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mastermustard
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USA
57 Posts

Posted - 05 May 2018 :  12:03:13  Show Profile Send mastermustard a Private Message  Reply with Quote  Delete Topic
I'm looking for Wizard spells potent enough be used to destroy or at least life-wipe a planet the size of Earth.

Spells amped by metamagic feats count here. I know Mystra banned a number of spells like Cataract of Fire that I imagine could be metamagic'd to fulfill that purpose.

I've also heard tales of Wizards like The Sojourner destroying planets. What spells did they use?

Storyteller Hero
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129 Posts

Posted - 05 May 2018 :  18:43:48  Show Profile  Visit Storyteller Hero's Homepage Send Storyteller Hero a Private Message  Reply with Quote
While Mystra was down, Szass Tam tried to attain godhood for himself with a massive ritual that possibly would have killed everything on the planet.

Haunted Lands trilogy.

Key words: Dread rings




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TBeholder
Master of Realmslore

1726 Posts

Posted - 06 May 2018 :  00:35:26  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by mastermustard

I'm looking for Wizard spells potent enough be used to destroy or at least life-wipe a planet the size of Earth.

Oh, that sort of thing is not used in anything *D&D.
There's such a spell in FATAL, however. Obviously, because it needs one.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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Balmar Foghaven
Learned Scribe

Canada
97 Posts

Posted - 06 May 2018 :  06:32:51  Show Profile Send Balmar Foghaven a Private Message  Reply with Quote
Depends on edition, but if you're talking about 3.5, there's a few devastating epic spells that could end civilizations, maybe worlds. I'm not entirely sure if all epic spells fall under Mystra's ban as they don't exactly use a spell slot since they don't really have a level, just a spellcraft "to cast" DC.

But a few I can think of include Tolodine's Killing Wind (lvl 10, banned), any old High Magic rituals (i.e. the first Sundering), Rain of Fire, Pestilence (repeated castings can wipe out a nation), Vengeful Gaze of God (lol, this spell is ridiculous if only single-target), and Verdigris Tsunami.

"Despair not, for in the end all things shall work out for the best - in at least one timeline."
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sfdragon
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2218 Posts

Posted - 06 May 2018 :  06:36:39  Show Profile Send sfdragon a Private Message  Reply with Quote
there was also ioluam's spell..... which its name slips my mind at the moment..... it can kill a good many deal around you... but not likely what you want

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


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Balmar Foghaven
Learned Scribe

Canada
97 Posts

Posted - 06 May 2018 :  06:43:00  Show Profile Send Balmar Foghaven a Private Message  Reply with Quote
However on the wiki homebrew page, people have used the Epic Spell seeds to create truly ridiculous things like spells which tear open a rift to the fire plane, creating a "sun" that they can move around at-will (Sunfire Orb); a portal to the plane of infinite ducks; or (my personal favorite) a spell called Ending which summons three adamantine cubes and bestows the spell itself as a spell-like ability on each of them, who immediately are triggered to cast it again. The spell states that it can essentially cover the entire planet up to its atmosphere with tiny adamantine cubes within 24 hours...

"Despair not, for in the end all things shall work out for the best - in at least one timeline."
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Balmar Foghaven
Learned Scribe

Canada
97 Posts

Posted - 06 May 2018 :  06:45:32  Show Profile Send Balmar Foghaven a Private Message  Reply with Quote
sfdragon,

I believe you are referring to Ioulaum's Longevity - it will deal large amounts of damage to everything in a wide radius around the caster, and transfer all stolen HP back to the caster.

"Despair not, for in the end all things shall work out for the best - in at least one timeline."
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LordofBones
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826 Posts

Posted - 06 May 2018 :  16:54:38  Show Profile Send LordofBones a Private Message  Reply with Quote
Within the rules? Epic spell shenanigans at epic level, locate city bomb and wight apocalypse otherwise.
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Storyteller Hero
Learned Scribe

USA
129 Posts

Posted - 06 May 2018 :  22:09:27  Show Profile  Visit Storyteller Hero's Homepage Send Storyteller Hero a Private Message  Reply with Quote
quote:
Originally posted by Balmar Foghaven

Depends on edition, but if you're talking about 3.5, there's a few devastating epic spells that could end civilizations, maybe worlds. I'm not entirely sure if all epic spells fall under Mystra's ban as they don't exactly use a spell slot since they don't really have a level, just a spellcraft "to cast" DC.





