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
 Forgotten Realms Journals
 Running the Realms
 The Candlekeep Magic Shop
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Previous Page | Next Page
Author Previous Topic Topic Next Topic
Page: of 55

Nicolai Withander
Master of Realmslore

Denmark
1070 Posts

Posted - 08 Jun 2011 :  11:29:24  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Gonna ad my latest spell... enjoy!

Melcarís Spell Miasma
Abjuration
Level: Sor/wiz 9
Components: V, S, M
Casting Time: One action
Range: Personal
Target: You
Duration: Until next spell
Saving Throw: No
Spell Resistance: No


This spell brings into effect the very power and mechanics of the weave. This spell is cast before an offensive spell. The next spell the caster of Melcarís Spell Miasma casts cannot then be stopped by any known means: Any known protection spell, magic resistance, spell turning, absorption, anti-magic shell, counterspell, immunities, and so on. Even items such as Rod of Absorption, Ring of Spellturning or Shield of Mirroring does not protect against this spell. The only defense for the target of this spell is a saving throw - if the spell in question allows one. Even then, such rolls suffer a -5 penalty.
Melcarís Spell Miasma does not prevent events that would normally disrupt the casting of the second spell.

Material: One Weave Sphere and a Star Sapphire


Go to Top of Page

MalariaMoon
Learned Scribe

324 Posts

Posted - 10 Jul 2011 :  16:50:10  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Lute of the Healing Hymn

Description: A lute of the healing hymn is typically wrought from the wood of the rare high hazel, which reputedly only grows on the slopes of the Troll Mountains in Amn. It has sixteen strings paired in eight courses. Bards say the golden strings are nymph hair, plucked willingly from her head by the nymph herself. Whether this is true or not, the beautiful strings never tarnish or lose their tone.
Lutes of the healing hymn are particularly rare but have an ancient lineage. The oldest examples are said to predate Myth Drannor. The scarcity of these lutes seems to stem from their unusual creation; they can only be made by an elven spellsinger and a freewalker of Eldath working in tandem.

Properties: The lute of the healing hymn can only be used by a character with at least one rank in perform (lute).Once per day, the player can receive the effects of a cure moderate wounds (2d8+15 hit points) spell following one hour of uninterrupted play. Alternatively this effect can be bestowed on a single listener within earshot. In this case, the player must make a successful perform (lute) check for the listener to receive the benefits of the spell. Even if the skill check fails, the luteís power cannot be used again until the following day.
Characters who worship Eldath as their patron deity are healed an additional 1d6 hit points by the luteís song.

Attributes: Moderate conjuration, CL 15th
Creation: Cure Moderate Wounds, Perform (lute) 5, Craft Wondrous Item
Cost: 7, 000 gp


Go to Top of Page

Basil the Geek
Seeker

USA
16 Posts

Posted - 31 Jul 2011 :  23:29:34  Show Profile Send Basil the Geek a Private Message  Reply with Quote
Here's a fun little magical plot hook device from my campaign.

Xin Shards
These faintly radiant, clear, diamond hard fragments range in size from a pea to one the size of a largish apple with all showing evidence of having suffered from a terribly destructive force.

Some people claim to have seen within shards the image of a Netherese city majestically floating among the clouds all bathed in glorious sunlight. There are others who claim that breaking a shard has no effect on this image which then exists completely intact within all the new fragments. To see the image one must peer deeply into an intact facet while adjusting the crystal and back lighting it with the noon day sun of a clear, cloudless day. No other illumination seems to work (Search DC17)


The immediate effects of possessing a shard are as follows.

Spell Resistance (SR20)
The possessor of the shard is subject to radiation that distorts the weave in such a manner as to reduce the effectiveness of spells and spell like effects targeting the user.

Variable Luck Bonus +2
Once during a round, as a free action, the DM can apply a +2 luck bonus to any one action beneficial to the possessor only if such actions are good aligned. An unluck -2 penalty or no bonus at all can also occur should the user act in an evil manner.

Netherese Item Empowerment?
It is rumored that one possessor of a shard discovered he had a limited ability to empower Netherese Mythallar enchanted items as long as the item and shard are within his possession. Strange, detrimental side effects were said to occur depending on the items empowered. The story eventually goes that the young adventurer and friends foolishly attempted empowering their own floating Netherese enclave. The result was a brief but spectacular temporary empowerment of the enclaves Mythallar immediately followed by a cataclysmic explosion and the complete disintegration of the shard wearer and shard.

