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Alaundo
Head Moderator
Admin

United Kingdom
5571 Posts

Posted - 10 Jul 2008 :  21:52:47  Show Profile  Visit Alaundo's Homepage  Click to see Alaundo's MSN Messenger address Send Alaundo a Private Message  Reply with Quote
quote:
Originally posted by Brother Accam

What's the likelihood that some (or even all) of these magic items will be updated to 4E?



Well met

There are no plans for us to convert any material currently on the site into 4e (unless the authors wish to do so).

Whilst we accept any new 4e material (and indeed still welcome material from previous editions), it would be unwarranted to convert material already held at Candlekeep.

Alaundo
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LordXenophon
Learned Scribe

USA
107 Posts

Posted - 10 Jul 2008 :  23:29:45  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
For my part, I have no plans to convert any of my material. It is all intended for 2e. However, conversion to any other system is a very simple matter, even in those cases where specific numbers have been provided. If you want to use them in 3e or 4e, feel free to make whatever changes you feel are needed. For the most part, they can be used as-is.

Disintegration is in the eye of the Beholder.
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DorianAdricus
Seeker

USA
19 Posts

Posted - 14 Jul 2008 :  20:25:07  Show Profile  Visit DorianAdricus's Homepage Send DorianAdricus a Private Message  Reply with Quote
As I've only recently started posting, I thought I'd contribute a couple magic items from one of the first Realms games that I ran (they were created for a Silverymoon based game in 3e).

Lothandrian Moonblade: This unique +3 longsword is forged of the purest platinum. Its crosspiece and guard are made of silver blue mithril while the hilt is wrapped in supple blue dragon leather and entwined with string made from the blue-black hair of a silver elf. Set into the crosspiece of the blade is a pale blue sapphire the size of a robin’s egg. Five runes of power decorate the flat of the blade near the hilt on both sides, seeming to be inlaid in diamond. The runes are the personal sigils of the four former and one current wielder of the moonblade. Pale silver-blue flames flicker in the depths of the sapphire when a power of the runes is activated.
The former wielders of the blade and the powers linked with them are as follows:
· Lady Talindra Lothandrian, the blade’s first wielder. Born in The Year of the Leather Shield (-75 DR). She was saved from drowning by activation of the first power of the moonblade. The wielder of the sword may survive without air.
· Lord Orlus Lothandrian, the blade’s second wielder. Born in the Year of Scattered Stars (168 DR). He was saved from a lonely death in the depths of the Wealdath by activation of the second power of the sword. The wielder of the moonblade may cast regeneration once per day.
· Lord Arutharin Lothandrian, the blade’s third wielder. Born in the Year of Freedom’s Friends (324 DR). Lord Arutharin was granted a second mount by the moonblade after his first was lost in an aerial combat with Pyrethraxus the Red over the Stormhorn Mountains in the Year of the Hunting Ghosts (659 DR). The wielder of the moonblade may summon forth Silvermane, a celestial griffon imbued with the spirit of Arutharin’s bonded mount for up to six hours per day. If Silvermane is killed, she may not be summoned again for a tenday.

Silvermane: Adult female celestial griffon; CR 6; Large magical beast; HD 8d10+21; hp 73; Init +2; Spd 30 ft, fly 80 ft. (average); AC 17 (-1 size, +2 Dex, +6 natural); Atk +8 melee (2d6+4 bite), +3 melee (1d4+2, 2 claws); Face/Reach 5 ft. by 10 ft./5ft.; SA Pounce, rake (1d6+2), smite evil; SQ Scent, darkvision 60 ft., acid/cold/electricity resistance 15, damage reduction 5/+2; SR 20; AL NG; SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 8
Skills and Feats: Jump +8, Listen +6, Spot +11
Special Attacks: Pounce (Ex): If a griffon dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A griffon that pounces on an opponent can make two rake attacks (+8 melee) with its hind legs for 1d6+2 slashing damage each.
Smite Evil (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against an evil foe.