Epic magic was a separate school of methods from normal spell casting at 10th level or higher. Unlike normal magic weaving, which was more like free-flowing, unbridled artistic expression, epic magic requires "epic seeds" that have to be combined like a puzzle for specific applications.

If you think of epic magic seeds as a set of keys that can unlock greater levels of power, but also be disabled for specific uses of power (such as Karsus' Avatar), it makes perfect sense why Mystra allowed epic magic to continue existing while banning the more "straight" casting of 10th level and higher spells.


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Lord Karsus
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USA
3191 Posts

Posted - 07 May 2018 :  01:44:00  Show Profile  Send Lord Karsus an AOL message Send Lord Karsus a Private Message  Reply with Quote
-Spells that create widespread plague and pestilence fit the bill. Wouldn't cause mass casualties and devastation immediately, but give it time.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of FaerŻn
Vol I- The Elves of FaerŻn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium
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LordofBones
Senior Scribe

826 Posts

Posted - 07 May 2018 :  02:26:56  Show Profile Send LordofBones a Private Message  Reply with Quote
1. Locate City
2. Snowcasting, making it [cold]
3. Flash Frost, making it deal 2 damage (+1)
4. Energy Admixture, making it [cold][electricity] and making it deal twice as much damage to boot. (+3)
5. Born of Three Thunders, making it [sonic][cold][electricity] and forcing a reflex save to allow...
6. Explosive Spell (+2)
With Arcane Thesis: 3rd-level spell slot
Without: 7th-level spell slot
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sfdragon
Great Reader

2218 Posts

Posted - 07 May 2018 :  02:37:42  Show Profile Send sfdragon a Private Message  Reply with Quote
well, if you wanted an outide of the dnd game, the ultima crpg franchise had a spell in that would fit the bill. it was called Armageddon..... though it might be overkill

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


My FR fan fiction
Magister's GAmbit
http://steelfiredragon.deviantart.com/gallery/33539234
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sleyvas
Great Reader

USA
7431 Posts

Posted - 08 May 2018 :  16:33:50  Show Profile Send sleyvas a Private Message  Reply with Quote
create a portal to the plane of infinite ducks??? LOL, that just tickled my funny bone.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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TBeholder
Master of Realmslore

1726 Posts

Posted - 09 May 2018 :  18:56:12  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by Balmar Foghaven


But a few I can think of include Tolodine's Killing Wind (lvl 10, banned)

It's merely 100 yd/CL.
Also, it's banned?

Mavinís Create Volcano (same 10 lvl) may cause much more troubles.
Or just Amorphous Blob (7 lvl spell creating ochre jelly) + Lightning Bolt + Expeditious Retreat.
Which can also be done without magic and with wide variety of nasty oozes and puddings.

quote:
Originally posted by Balmar Foghaven

However on the wiki homebrew page, people have used the Epic Spell seeds to create truly ridiculous things
Who could guess. It's not munchkinism that makes eyes roll, however - it's never thinking stuff through.
quote:
like spells which tear open a rift to the fire plane, creating a "sun" that they can move around at-will (Sunfire Orb);

"Modest" comparison baseline: 9-level Maelstrom (from Arabian Adventures), which does create a large (ship-slurping) elemental vortex.
Stationary and for 1d10 rounds. It's cast on a pre-existing and much greater body of element in question.
Also, even door-sized portals are prone to cause invasions of elemental critters.
quote:
a portal to the plane of infinite ducks;
Why not at least plane of infinite geese? Even if it did exist, there are nastier planes, portals to which were opened (repeatedly).
quote:
(my personal favorite) a spell called Ending which summons three adamantine cubes and bestows the spell itself as a spell-like ability on each of them, who immediately are triggered to cast it again. The spell states that it can essentially cover the entire planet up to its atmosphere with tiny adamantine cubes within 24 hours...