A Curse?
It is also rumored that several possessors of Xin Shards have fallen into ill fortune having taken on strange and sudden fits of memory lapse, extreme mood swings and even one known to have suffered complete personality change declaring he was a Netherese wizards apprentice seeking help to save his people.

Forewarned by the Terraseer and unable to stop Karsus from carrying out his desperate act to unite and save Netheril from the blight of the Phaerrimm, the high council of Xinlanal moved to complete Ioulaumís improved Mythallar. It was thought the great spell would impart enough of their collective will into the cityís Mythallar to give it divine sentience assuring the survival of the city. Instead, something completely unexpected occurred resulting in todayís burnt, broken and rare magical curiosities known as Xin shards.
Go to Top of Page

LordXenophon
Learned Scribe

USA
78 Posts

Posted - 20 Aug 2011 :  20:47:34  Show Profile  Visit LordXenophon's Homepage  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
Switcheroo Scheckel

This enchanted, silver coin can only be used by rogues. Most prefer not to, because it takes so much work to use, the profit margin is low and you need to have money to steal money. Several of these coins are being neglected in the bottoms of dusty drawers in various thieves' guilds.

All the rogue has to to is to point at another coin, then at the Switcheroo Scheckel. The two coins will instantly switch places. The rogue can use it again and again, switching coins from two piles, one coin at a time, until somebody notices all the pointing or the movement of the coins.

Ownership of the Switcheroo Scheckel won't change until someone speaks the coin's name (clearly written on both faces) while holding the coin.

Since it costs about 5000gp (plus a scheckel in mint condition) to make a Switcheroo Scheckel, it can take quite a lot of work to steal back your investment, even if you're switching coppers for Harbor Moons. The only time most rogues would actually want one of these is when they need to steal a specific and significant coin.

Disintegration is in the eye of the Beholder.
Go to Top of Page

johnsimmons
Acolyte

1 Posts

Posted - 26 Aug 2011 :  15:46:57  Show Profile  Visit johnsimmons's Homepage Send johnsimmons a Private Message  Reply with Quote
The pendant does work flawlessly! I think the design of it is pretty nice and not done bad. Any more tips you guys to share though?

John
http://www.theatremagic.com/
Go to Top of Page

MalariaMoon
Learned Scribe

324 Posts

Posted - 14 Sep 2011 :  04:50:27  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Staff of Domination

Description: An unshaped branch of bronzewood, the only crafting on this staff is the intricate carving at its tip Ė an almost life-size representation of a cackling jesterís mask with a wooden crown on its brow. Few of these staves are known; a handful were made in the days of Netheril and none have been created since.
The Harpers believe that the Arcane Brotherhood has possession of such a staff and have used it to exert their will upon the War Captains of Luskan. Another Staff of Domination is thought to be in the hoard of the Shadow Dracolich Aurgloroasa.
Properties: The wielder of the staff can use the following spells:
ē Charm person (1 charge)
ē Charm monster (2 charges)
ē Mass Domination (5 charges): This powerful effect can only be used once per tenday. It allows the wielder of the staff to dominate up to 25 HD worth of humanoids or animals as per the spell dominate person. Even with the staffís magic, controlling numerous creatures (or a handful of powerful ones) is extremely taxing on the wielder, who is considered continually fatigued whilst using this power. This power is not limited by range and works as long as the dominated creatures are on the same plane as the wielder.
The Staff of Domination also carries a minor curse, which begins to manifest after the wielder has used 5 charges. After this point every time the wielder interacts with another character in a way that would normally incur a bluff, diplomacy or intimidate skill check, the wielder must make a will save (DC 12) or cast charm person or charm monster (as appropriate) involuntarily on the character he is talking to.
If used in melee combat, the Staff of Domination acts as a quarterstaff+1.
Attributes: Strong aura of enchantment and evil, CL 11th
Creation: Craft Staff, charm person, charm monster, dominate person
Cost: 65, 000 gp
Go to Top of Page

MalariaMoon
Learned Scribe

324 Posts

Posted - 26 Sep 2011 :  16:49:46  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Map of Refuge

Description: This map is about 50Ē x 40Ē in size, and constructed from finger-sized strips of balsa wood bound together by string. One side of the map is illustrated in fading inks. It depicts a small, nondescript island in the centre of an ocean. The map has nothing in the way of a key, it has no written notations, there isnít even an indication of north. The map can be easily rolled into a tube and placed in a scroll case.
The origins and creation of a map of refuge are disputed by scholars. A few have been reported over the years, often in the hands of pirates of the Nelanther Isles or the Kingdom of Ruathym. One popular theory is that the maps where created by the elves of Evermeet at the start of the Retreat. Certainly, the map of refugeís unique magic would be valuable to the elves Ė allowing their ships to make port without having to risk contact with men or worse.