· Lord Gerin Lothandrian, the blade’s fourth wielder. Born in the Year of the Corrie Fist (450 DR), Lord Gerin fought valiantly using magic and steel against both the Army of Darkness that consumed Myth Drannor, and later against the armies of Hellgate Keep, where he met his death. Gerin primed the moonblade for battle, and the sword granted him the power to, three times per day, conjure a roiling blue fireball (15d6, Reflex for half, DC 22), which burns only creatures of evil.
· Lord Kyrin Lothandrian, the blade’s fifth weilder. Kyrin was granted the ability to change into a great and terrible being by the power of the sword in the Year of Lightning Storms (1374 DR). The sword allows the wielder to shapechange into the form of a gold dragon of half again the user’s hit dice. This power may be used once per month.
In additon, the moonblade is intelligent (Int 20, Wis 14, Cha 17), lawful good, and has taken the name Marus Eltemrion Lothandrian for himself. It can communicate telepathically with its wielder or speak Elven, Common, Chondathan, Celestial, Abyssal, or Seldruin (Ancient High Elven). Marus considers himself an archmage, a patriarch of the Lothandrian clan, and every Lothandrian’s great-great-great uncle. Marus is fussy, arrogant, but quite knowledgeable about scholarly matters taking place before the Year of the Curse (882 DR) as after that he was preserved out of time by Elven High Magic.
Caster Level: 18th. Weight: 8 lbs.
_____________________________________________________________________

And...

Izdal’s Key: This unique +2 throwing returning thundering warhammer was named and carried by the thirdson of Delzoun, Thain Izadal Delzoun and lost upon his death in the Year of Silent Screams (-133 DR). Composed of adamantine with two diamond eyes set on the face of the two headed weapon, it is inlaid with diamond dusted Runes of Sundering. It has the ability to ignore hardness when attacking inanimate objects.
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Kilsek
Acolyte

USA
10 Posts

Posted - 14 Aug 2008 :  14:25:14  Show Profile  Visit Kilsek's Homepage  Send Kilsek an AOL message  Send Kilsek a Yahoo! Message Send Kilsek a Private Message  Reply with Quote
Keep up the shop!

Geeked on Dungeons and Dragons | Our new Minis Price guide | Geeked D&D Banner Exchange
Jiv'elgg lueth jiv'undus phuul jivvin. L'elamshin d'lil Ilythiiri zhah ulu har'luth jal.
Torture and pain are fun. The destiny of the Drow is to conquer all.
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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 01 Sep 2008 :  20:08:10  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Im putting in a scroll. If anyone would like to use it in there campaing i would like to know. That said here it is:

Melcar’s Obdurium Shield
Transmutation
Level: Sor/wiz 9
Components: V, S, M
Casting Time: One action
Range: Personal
Target: You
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: No

This spell transforms the skin of the caster into Obdurium giving him a damage reduction 30/- 60 hp per lvl of the caster.

Material: One Weave Sphere and a piece of obdurium
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Wooly Rupert
Master of Mischief
Moderator

USA
29910 Posts

Posted - 02 Sep 2008 :  04:33:43  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Im putting in a scroll. If anyone would like to use it in there campaing i would like to know. That said here it is:

Melcar’s Obdurium Shield
Transmutation
Level: Sor/wiz 9
Components: V, S, M
Casting Time: One action
Range: Personal
Target: You
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: No

This spell transforms the skin of the caster into Obdurium giving him a damage reduction 30/- 60 hp per lvl of the caster.

Material: One Weave Sphere and a piece of obdurium



I can't say I'm familiar with Weave Spheres or obdurium.

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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 02 Sep 2008 :  16:40:06  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Obdurium is a extremely hard metal of hardnes 30. 60 hit points per inch. It is found in Strongholds Builders Guidebook. A weavesphere is as follows:

Melcar’s Weave Sphere
Abjuration
Level: Sor/wiz 9
Components: V, S, M, XP
Casting time: 1 Min
Range: Personal
Target: The Weave
Duration: 24 Hours
Saving Throw: No
Spell resistance: No

This is one of the most dangerous and powerful spells ever created since the fall of Netheril. Upon the casting of this powerful abjuration, the caster taps into the raw unfiltered power of the weave, drawing power directly from it, creating a concentrated sphere of energy that holds immense power. This however has a risk. When this spell is cast, a 1% chance of the spell failing utterly, ripping the caster apart, exists. A “Wish” combined with “True Resurrection” can bring the person back to life. If the spell is a success, a silverwhite sphere of weave essence is collected. The Weave Sphere has a variety of functions.