A fork-bomb? "Modest" canon baseline: 8-level Sammaster's Spellcaster, which makes one specially prepared object emit spells up to 3rd level.
That was designed by one of the greatest ever masters of metamagic tricks on Toril, so...
The larger problem, however, is - summons from where?
Surely there are many, many powerful creatures who would do their best to find a practically unlimited source of adamantine (or even adamant in any form).
Plane of Minerals is constantly looted despite natives defending it, and tapped by spells.
This one would attract drow wizards from half the Multiverse, rather than dwarves of dubious luck.
Conversely, creating it won't fly - IIRC it's among the worst duration- and output- reducing products.
Thus even if fork creation was possible, there won't be a whole lot of it by the time enough of matter is created to affect the flow of protomatter from nearby Ethereal.
On the other eyestalk, setting up a fun-sized "ether distillery" on Prime may be dangerous in itself.
It could at least have strange effects on force magic, and at worst wrap the world in Grey layer like Athas.
Or rupture dreamscapes with nightmarish things swept into the ether stream and then dropped on Prime.
Speaking of which, creation of arbitrary monsters by casting an illusion on Ethereal until it "comes to life" then Plane Shift it to Prime.
Of course, it's a bit self-defeating: Phantasmal Killer may create another Fśr, the hard part is retaining life and wits in its presence long enough to cast another spell.

quote:
Originally posted by sleyvas

create a portal to the plane of infinite ducks??? LOL, that just tickled my funny bone.

Well, it almost fits the bill.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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Balmar Foghaven
Learned Scribe

Canada
97 Posts

Posted - 09 May 2018 :  19:02:35  Show Profile Send Balmar Foghaven a Private Message  Reply with Quote
quote:
Originally posted by TBeholder

quote:
Originally posted by Balmar Foghaven


But a few I can think of include Tolodine's Killing Wind (lvl 10, banned)

It's merely 100 yd/CL.
Also, it's banned?



Banned by Mystra, I meant. The OP wanted spells that escaped Mystra's ban, from what I understood.

"Despair not, for in the end all things shall work out for the best - in at least one timeline."
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Balmar Foghaven
Learned Scribe

Canada
97 Posts

Posted - 09 May 2018 :  19:12:34  Show Profile Send Balmar Foghaven a Private Message  Reply with Quote
quote:

quote:
a portal to the plane of infinite ducks;
Why not at least plane of infinite geese? Even if it did exist, there are nastier planes, portals to which were opened (repeatedly).



Fair enough, and I do admit that as there are infinite demons in the Abyss, one would simply need to cast gate and allow them to pass through to wreak havoc.

...though the thought of being drowned in a swarm of endless poultry makes me happy. One might say that their goose was cooked.


"Despair not, for in the end all things shall work out for the best - in at least one timeline."
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TBeholder
Master of Realmslore

1726 Posts

Posted - 09 May 2018 :  21:34:09  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by Balmar Foghaven

Banned by Mystra, I meant. The OP wanted spells that escaped Mystra's ban, from what I understood.

I mean, what's the source?
Also, this matters only in Realmspace either way. Elsewhere, casting Tolodine's Killing Wind or Proctivís Seal Crystal Sphere (11 level) is purely a matter of ability.

quote:
Originally posted by Balmar Foghaven

Fair enough, and I do admit that as there are infinite demons in the Abyss, one would simply need to cast gate and allow them to pass through to wreak havoc.

...though the thought of being drowned in a swarm of endless poultry makes me happy. One might say that their goose was cooked.