Properties: The map can only be used at sea, and cannot be used if solid land lies within one mile of its location. If it is cast face up upon the ocean the map vanishes, and a small island roughly half a square mile in size rises up out of the depths. The sea within 60í of the islandís shore becomes shallow enough that an anchor can be weighed, and the island is easily accessible by small boat. On the island itself, fresh water can be found, plus trees sturdy and tall enough to be used in ship repairs (up and to including the replacement of a broken mast). Foraging on the island reveals small bushes bearing a strange but nutritious fruit; enough can be gathered to feed up to 40 people for half a tenday (after which the fruit quickly sours and is inedible). However, no animal life can be found on the island.
The island persists for exactly 24 hours before crumbling back into the sea. It takes 5d4 rounds for the island to completely break up, after which the map of refuge reappears on the now choppy seas. The disturbance caused by the islandís collapse makes the map difficult to find; unless a successful DC 20 search check is made the map of refuge floats away unnoticed to find whichever new owner the ocean currents deem worthy. Even if the map is recovered, its power cannot be used again for another tenday.
Apart from the fruit, materials removed from the island do not degrade; wood remains strong and water remains fresh as if they were natural substances.

Attributes: Strong conjuration, CL 20th
Creation: Major Creation, Polymorph Any Object, Craft Wondrous Item
Cost: 50, 000 gp
Go to Top of Page

Wooly Rupert
Master of Mischief
Moderator

USA
29641 Posts

Posted - 26 Sep 2011 :  19:07:58  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

Map of Refuge

Description: This map is about 50Ē x 40Ē in size, and constructed from finger-sized strips of balsa wood bound together by string. One side of the map is illustrated in fading inks. It depicts a small, nondescript island in the centre of an ocean. The map has nothing in the way of a key, it has no written notations, there isnít even an indication of north. The map can be easily rolled into a tube and placed in a scroll case.
The origins and creation of a map of refuge are disputed by scholars. A few have been reported over the years, often in the hands of pirates of the Nelanther Isles or the Kingdom of Ruathym. One popular theory is that the maps where created by the elves of Evermeet at the start of the Retreat. Certainly, the map of refugeís unique magic would be valuable to the elves Ė allowing their ships to make port without having to risk contact with men or worse.

Properties: The map can only be used at sea, and cannot be used if solid land lies within one mile of its location. If it is cast face up upon the ocean the map vanishes, and a small island roughly half a square mile in size rises up out of the depths. The sea within 60í of the islandís shore becomes shallow enough that an anchor can be weighed, and the island is easily accessible by small boat. On the island itself, fresh water can be found, plus trees sturdy and tall enough to be used in ship repairs (up and to including the replacement of a broken mast). Foraging on the island reveals small bushes bearing a strange but nutritious fruit; enough can be gathered to feed up to 40 people for half a tenday (after which the fruit quickly sours and is inedible). However, no animal life can be found on the island.
The island persists for exactly 24 hours before crumbling back into the sea. It takes 5d4 rounds for the island to completely break up, after which the map of refuge reappears on the now choppy seas. The disturbance caused by the islandís collapse makes the map difficult to find; unless a successful DC 20 search check is made the map of refuge floats away unnoticed to find whichever new owner the ocean currents deem worthy. Even if the map is recovered, its power cannot be used again for another tenday.
Apart from the fruit, materials removed from the island do not degrade; wood remains strong and water remains fresh as if they were natural substances.

Attributes: Strong conjuration, CL 20th
Creation: Major Creation, Polymorph Any Object, Craft Wondrous Item
Cost: 50, 000 gp




Gotta say, I really like this one.

Candlekeep Forums Moderator

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

Editor and scribe for The Candlekeep Compendium

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

MalariaMoon
Learned Scribe

324 Posts

Posted - 27 Sep 2011 :  17:13:07  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Thanks Wooly! It's good to know someone's reading 'em!
Go to Top of Page

The Sage
Procrastinator Most High
Moderator

Australia
31683 Posts

Posted - 28 Sep 2011 :  01:06:35  Show Profile  Send The Sage an AOL message  Click to see The Sage's MSN Messenger address  Send The Sage a Yahoo! Message Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

Thanks Wooly! It's good to know someone's reading 'em!