• A Weave Sphere is used as a powerful component in extreme spells and, being raw weave energy, acts as a conductor to the weave, making greater and more powerful spells possible.

• The Weave Sphere functions like a temporary “Mythallar”. (5 ft. per caster level emanation) Only the caster of the spell has the ability to touch the Weave Sphere. (Any item, or creature, living or undead touching it is instantly destroyed) The sphere is controlled telepathically via telekinesis.

• It can be used to make a disintegrating ranged touch attack. This however destroys the Weave Sphere, causing an explosion in a radius of 5ft. per caster level, damaging everything 1d6 per caster level. No save allowed.

• Functioning as a “Mythallar” the spell emanates magic. This ability suppresses an Antimagic Field and similar effects but not a Dead Magic Zone.


Material: A Moonstone

XP Cost: 1500
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Wooly Rupert
Master of Mischief
Moderator

USA
29910 Posts

Posted - 03 Sep 2008 :  05:10:20  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Considering that one of the advantages of a mythallar was the use of quasimagical items, I think this spell should be epic, not 9th level.

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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 03 Sep 2008 :  14:37:09  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Yes well one could feel that way, but as it is only a temporary spell, it will be used to fuel other spells as a powerful component and not as i direct Mythallar effect. Or that's my idea about it, and the way im gonna use it.
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Ashe Ravenheart
Great Reader

USA
3071 Posts

Posted - 03 Sep 2008 :  16:23:47  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
Temporary? 24 hours is not that temporary. If you want it to be a 9th level spell, the duration should be in rounds.

I actually DO know everything. I just have a very poor index of my knowledge.

Ashe's Character Sheet

Alphabetized Index of Realms NPCs
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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 03 Sep 2008 :  16:44:08  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Well there we disagree. When it's not permanent, its temporary! And ending if used as a component. Very much temporary!
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Ashe Ravenheart
Great Reader

USA
3071 Posts

Posted - 03 Sep 2008 :  16:49:01  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
Okay, it's not permanent, but I do feel that the 24 hour duration makes it easy to abuse, even with the XP component.

I actually DO know everything. I just have a very poor index of my knowledge.

Ashe's Character Sheet

Alphabetized Index of Realms NPCs
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Wooly Rupert
Master of Mischief
Moderator

USA
29910 Posts

Posted - 03 Sep 2008 :  17:00:37  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
For a full day, it's a battery for all quasimagical items you care to have. Cast it again the next day, and you're still golden with all those cheaply-made magical items. Nope, 9th level is too cheap.

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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 03 Sep 2008 :  18:42:30  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Well yes and no. It is easy and perhaps 24 hours are too much... I would be inclined to say... 12 hour insted. Never realy thought about the use of quassi magical gear!

Thanks for pointing that out!
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Wooly Rupert
Master of Mischief
Moderator

USA
29910 Posts

Posted - 04 Sep 2008 :  04:05:18  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Well yes and no. It is easy and perhaps 24 hours are too much... I would be inclined to say... 12 hour insted. Never realy thought about the use of quassi magical gear!

Thanks for pointing that out!



I think that's still too much. It enables your mage to quite readily become a walking arsenal. I'd make that spell not only epic, but one of the more difficult ones.

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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 04 Sep 2008 :  14:38:14  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
I like and reflect on you say wolly, but as im not having any quassi items im not think much of that; compared to the duration of the spell. However im feeling what you say. But the spell is meant as a universal component for high powered spells. And some of these spells have a long casting time. 3 hours or something like that... so...

But I do appreciate any coments and surgestions!
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Wooly Rupert
Master of Mischief
Moderator

USA
29910 Posts

Posted - 04 Sep 2008 :  19:38:01  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

I like and reflect on you say wolly, but as im not having any quassi items im not think much of that; compared to the duration of the spell. However im feeling what you say. But the spell is meant as a universal component for high powered spells. And some of these spells have a long casting time. 3 hours or something like that... so...

But I do appreciate any coments and surgestions!



It's not the duration I'm arguing. It's the fact that it's 9th level and not epic that I'm arguing. If the DC was appropriately high, it would be acceptable to me as an epic spell. As it is, it's just too easy.