Do you want descriptions of the latter acting not unlike the former, or do you want to keep that glad feeling?
The thought of being caught in a cloud of these birds without good armor and good headphones doesn't make me happy.
http://icwdm.org/Images/birds/birds-geese/canadagooseattackSM.jpg
https://imgur.com/5llvMo9
http://www.dailymail.co.uk/news/article-2327212/Terrorised-protective-mother-goose-Students-forced-run-cover-birds-looking-eggs.html
https://hooktube.com/watch?v=I0SELboSbEc
https://hooktube.com/watch?v=Geg7KyXE_-I
https://hooktube.com/watch?v=wyc580u5elc
http://www.cbc.ca/news/canada/ottawa/goose-attack-leaves-ottawa-cyclist-shaken-and-scarred-1.2686751
https://www.southbendtribune.com/news/healthandsafety/dog-loses-eye-after-goose-attack-in-south-bend/article_28bf1f17-c4ec-5017-bc36-88f4be6fc230.html
Swans can be nasty. The Canadian geese are smaller, but they are crazy critters who attack anything that moves - including cats, dogs, gorillas, eagles and whole herds of cattle or groups of soldiers. And people complained about commoners and housecats?

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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Wooly Rupert
Master of Mischief
Moderator

USA
31508 Posts

Posted - 09 May 2018 :  22:36:21  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by TBeholder

quote:
Originally posted by Balmar Foghaven

Banned by Mystra, I meant. The OP wanted spells that escaped Mystra's ban, from what I understood.

I mean, what's the source?
Also, this matters only in Realmspace either way. Elsewhere, casting Tolodine's Killing Wind or Proctivís Seal Crystal Sphere (11 level) is purely a matter of ability.



Actually, given that those were FR-specific spells and that I'm not aware of anything allowing spells higher than 9th level anywhere else in the D&DVerse, I'd be inclined to say that no one is casting those spells outside of Realmspace without the explicit approval of the local powers of magic.

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LordofBones
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Posted - 10 May 2018 :  05:43:28  Show Profile Send LordofBones a Private Message  Reply with Quote
I don't think the other powers of magic care overmuch. Offhand, Boccob, Hecate, Wee Jas, Mellifleur and Thoth wouldn't care overmuch (Hecate, notably, lets Circe have a lot of leeway); Mathonwy is a paranoid prick so he'd keep a tight lid on things; Isis would prefer it to be beneficial, Set would prefer it to be destructive or unleashed against the slaves of Apophis, Odin would prefer things that could tip the scales in favor of the Aesir during Ragnarok; the Vedic pantheon...ahahaha epic magic is the kind of crap Indian heroes and villains throw at each other, nevermind the pantheon itself; the Scarred Lands pantheon are probably chill with wizardly epic magic, whereas sorcerers are in a lot of trouble; the Moon deities of Krynn already impose ridiculous sanctions on arcane casters, so epic magic is out; Eberron's too low on the power scale (except the overlords); the Celestial Bureaucracy and Takama no Hara are probably ambivalent.
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Wooly Rupert
Master of Mischief
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USA
31508 Posts

Posted - 10 May 2018 :  10:21:04  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
No, here's what I'm saying: that those were Realms-specific spells and nowhere else in D&D has spells higher than 9th level -- this indicates to me that only in the Realms were spells higher than 9th level even possible. There was, in short, an exception to the normal rules of magic, meaning such things were only possible in the Realms.

So the spells wouldn't be possible elsewhere, without divine intervention, because the normal rules of magic prevent it.

Granted, this is based purely on assumption, but since the Realms was not alone in having ancient magical empires and no one else had spells like that, then logic would indicate there must be a very compelling reason for that. And we already know that magic is different in the Realms, because of the Weave -- which further backs up the idea that the rules of magic were different in Realmspace, compared to elsewhere.

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Edited by - Wooly Rupert on 10 May 2018 10:48:51
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LordofBones
Senior Scribe

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Posted - 10 May 2018 :  11:25:20  Show Profile Send LordofBones a Private Message  Reply with Quote
Mordenkainen actually has Epic Spellcasting.

I mean, specific named spells are probably not going to show up, but 'Mordenkainen's Force Lightning' and 'Mordenkainen's Mancave' might just be the Oeridian equivalents.
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Wooly Rupert
Master of Mischief
Moderator

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Posted - 10 May 2018 :  13:03:39  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

Mordenkainen actually has Epic Spellcasting.

I mean, specific named spells are probably not going to show up, but 'Mordenkainen's Force Lightning' and 'Mordenkainen's Mancave' might just be the Oeridian equivalents.