I'm reading each and every entry made in the Magic Shop. And though I don't often comment, I'm appreciative that scribes still find some use for this old scroll.

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

MalariaMoon
Learned Scribe

324 Posts

Posted - 05 Oct 2011 :  13:03:26  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Kantlara of Comfort

Description: Kantlaras are ceremonial vests worn by the priesthood of Oghma. Many of them are enchanted in some way, and the kantlara of comfort is popular amongst the Lorekeepers of the North. Unlike most kantlaras, the kantlara of comfort is lined with sheepís wool, affording added warmth to the wearer. They are usually black, and embroidered with magical glyphs, symbols and runes. Unlike the kantlaras of the south, kantlaras of comfort are embroidered with green thread rather than gold. A loremaster of sufficient power dreams of the symbol necessary to bestow his kantlara with its magical power, which he sews into his garment upon awakening.

Properties: The wearer of a kantlara of comfort suffers no harm from being in a cold environment, although the vest offers no protection from cold damage. This effect mimics those of an endure elements spell, although the kantlara offers no protection when in a hot environment.
In addition, the wearer of a kantlara of comfort receives a +2 bonus when making concentration checks.
The kantlara of comfort only functions for a cleric of Oghma.

Attributes: Faint abjuration, CL 3rd
Creation: Endure Elements, Craft Wondrous Item
Cost: 1,000 GP
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  18:15:50  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Having used the tome to gain entry into Candlekeep, the sage (and mage) Villara Mournthal has presented the following information on the Purple Tome, a unique artifact and wealth of magical lore. The scribes of Candlekeep are now busily transcribing its contents ere the Tome disappears from the library.

The Purple Tome (Minor Artifact)

History: This spellbook was created by the mysterious wizard known only as the Arcanamach. It is unknown when he created the tome and first set quill to parchment, what is known comes to us from the following sources:
I know not how a lone wizard can cast such magic without losing control of the energy harnessed in such a spell. I know only that the wizard used the purple tome he brought on our journey. The lich Sylthalar was destroyed, his bones blasted to so much ash, but the Dead Army was outside, held at bay only by Aldemar's magic. Aldemar's success in holding his ward together despite the Army's attempts to breach it was a miracle in itself. The Arcanamach placed the tome upon the lexicon and began reciting his spell, the pressure in the room became overwhelming and the heat stifling. Kyranna was the first to fall, her tiny body unable to withstand the gathering power. My ears were soon ringing and my nose began to bleed as others in our group collapsed. Aldemar began to waiver, how the frail wizard remained erect and maintained his own magic until the end is beyond me. His loss saddened me more than I expected. So many friends gone...but I am old and will join them very soon now. How different things seem today. How does a young man, so eager for gold and glory, come to this? To outlive even my own children when all of the Shining Heart died before seeing 30 winters? That damn wizard played to our virtue! Manipulated us into entering the necropolis and confronting that damned creature in his own lair! I suppose we knew what we were getting into...and the Black Sphere was destroyed. But I miss them still. Oh you needn't give me that look, you can forgive an old man his ramblings [chuckles]. Where was I then? Yes, the growing power became unbearable. That fool wizard seemed unaffected though. He just stood there chanting as if he hadn't a care in all the world! His voice had been steadily rising during the casting, until it seemed an impossible voice rang throughout the old temple. Then all of a sudden his voice boomed as he slammed the book shut! When I awoke, every bone and muscle in my body ached and burned. They were all dead save perhaps the wizard who brought us on this errand. Of him and his book there was no trace. The temple ceiling was gone too! There was nothing but night sky above me now. I drank what healing droughts I thought I could spare and girded myself. I peered out the great doors and saw...nothing. Or rather, next to nothing. The buildings were just gone. All that was left were the foundations and what few stones remained to them. Of the Dead Army there was no sign. It was as if they had never been there. If you ask me, most wizards have too much power for their own damn good! Now leave me be lass, El is coming tonight and I need to rest. Though why he would want to see me now after so many years is anyone's guess. The old coot probably thinks I'll be dead by morning light. Wouldn't that be a relief, eh?