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Candlekeep - The Library of Forgotten Realms Lore
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LordXenophon
Learned Scribe

USA
107 Posts

Posted - 05 Sep 2008 :  04:20:01  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
This spell is not really out of line with 9th level spells at all. The potential damage is particularly weak for a 9th level spell. It's also pretty weak in general compared to epic spells. Most of the concerns I see have to do with things that aren't even mentioned in your spell description. Just specify exactly what other effects your spell can be used to power., describe in exactly what respects the weave can be used as a temporary mythal, and specify the duration as "24 hours or until used." You might also want to specify a high value of moonstone, rather than just any moonstone - perhaps a complete moonbar in perfect condition.

Disintegration is in the eye of the Beholder.
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GoCeraf
Learned Scribe

147 Posts

Posted - 05 Sep 2008 :  05:23:31  Show Profile  Visit GoCeraf's Homepage Send GoCeraf a Private Message  Reply with Quote
In my game, a Border Kingdoms campaign, I replaced the Expert levels of council-woman Nardarra Leonpur of Emrys with Rogue levels and gave her this:

Kyton's Robe
Minor Artifact

Used to goad the easily-manipulated, the Kyton's Robe is an undeniably evil object that promises power at a hidden price. Blood red, with a black, five-link circle (Vei'x'zal's personal symbol), they at first glance appear to be robes that would befit a mage. In truth, however, the robes are more appropriate to a warrior or rogue.

The robe's primary ability is to benefit the wearer with a power similar to the chain devil's dancing chains ability. At will, a wearer may animate a single chain of any material and endow it with a form of autonomy. Such chains' hardness and hit points remain unchanged, but they become extensions of the wearer's will. The chain grows barbs, blades, or spikes and becomes a small construct. It possesses the same base attack bonus as the wearer, as well as the same strength and dexterity scores. It has no constitution, intelligence, wisdom, or charisma. Any appropriate feats that qualify as fighter bonus feats (i.e., weapon finesse, weapon focus, etc.) that the wearer possesses may be used by the chain as well. It has a +4 natural bonus to AC, as well as a +1 size bonus. It similarly receives any dexterity, dodge, or insight bonuses the wearer possesses. If the wearer possesses a sneak attack or similar ability, the chain can also make use of it.

This ability can turn a stray chain into a flanking partner or an opponents tools into a dangerous, nearby foe. Making chains dance, however, is not the only ability the Kyton's Robes possess.

The wearer gains a +3 profane bonus to AC, DR 5/silver or good, and regeneration 2 (takes normal damage from good or silver weapons, or spells with the "good" descriptor). Finally, the wearer gains an aura of evil equal to an evil outsider of equal HD.

These abilities are not without drawbacks. Upon donning the robes, the wearer must make a DC 24 will save or be compelled to perform an act of notable evil. Such acts include the sale or distribution of dangerous substances (narcotics, poisons, etc.), murder or grievous harm of another person, or some similar act. If such an act is not performed within 24 hours of donning the robe, the wearer becomes exhausted, and the condition cannot undone without first removing the robes or performing a great evil. Removing the robes after a failed save requires a DC 28 will save, and failure means that they cannot be removed for 24 hours.

Lastly, the robes act as a beacon to Vei'x'zal, who is able to plane shift to any location within 30 ft of them once a month. He also has an instinctive knowledge of the wearer's race, alignment, location (regardless of planar distances), and true name.




All the best.

Being sarcastic can be more telling than simply telling.
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Wooly Rupert
Master of Mischief
Moderator

USA
29910 Posts

Posted - 05 Sep 2008 :  06:10:19  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

This spell is not really out of line with 9th level spells at all. The potential damage is particularly weak for a 9th level spell. It's also pretty weak in general compared to epic spells. Most of the concerns I see have to do with things that aren't even mentioned in your spell description. Just specify exactly what other effects your spell can be used to power., describe in exactly what respects the weave can be used as a temporary mythal, and specify the duration as "24 hours or until used." You might also want to specify a high value of moonstone, rather than just any moonstone - perhaps a complete moonbar in perfect condition.