Epic spells and 10th and 11th level spells are different beasts. There are similarities, but the level 10/11 spells were handled more like regular spells, while the epic ones had a lot more special requirements.

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Balmar Foghaven
Learned Scribe

Canada
97 Posts

Posted - 10 May 2018 :  15:31:26  Show Profile Send Balmar Foghaven a Private Message  Reply with Quote
quote:
Originally posted by TBeholder

Do you want descriptions of the latter acting not unlike the former, or do you want to keep that glad feeling?
The thought of being caught in a cloud of these birds without good armor and good headphones doesn't make me happy.
http://icwdm.org/Images/birds/birds-geese/canadagooseattackSM.jpg
https://imgur.com/5llvMo9
http://www.dailymail.co.uk/news/article-2327212/Terrorised-protective-mother-goose-Students-forced-run-cover-birds-looking-eggs.html
https://hooktube.com/watch?v=I0SELboSbEc
https://hooktube.com/watch?v=Geg7KyXE_-I
https://hooktube.com/watch?v=wyc580u5elc
http://www.cbc.ca/news/canada/ottawa/goose-attack-leaves-ottawa-cyclist-shaken-and-scarred-1.2686751
https://www.southbendtribune.com/news/healthandsafety/dog-loses-eye-after-goose-attack-in-south-bend/article_28bf1f17-c4ec-5017-bc36-88f4be6fc230.html
Swans can be nasty. The Canadian geese are smaller, but they are crazy critters who attack anything that moves - including cats, dogs, gorillas, eagles and whole herds of cattle or groups of soldiers. And people complained about commoners and housecats?



Oh I'm well aware of the "fowl" temperament of such birds... LOL what I meant by making me happy was the thought of my poor group's PCs opening such a portal. Oh I can hear the screams

"Despair not, for in the end all things shall work out for the best - in at least one timeline."
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TBeholder
Master of Realmslore

1726 Posts

Posted - 10 May 2018 :  22:06:33  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by TBeholder

I mean, what's the source?
Also, this matters only in Realmspace either way. Elsewhere, casting Tolodine's Killing Wind or Proctivís Seal Crystal Sphere (11 level) is purely a matter of ability.

Actually, given that those were FR-specific spells and that I'm not aware of anything allowing spells higher than 9th level anywhere else in the D&DVerse,

There were 10-level "true dweomers" (Greyhawk). And psionic enchantments (Dark Sun) - these have requirement of the caster being a living artefact, but extra requirements aren't unique either, this just places them on par with High Magic, rather than mere "higher level".
And, yes, High Magic - which was supposedly brought to Toril from elsewhere and is supported by quite multi-spheric Elven gods. The incidents with EIN destroying planets suggest related methods, too.

quote:
I'd be inclined to say that no one is casting those spells outside of Realmspace

I included Proctivís Seal/Breach Crystal Sphere specifically to help possible sufferers alleviate nerf-clutching spasms...
It's right in the name. But just to be sure, "(Any sphere sealed by this spell before the fall of Netheril was closed and cannot be entered except through the use of teleport spells)."
Likewise, Valdickís Spheresail specifically mentions differences in the effect "outside a crystal sphere".
quote:
without the explicit approval of the local powers of magic.

Yet with the powers of magic on Toril it ran in exactly the opposite way: when they didn't care, 12 level was possible.
Then due to damage to the Weave limit to 10 level had to be set, then due to further damage/overload of the Weave, down to "9 level, 10 level with approval only".

quote:
Originally posted by Wooly Rupert

So the spells wouldn't be possible elsewhere, without divine intervention, because the normal rules of magic prevent it.
Granted, this is based purely on assumption, but since the Realms was not alone in having ancient magical empires and no one else had spells like that, then logic would indicate there must be a very compelling reason for that. And we already know that magic is different in the Realms, because of the Weave -- which further backs up the idea that the rules of magic were different in Realmspace, compared to elsewhere.

I don't know what you call logic here, but the above is an example of "absence of evidence used as evidence of absence".