Baldorn, as told to Chathryna the Bard
circa 966 DR

One of the most intriguing stories concerns Aumlyndraunalas, the "Indigo Beauty" of Unther. It has been documented that the god-king Gilgeam conducted a breeding program between captured dragons, most notably young reds and blues that he could find. His successes included both Aumlyndraunala and Sauradraungthalar. He intended to mate this pair and thus create a new breed of purples...a decision eagerly embraced by Sauradraun but bitterly rejected by Aumlyn. Sometime during the Year of the Disappearing Dragon (237 DR) a wizard arrived in Unther and did battle with Sauradraun, both slaying him and defeating Gilgeam. Aumlyn was not seen in Unter afterwards. There are stories of her occasional appearance with a wizard in deep purple robes throughout history. From the description, I would surmise that this mage was none other than the Arcanamach, who was later known to carry a peculiar tome made from the hide of a purple dragon. Little more than this is known, however.

Dragons Most Curious, by Yajandra Dlathaero
published 1366 DR

Description: The Purple Tome is a large book measuring 18x12x9 inches and is bound in purple dragon hide (a rare crossbreed between a red and a blue dragon). The book has a lock that takes the form of dragon's claws whose fingers interlace when the tome is secured. Each claw has three fingers (a total of six). The claws must be depressed in a particular order to unlock them. Discovering their combination is an incredibly difficult task requiring a DC 30 Open Locks check. Failure has consequences (see below). Inside, one finds the pages listed below, all of them beautifully embossed with artwork and written in a flowing calligraphy-style script (even pages added by others appear written in the same form).
Powers: The tome acts as a spellbook with 'unlimited' pages. Inside one can find over 1200 spells and close to 400 magical item formulae. All of its pages appear to be filled. This may be expanded, however. In order to add another page, a wizard must inscribe a scroll of the new spell and then insert it between the pages. The spell will automatically graft itself into the book and in the appropriate space (all of the spells within are alphabetized, indexed, and cross-referenced as needed). A similar process is required for adding new formulas for magic items. In this case, the process requires the equivalent of creating a scroll for the strongest spell required in its manufacture. But the wizard must first bypass the tome's security features.
As stated above, the lock requires a DC 30 check to open it. Each failure on this check results in the release of a 30th-level sparkfire cloud effect. This spell is basically identical to the incendiary cloud spell with half of the damage being electrical in nature. The spell is centered on the tome, so moving the tome also moves the cloud.
The next security feature requires a simple prayer to Mystra. The first page of the tome must be perused before going further. This page shows the symbol of Mystryl (an earlier incarnation of Mystra). Beneath the symbol is the phrase "I dedicate my life to the preservation of magic and its mother." The wizard must place his hand upon the symbol and recite the phrase. If the reader is not sincere, he is immediately struck by a feeblemind curse effect. This effect cannot be resisted or lifted by any known means and lasts for 366 days. The subject is also teleported to a random location.
The final security feature lies within the writing itself. All spells within the tome appear as absolute gibberish to those reading it. Thankfully, there is a way around this feature. The page following the symbol depicts a wizard creating a spell scroll and then placing it between the pages of the book (as described above). Doing this eliminates the encryption feature and allows the wizard to study the tome. However, only a unique spell that is not present within the tome (as opposed to a simple variant of a present spell) will accomplish this.
The tome has an unrelenting tracer rune spell in place (this rune is both invisible and under the effects of a concealed wizardry spell). Note: only the rune, and not the tome itself, is under the effects of this spell, so discovery through identify or similar means is highly unlikely. The rune is also extremely minute and embedded within the artwork along the border of one the tome's many pages. This allows the Arcanamach to recall the tome any time he wishes or to teleport to within a few feet of it if he desires. He can also scry on the tome's surroundings or teleport the tome to some specific or random location.
In addition to the features listed above, the tome auto-catalogues all information within for easy reference. For every 10 spells/formulae learned, the wizard must add a new spell or magical process (the writing becomes gibberish again until this requirement is met). The tome contains all of the spells listed in the PH and most spells found in FR sources. As for magic items, most are of the minor and major categories.
All spells found within the tome are spell scrolls and may be used in the normal fashion. This erases the spell from the tome and causes it to disappear instantly. The story above is a tale of powerful 10th-level magic used to destroy an army that was threatening many lives.
Curse: Since this item is a minor artifact, it comes complete with a type of curse. Those who gain the tome become obsessed with unlocking its secrets. Thus the tome continues to accumulate knowledge whilst spreading magic (this was the original purpose of the tome's creation).
Destruction: The suggested means of destruction is the reading of every spell in the tome as a scroll, thereby erasing every spell from its pages, but this may only lead to a blank slate rather than its actual destruction. I have toyed with the idea of making this a major artifact and linking Sauradraungthalar's spirit to the tome as a guardian but I never fleshed out the dragon's stats.
New Spells: The tome contains the following new spells.