It doesn't matter that it's not mentioned. Part of the mythallar thing was the easy and cheap manufacture of quasimagical items. It doesn't matter if the intent is there or not -- if it is a mythallar, no matter how temporary, then it can be used to power quasimagical items. So a spellcaster with this spell can easily make himself an arsenal, cast this spell, and happily lay about with magical gizmos all day long, without worrying about the cost in creating them or even the number of charges the items have.

The intent doesn't matter -- the effective capability does. I can not think of any reason I'd need to drive my car at speeds exceeding 85 miles per hour. But it still has the potential to do 120. Just because I never come close to it doesn't mean I can't.

So I stand by my original point. If you're creating a mythallar, it needs to be epic.

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Edited by - Wooly Rupert on 05 Sep 2008 06:12:00
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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 06 Sep 2008 :  23:59:53  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
When used to power a spell, the possibilities of that spell goes beyond the limits of level 9 spell. A level 11 spell with the right components and fueled with enough weave spheres would be possible.

for example:

Melcar’s Weave Mythal
Abjuration/ Conjuration
Level: Sor/wiz 10
Components: V, S, M
Casting Time: One action
Range: Personal
Target: You
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: No

When this spell is cast, the caster taps into the weave’s power and by that taps into Mystra’s power. This spell draws on the power of the weave, controlling and shaping it into a globe of protection. The Weave wraps around the caster protecting him from harm. Giving him a divine bonus to armor class, saving throws, spell resistance equal to that of Mystra’s divine rank. Further more, the sphere that protects the caster is immune to Mordenkainen’s Disjunction, Dispel Magic and similar effects, and Antimagic Field. When moving into a Dead Magic zone it negates it in the area of the sphere. Shadow Weave magic can’t penetrate the sphere, so the caster is immune to this form of magic as well. As this spell uses the weave as protection this spell also protects against divine magic.

Material: Two Weave Spheres, a Star Sapphire, a powdered Moonstone and a drop of dragon blood.


I have also changed the mosnstone to a "perfect" moonstone. and lowered the duration to max 12 hours. there are no other functions of this spell. The weave sphere spell that is!

Edited by - Nicolai Withander on 07 Sep 2008 00:01:05
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Baldwin Stonewood
Seeker

34 Posts

Posted - 11 Sep 2008 :  18:21:39  Show Profile  Visit Baldwin Stonewood's Homepage Send Baldwin Stonewood a Private Message  Reply with Quote
Here is weapon that I developed for my current campaign. We have been running a greatly expanded Shattered Gates of Slaughtergarde campaign for the last 18 months. One of the players wanted to use a core deity which I was fine with doing and this is weapon crated for that player. We have had a blast roleplaying the conversations between the weapon and the player.

Fharn “the Redeemer of Life”:

+2/+4 holy heavy mace (alchemical silver) with a large sapphire (navy blue) gem which resembles an eye (it feels like a light mace in weight and properties weight of 4 lbs); AL NG;
Int. 10, Wis. 16, Chr. 16; speech (common and celestrial), 60 ft darkvision and hearing (listen 6); 1d8+2, 2d8+4 undead; Ego score: 18

Lesser Powers: Bless 3/day all allies within 30 feet, cure moderate wounds wielder 3/day 2d8+3.

Greater Power: turn undead as +2 level, 2 extra turns per day, and deals normal damage against incorporeal (ghost strike)*

Special Purpose: defeat/slay undead.*

Personality: A loyal and trusted companion to blacksmith and high priest Jaxal Hammersmith, follower of Fharlanghn. Fharn was created out of divine inspiration that Jaxal received during his morning prayers. Legend has it that Jaxal stayed awake and fasted exactly 120 hours (5 days) completing the famed weapon in the City of Crimmor. Upon completion, Fharn and Jaxal began a long campaign traveling the world ridding it of the undead. Jaxal perished in the Valley of the Obelisks during the war against Mu Tah Laa and his demonic hordes. Since the war, it was rumored that Fharn was wielded by several lesser men until it vanished some 800 years ago. Fharn is in search of a new companion who will seek out and commit himself to battle the undead and further goodness. Fharn will be loyal, brave and offer occasional advice to someone upholding its mission to destroy the undead and further goodness.