We know almost nothing about all those "ancient magical empires". We know much about Netheril.
It had unusual amount of high-level arcane spellcasters (which is a prerequisite in itself) who didn't all sit at home, but rather both planewalked and used spelljamming.
Also, these were very much PC option, and there were no special notes about differences outside Realmspace. Which makes "it works the same way" default rule in this context, no?

quote:
Originally posted by Balmar Foghaven

Oh I'm well aware of the "fowl" temperament of such birds... LOL what I meant by making me happy was the thought of my poor group's PCs opening such a portal. Oh I can hear the screams

If you really want to drive them mad, why not just make it a demiplane set up as a breeding farm for critters. May be even duckbunnies - perhaps somewhere there was a fad for such pets, or they were used to keep the vermin in check.
Either forgotten, or with the owners being cranky and more inclined to scream and shake staves at the cattle rustlers intruders than cooperate.
It's all awfully cute (once the PCs are not buried under the quacking wave), but creates a threat of "rabbits vs. Australia" sort and everyone blames whom? You only need a handful of the critters to escape in the confusion...

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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Wooly Rupert
Master of Mischief
Moderator

USA
31508 Posts

Posted - 10 May 2018 :  22:37:59  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by TBeholder


There were 10-level "true dweomers" (Greyhawk). And psionic enchantments (Dark Sun) - these have requirement of the caster being a living artefact, but extra requirements aren't unique either, this just places them on par with High Magic, rather than mere "higher level".


And none of those things are the same as the 10th and 11th level spells of the Realms. The 10th and 11th level spells were only different from spells of lesser level in that they were more powerful -- they still only required a single caster to memorize a spell, gather his components, and cast it.

quote:
Originally posted by TBeholder


And, yes, High Magic - which was supposedly brought to Toril from elsewhere and is supported by quite multi-spheric Elven gods. The incidents with EIN destroying planets suggest related methods, too.


High magic comes from the Seldarine, is limited to elves, and usually requires both elaborate preparations and multiple casters. This is not the same as a single guy memorizing a spell and tossing it out, off the top of his head.

quote:
Originally posted by TBeholder


quote:
Originally posted by Wooly Rupert

So the spells wouldn't be possible elsewhere, without divine intervention, because the normal rules of magic prevent it.
Granted, this is based purely on assumption, but since the Realms was not alone in having ancient magical empires and no one else had spells like that, then logic would indicate there must be a very compelling reason for that. And we already know that magic is different in the Realms, because of the Weave -- which further backs up the idea that the rules of magic were different in Realmspace, compared to elsewhere.

I don't know what you call logic here, but the above is an example of "absence of evidence used as evidence of absence".

We know almost nothing about all those "ancient magical empires". We know much about Netheril.
It had unusual amount of high-level arcane spellcasters (which is a prerequisite in itself) who didn't all sit at home, but rather both planewalked and used spelljamming.
Also, these were very much PC option, and there were no special notes about differences outside Realmspace. Which makes "it works the same way" default rule in this context, no?



No, I'm looking at all the existing evidence and seeing that it points to the same thing. In one supplement for one setting, we have spells of higher than 9th level, and they were an exception for that setting. Nothing else for any other setting even implies that it's possible to exceed 9th level spells, and the core material also backs that up. Anything more powerful than a 9th level spell was different in almost every way from a standard spell, and was not treated as a standard, leveled spell.

So yes, when all of the available material says "this is this way," then I will very much take the absence of anything saying otherwise to mean that it's a hard and fast rule.

If you want to convince me otherwise, show me where these single-caster, non-ritual, non-FR 10th and 11th level spells are.

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Edited by - Wooly Rupert on 11 May 2018 00:55:26
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sleyvas
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Posted - 10 May 2018 :  23:39:12  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by TBeholder

If you really want to drive them mad, why not just make it a demiplane set up as a breeding farm for critters. May be even duckbunnies - perhaps somewhere there was a fad for such pets, or they were used to keep the vermin in check.



The Dread Domain of Lord Peter Cottontail.... filled with chickbunnies and duckbunnies... and now we know the secret of why every spring he crosses planes and hides his nefarious children (which he has boiled to death and decorated in bright colors).

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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