Concealed Wizardry
Abjuration
Level: 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Permanent
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell cloaks all magical effects existing on an object or creature so that it does not register as magical when a detection is attempted. This prevents discovery of an item's powers or spells that have been made permanent for a creature (such as through the permanency spell) and thus makes it difficult to target such an effect for dispelling. Spells such as identify and legend lore will still work but will not reveal the process of enchantment.
The material component is diamond dust worth at least 5,000gp.

Feeblemind Curse
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wis 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft.+10ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
This spell causes the victim's Intelligence and Charisma scores to be reduced to 1 for a period of 366 days and cannot be lifted by any known means before that time. The affected creature cannot use Intelligence or Charisma based skills or abilities, cast spells, understand language, or communicate coherently. Still, the creature knows who its friends are and can follow them and even protect them.
The material component is brain matter from any normal animal.

Sparkfire Cloud
Conjuration (Creation) [Fire, Electricity]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft.+10ft./level)
Effect: Cloud spreads in a 20ft. radius, 20ft. high
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: No
A sparkfire cloud spell creates a cloud of roiling smoke shot through with white-hot embers and blue-white electrical sparks. The smoke obscures all vision as a fog cloud does. In addition, the white-hot embers cause 2d6 points of fire damage while the sparks cause an additional 2d6 points of electrical damage per level of the caster each round it exists. All targets make Reflex saves each round to take half damage.
This spell does not move of its own volition unless the caster concentrates on doing so, thus moving it up to 60ft. per round if desired. Any portion moved beyond the maximum range dissipates harmlessly and reduces the overall area of effect. As with fog cloud, wind disperses the cloud and the spell cannot be cast underwater.

Unrelenting Tracer Rune
Divination
Level: 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Duration: Permanent
Saving Throw: No
Magic Resistance: No
By means of this spell, the wizard places an invisible rune on a single, non-living, solid object. Unless dispelled or destroyed when the object it guards is destroyed (both occurrences its caster is immediately aware of), it is permanent. Whenever the wizard concentrates upon the tracer, the spell provides the caster with an awareness of the direction and distance between caster and object--even if on another plane--and whether the object is being handled or used by another creature or creatures.
Creatures coming into contact with the object are hazily revealed to the caster, who can learn the alignment, race, gender, and presence/absence of magical ability. The caster may then further concentrate and discern the full physical description of the area (even getting a firm idea as to the ambient temperature) and all those within sight of the tracer. The caster is also able to cast any divination spell desired through the tracer to gain further information.
This precise fix on the location of the object provides the caster with a focus for teleportation (allowed through the tracer, the wizard need not cast an independent spell) himself and/or two additional creatures. Various means can reveal the presence of the tracer but the wizard is always made aware of such attempts and may act accordingly to prevent its discovery and prevent being traced in turn. The tracer also allows the caster to teleport the tome to another location if desired.
The material component is a special ink costing 100gp to create and onyx dust worth an additional 500gp.

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

Edited by - The Arcanamach on 16 Oct 2011 18:33:05
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:13:12  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Zaleraís Condemnation (Alteration, Illusion)
Level: 8
Components: V, S, F
Casting Time: 1 turn
Range: Touch
Target: 1 creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell forces the recipient to suffer through a crime he has victimized another with. Twice per day, the recipient is doomed to suffer all the pain, fear, abuse, etc. that he inflicted upon some unfortunate victim. For instance, if he tortured, raped, and then murdered a woman, the condemned is forced to suffer all of these atrocities, seeing in his mindís eye everything his victim saw, feeling the same sensations, and experiencing the same emotions. The caster may set the times of day that these experiences take place, usually every twelve hours, but oftentimes at dawn and again at dusk, or (more rarely) back to back.
The focus item(s) of this spell are objects from the scene of the crime such as tools/ weapons used, the victimís clothing or blood, or anything else the deemed appropriate by the DM.
This spell was created by Zalera, a powerful sorceress who suffered unspeakably at the hands of a Red Wizard and was then animated as an undead. In her last moments, she prayed to Assuran for vengeance. When she arose as an undead, she found that she was a free willed creature and worked on this spell in the Red Wizardís own laboratory without his ever knowing it. By Assuranís hand, that wizard was unable to resist this spell or ever remove it. Eventually, he committed suicide as he was forced to undergo this spellís effects constantly (he tortured Zalera, and summoned fiends to rape her for nearly an entire day-thus, he was forced to relive twelve hours of this twice daily thereby gaining no respite from it). However, even death did not save him as Zalera raised him as an intelligent undead and entombed him in a chamber surrounded by rock that cancels all magic cast upon it. There he suffers to this day, quite insane.
Xarthalion met Zalera after she had her vengeance and she knew some peace from their contact (they became lovers for a short time). This spell inspired his Mind Prison spell, which he considers far more humane. Zalera eventually begged him for release from (un) life, which he granted by developing a spell that caused undead to dissipate into motes of scintillating lights as dawn touches their skin (this spell is known as Xarthalionís Release).

