2004 :  00:56:08  Show Profile  Visit DDH_101's Homepage Send DDH_101 a Private Message  Reply with Quote
Wow... those are some powerful spells, especially the spellshift one. Master of Puppets, do you know if Proctiv's Move Mountain was the spell that the Simbul used in Avernus to bring the mountain to crush the devils?

"Trust in the shadows, for the bright way makes you an easy target." -Mask
Go to Top of Page

Master of Puppets
Acolyte

2 Posts

Posted - 12 Feb 2004 :  21:04:07  Show Profile  Visit Master of Puppets's Homepage Send Master of Puppets a Private Message  Reply with Quote
It was probably something similar, though I can't say for sure that it was the same spell. Something like that could only be done with Epic Magic, and the best source for that is the ancient Netherese spells.

In a dream I cannot see...
Tangled abstract fallacy...
Random turmoil builds in me...
I'm addicted...
Addicted to chaos!
Go to Top of Page

The Simbul
Learned Scribe

173 Posts

Posted - 04 May 2004 :  05:11:31  Show Profile  Visit The Simbul's Homepage Send The Simbul a Private Message  Reply with Quote
The Simbul has the Epic Spellcasting Feat, and a version of Proctiv's Move Mountain (from the Player's Guide to Faerun) without the x5 permanent duration factor would be within her grasp. (an updated version of the Simbul to the 3.5 rules could have all of her no-longer-existant Scry skill ranks dumped into maxing out Spellcraft instead).
Go to Top of Page

Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 04 May 2004 :  07:00:39  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by The Simbul

The Simbul has the Epic Spellcasting Feat, and a version of Proctiv's Move Mountain (from the Player's Guide to Faerun) without the x5 permanent duration factor would be within her grasp. (an updated version of the Simbul to the 3.5 rules could have all of her no-longer-existant Scry skill ranks dumped into maxing out Spellcraft instead).


Ah, The Simbul has joined us! Welcome! You're one of the few I missed from the WotC forums!

Candlekeep Forums Moderator

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

I am the Giant Space Hamster of Ill Omen!
Go to Top of Page

cpthero2
Great Reader

USA
2285 Posts

Posted - 29 Sep 2018 :  20:14:10  Show Profile  Visit cpthero2's Homepage Send cpthero2 a Private Message  Reply with Quote
Master Shadowlord,

I believe (thought perhaps it has changed in 5th edition, which I have not yet read), that on page 58 of the Forgotten Realms Campaign Setting (3rd Edition), that the Shadow Weave is commensurate with all Weave based magic, withstanding light based affects. I believe the Shadow Weave is still good to go, correct? If so, you could get access there, if so.

Best regards,



quote:
Originally posted by Shadowlord

These spells are what could be considered epic, though they wouldn't work in the present realms, what with the sundering of the Weave and all. They are 10th, 11th, and 12th level spells which, if mages had access to today, could jeopardize the safety of all Toril!


Higher Atlar
Spirit Soaring
Go to Top of Page

cpthero2
Great Reader

USA
2285 Posts

Posted - 11 Feb 2020 :  19:19:16  Show Profile  Visit cpthero2's Homepage Send cpthero2 a Private Message  Reply with Quote
Hello all,

I'm uncertain if Master Shadowlord is still active, but I was hoping if he isn't, if others had insight to my question?

Is the Shadow Weave still an acceptable access point for using epic level (Netherese spells) spells over 9th level?

Thank you in advance!



Higher Atlar
Spirit Soaring
Go to Top of Page

Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 11 Feb 2020 :  19:53:13  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by cpthero2

Hello all,

I'm uncertain if Master Shadowlord is still active, but I was hoping if he isn't, if others had insight to my question?


According to the Members page, he's not been here since 2007.

quote:
Originally posted by cpthero2

Is the Shadow Weave still an acceptable access point for using epic level (Netherese spells) spells over 9th level?



Personally, I'd not allow the Shadow Weave to do epic spells. The Shadow Weave is a lesser version of the Weave. We know for a fact it can't do everything the Weave can do, so it makes sense to cap its top-end power level, as well. (I'd be inclined to go a step further, and block some 9th-level spells, too)

That said, I'm not aware of an official yea or nay on that -- and since the designers never could decide what to do with the Shadow Weave, we may actually have both a yea and a nay recorded somewhere.

Candlekeep Forums Moderator

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

I am the Giant Space Hamster of Ill Omen!

Edited by - Wooly Rupert on 11 Feb 2020 19:54:31
Go to Top of Page

cpthero2
Great Reader

USA
2285 Posts

Posted - 14 Feb 2020 :  20:55:06  Show Profile  Visit cpthero2's Homepage Send cpthero2 a Private Message  Reply with Quote
Master Rupert,

Thank you for the ideas!

Best regards,



quote:
Originally posted by Wooly Rupert

quote:
Originally posted by cpthero2

Hello all,

I'm uncertain if Master Shadowlord is still active, but I was hoping if he isn't, if others had insight to my question?


According to the Members page, he's not been here since 2007.

quote:
Originally posted by cpthero2

Is the Shadow Weave still an acceptable access point for using epic level (Netherese spells) spells over 9th level?



Personally, I'd not allow the Shadow Weave to do epic spells. The Shadow Weave is a lesser version of the Weave. We know for a fact it can't do everything the Weave can do, so it makes sense to cap its top-end power level, as well. (I'd be inclined to go a step further, and block some 9th-level spells, too)

That said, I'm not aware of an official yea or nay on that -- and since the designers never could decide what to do with the Shadow Weave, we may actually have both a yea and a nay recorded somewhere.


Higher Atlar
Spirit Soaring
Go to Top of Page
Page: of 2 Previous Topic Topic Next Topic  
Previous Page
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Jump To:
Candlekeep Forum © 1999-2024 Candlekeep.com Go To Top Of Page
Snitz Forums 2000