Fharn always seeks to confront the undead. If the person turns away to flee or avoid the undead an immediate DC18 Will save is necessary. Failure of the DC 18 results in the wielder going back to confront the undead, with or without his party members. Unless there is little, if any, chance for success in that combat. A successful DC 18 will result in Fharn withholding healing the next time it is needed. Fharn will hold the grudge, if necessary.

*Relic - If wielded by a cleric of NG, LG alignment the Greater Power and special purpose is revealed. That cleric will also lose a 3rd level spell in exchange for the powers. If the cleric chooses not to volunteer to lose the spell slot then a Will Save of DC 18 (ego) needs to be made.

You will feel an urge to disregard all other magic weapons. DC 18 to resist the urge, weekly.

Strong/approaching overwhelming: Divination/evocation (undead); strong conjuration (healing) strong enchantment (compulsion/bless), CL 18 craft magic and armor; miracle; cost 59205 GP, 5000XP
Auras:
15 plus 9 spell level= 24 spell check on divination [yellow bordering on white aura]
15 plus 1 spell level = 16 bless [yellow]
15 plus 2 spell level = 17 cure moderate [yellow]


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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 26 Sep 2008 :  01:27:42  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
I now sell my most priced possesion! The artifact of the GODS!!! or something!

The Weave Staff
(Artifact)

This long wooden staff is made from weave enchanted Dark Wood. In moonlight the staff emanates a faint eerie glow. Random surges of weave energy flows through and over the staff allowing magical runes to become visible. These magical runes run the length of the staff granting the following enchantments. The staff has been magically strengthened giving it the hardness of obdurium, making it almost indestructible and giving it a +6 enchantment bonus. Over time the bearer will become more attuned with the staff and the weave, unlocking the following abilities.

After a year of possession, the Ar’N Irylthir activates the following abilities passively: Feather Fall, Shield, and Shocking Grasp. 1d8+20. All these abilities are invisible. These abilities can be turned off be the wielder at will.

After another 2 years of possession the Ar’N Irylthir unleashes its full power upon the bearer. It changes appearance and resembles now a staff made, not from wood, but of pure, raw weave energy. Silverwhite, with arcs of green and purple lightning. Now the staff grants the following abilities: The ability of a Ring of Wizardry I through IX, it grants its bearer the ability to counter spells at a + 4 bonus and now the bearer has an uncanny sense of the weave and his magical surroundings, giving him an inside bonus to caster level + 10, and giving him Greater Spell Focus in all schools. The staff, now in its true form, also gives the bearer the ability to cast the following spells at the wielders caster level:

Draining 1 charge: Eldritch Ball, Eldritch Bolt.
Draining 2 charges: Greater dispel, Globe of Invulnerability, Spell Reflection.
Draining 5 charges: Eldritch Storm.

The staff has a maximum of 50 charges, but will recharge itself 1 charge per day.

If all 50 charges are expended the bearer can heal a dead magic zone in the size of 5 ft. pr charge.
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Pandora
Learned Scribe

Germany
305 Posts

Posted - 26 Sep 2008 :  08:43:11  Show Profile  Visit Pandora's Homepage Send Pandora a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander
Melcar’s Weave Mythal
Abjuration/ Conjuration
Level: Sor/wiz 10

Level 10 spells do not exist. Only level 10 spell slots exist to be used by low level spells with feat adjustments.

Personal opinion: No matter how short its duration is now any direct manipulation of the weave should be left to NPCs (Mystra's chosen). It still makes you immune to
- divine
- shadow
- dispels
and gives a divine bonus to armor class, saving throws, spell resistance equal to that of Mystra’s divine rank ... Sounds a bit like Karsus taking Mystra's power without her consent.
Just a tad too much - whatever the components, limitations or requirements are - because it almost makes the caster immune to magic and thats the biggest danger to a low-hp arcane caster at high levels.

If you cant say what youre meaning,
you can never mean what youre saying.

- Centauri Minister of Intelligence, Babylon 5

Edited by - Pandora on 26 Sep 2008 08:44:04
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Nicolai Withander
Master of Realmslore

Denmark
1071 Posts

Posted - 26 Sep 2008 :  14:10:48  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Well its not so much any spell that Im ever gonna use, its just a scroll I have uncovered in a dusty old tome! So on that note, thanks for the comment!
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