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:16:03  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Mind Prison (Enchantment, Illusion) [Phantasm, Mind-Affecting]
Level: 9
Components: V, S, M
Casting Time: 1 turn
Range: Unlimited
Target: One creature
Duration: Up to 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell was designed by Xarthalion as a means of punishing criminals, although it could be used for more nefarious purposes. The spell causes the victim to enter a trance like state and is put into suspended animation if a Will save is failed. In the victimís mind, he experiences 1 year of time for every hour of the spellís duration (set by the caster upon completing the spellcasting). The spell may be extended by casting the spell multiple times in order to simulate a Ďlife sentenceí as no save is allowed for subsequent castings of the spell. The spell caster sets the parameters of the punishment to be meted out within the recipientís mind and may, in fact, be quite brutal in nature if desired. Effects of the spell must be adjudicated by the DM, but it is possible to achieve anything from total reform of a criminal to unmitigated insanity.

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:17:28  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Baleful Banishment (Abjuration, Evocation)
Level: 9
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Targets: One or more extraplanar creatures, no two of which may be more than
30ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell is identical to the 7th level banishment spell in all ways except that those who fail the initial save and are banished are also subject to a blast of magical energy most harmful to the creature so affected. This energy affects only the creatures banished and causes 1d6 points of damage per level of the caster (maximum 25d6). This effect may be maximized and or empowered by the caster. The creature(s) to be affected are allowed a fortitude save for half damage against this effect. This spell is highly useful against outsiders who face a chance of real death as they are banished to their home planes before the attack portion of the spell takes effect.
The material component is some form of material anathema to the creatures to be affected. (Note that this increases the caster level check and the save DC as noted in the original banishment spell).

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:20:13  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Instant Defense (Abjuration)
Level: 8
Components: V, S, M
Casting Time: 1 turn
Range: Personal
Effect: Causes precast abjuration spells to take instant effect
Saving Throw: None
Magic Resistance: No

This spell allows the wizard to precast any number of defensive magics in advance for later use during dangerous situations. Only spells that are defensive in nature may be used for this purpose. The wizard begins by casting the Instant Defense spell, followed by any defensive spells desired. Once each of the desired spells are linked, the wizard may activate them by silent act of will as a free action for maximum duration and effect. However, for each level of spell the wizard links he loses one vitality point. These points cannot be restored until the spells are activated (this is not automatic as they must be restored through normal means or magic).
The material component, in addition to the components required of any linked spells, is 10,000gp worth of diamond dust.


I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:23:54  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Nineblades (Evocation, Transmutation)
Level: 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None, see text
Spell Resistance: Yes

Despite the spellís name, this spell can create nine weapons of any type (though they must all be the same weapon when the spell is cast). The spell creates nine weapons that unerringly strike a single target for maximum critical damage. In addition, any powers instilled in the weapons (see material component below) also take effect, if possible. For instance, if a sword of life stealing were used as the base for this spell, the victim would have to save to resist life stealing nine times as the blades struck him!
The material component for this spell is any weapon that has had the casterís blood on it at some time in the past (not necessarily have drawn blood from the caster). The weapon is instantly destroyed when this spell is invoked with said weapon used as its base (no save unless the item is an artifact).

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:25:09  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Scrysmite (Alteration)
Level: 5
Components: V, S, M
Casting Time: 1 round
Range: Long (400ft. + 100ft./level)
Target or Area: Special
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: No

This spell allows the user to send a spell through the link created from a scrying spell, either back to its source or to the area scryed upon. The spell so sent may be of any level the wizard can cast. The casting time includes the spell to be sent through the link and must not have a casting time of greater than a standard action. Once the spell is sent through, the scrying link is severed. As the name suggests, Xarthalion created this spell as a means of attack against those spying upon him, but any type of spell may be sent through it.
The material component of this spell is a silver tube worth 10gp.

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:30:34  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Whiteout (Evocation) [Cold]
Level: 9
Components: V, S
Casting Time: 1 standard action
Area: 80ft. radius spread
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

This spell creates intense, blizzard-like conditions within the area. All within sustain 24d6 points of cold damage plus an additional 8d6 points of impact damage from hail-like balls of ice. Incidentally, it is impossible to see or hear for the round that this spell is manifested (the only thing seen is stark white and the only thing heard is the howling wind).

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:32:27  Show Profile Send The Arcanamach a Private Message  Reply with Quote
White Whorl (Evocation)
Level: 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Duration: 1 round/2 levels
Saving Throw: Reflex special
Spell Resistance: No

This spell creates a whirlwind 10ft. wide at its base, 40ft. wide at its apex, and 80ft. high that can be moved by silent act of will of the caster at a rate of 100ft. per round. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage per round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The caster can eject any creature whenever he wishes, depositing them 10d10ft. away and taking falling damage of 8d6 in the process (possibly more if the DM adjudicates that the victim slams into a large object, such as a building, before falling to the ground). Creatures are automatically ejected at the end of the spellís duration.
Also, at the base of the whirlwind is a swirling cloud of debris. This cloud has a diameter of 40ft. and obscures all vision, including darkvision, beyond 5ft. Creatures 5ft. away have one-half concealment, while those farther away have total concealment. Those caught in this cloud must succeed at a Concentration check (DC 25) to cast a spell.

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:33:34  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Ulainnís Malaise (Enchantment, Necromantic) [Compulsion] {Mind-Affecting}
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Area: 60ft. radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes all within the area to make a Will save or become exhausted. Those that pass are only fatigued. The save also determines if they lose 4 or 6 points of Strength and Constitution and whether they are subject to a despair effect that reduces all rolls by 4 points (a successful save prevents this effect altogether).

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:34:22  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Torrent (Evocation)
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. radius spread
Duration: 1 round
Saving Throw: None
Magic Resistance: No

This spell creates an inundating torrent of rain and powerful waves. All those within sustain 24d6 damage and must make a Reflex save DC 20 or fall prone, unable to take any action the following round (save standing). All fires within the area are put out instantly by this spell.

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:35:37  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Spellreaver (Abjuration)
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Effect: Dispels all magic in the area
Area: 10ft./level radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell instantly dispels all magic within the area. There is no check required for success. Magic items are suppressed for a period of 1 round/level of the caster. This spell eliminates contingencies, magical ties to other items (Drawmijís Instant Summons, Leomundís Secure Chest), etc.
Material Component: 10,000gp in sapphire beljurils.

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:36:40  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Sphere of Choas (Alteration) [Chaotic]
Level: 7
Components: V, S, M
Casting Time: 1 round
Range: Long (400ft. + 40ft./level)
Effect: Chaotic effects in area
Area: 10ft./level radius sphere
Duration: 1 round/level
Saving Throw: None
Magic Resistance: No

This spell causes random magical effects to take place within the area of effect. It does not affect the spellcasting and spell-like abilities of those within it. Those within the area are subject to the random magical effects occurring within the sphere, for good or ill. It is usually considered prudent to leave the area immediately.
Material Component: Limbo soil.


I have a dream that one day, all game worlds will exist as one.
Go to Top of Page

The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:37:13  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Spirit Armor (Conjuration [Creation] {Force})
Level: 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Magic Resistance: No

An invisible but tangible field of force surrounds the subject of a spirit armor spell, providing a +8 armor bonus to AC. Unlike mundane armor, spirit armor incurs no armor check penalty, arcane spell failure chance, or speed reduction. Since spirit armor is made of force, incorporeal creatures cannot bypass it the way they do normal armor.
Focus: A piece of steel (or better metal).

I have a dream that one day, all game worlds will exist as one.
Go to Top of Page
Page: of 55 Previous Topic Topic Next Topic  
Previous Page | Next Page
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Jump To:
Candlekeep Forum © 1999-2017 Candlekeep.com Go To Top Of Page
Snitz Forums 2000