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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:47:18  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Raging Inferno (Evocation)
Level: 9
Components: V, S
Range: Long (400ft. + 40ft./level)
Area: 80ft. radius spread
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes

When a raging inferno spell is cast, the whole area is shot through with raging sheets of roaring flame. The flames inflict 24d6 points of damage to all within it.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:47:55  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Waterburn (Evocation) [Acid]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. radius spread
Duration: 1 round (plus special)
Saving Throw: Reflex half
Spell Resistance: No

This spell creates ďwhipsĒ of acid that lash out in all directions within the area. All those within the area take 24d6 points of damage with an additional 2d6 points per round for 4 rounds. A Reflex save is allowed for the initial 24d6 points, but not for the additional damage. Carried and worn objects must also save or be damaged by this spell.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:48:29  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Windburst (Evocation) [Air, Earth]
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
Spell Resistance: No

This spell creates a whirlwind 80ft. wide at its base, 80ft. wide at its apex, and 80ft. high. All creatures, regardless of size or strength are lifted into the air and sustain damage as described below. All within the area sustain 24d6 points of impact damage caused by loose debris (created by the spell). This spell also slams all within it into the ground for an additional 8d6 points of damage at the end of the round (all of which are prone at the beginning of the following round).

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:52:47  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Noumaraís Reprieve (Abjuration)
Level: 6
Components: V
Casting Time: 1 swift action
Range: Personal
Duration: Special, see text

Noumaraís Reprieve allows the wizard to heal himself once the spell is activated by draining random spells from the caster and converting them to healing energy at a rate of 2 hit points per spell level. This effect only affects the caster and the spell loss cannot be controlled, though the spell may be ended at any time once it has been activated.
Noumara was a student and lover of the Simbul and was inspired by her mentorís synostodweomer spell in creating this magic.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:55:53  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Soundblast (Evocation) [Sonic]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. radius spread
Duration: 1 round
Saving Throw: Fortitude half
Spell Resistance: Yes

This spell creates waves of sonic energy on all frequency levels. Victims must make a Fortitude save. Failure means all within the area sustain 24d6 points of damage and are permanently deafened. Success means all within the area take half damage and are deafened for 1d4 hours. This spell also causes structural damage in the amount of one point per 10 points of damage.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:57:07  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Luminescence (Evocation) [Positive]
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
Spell Resistance: Yes

This spell sends out a wave of radiant energy within the area. All within are healed of 24d6 points of damage. However, every point above a creatures maximum actually translates into damage as the cells of their bodies swells with the positive energy (and cannot be healed by this spell as there is not enough time) and those exceeding their maximum health are slain by this spell.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:58:12  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Jaylynís Flame Purge (Conjuration, Transmutation) [Healing]
Level: 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Area: One 20ft. cube
Duration: Instantaneous
Save: None or Will negates (object)
Spell Resistance: No or Yes (object)

This spell is identical to the Quench spell in all ways except that objects do not have to be specifically targeted and the spell reverses the effects of fire caused within the last full turn before the spell was cast. All fire damage is healed, burned buildings, and destroyed vegetation are fully restored.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  22:59:08  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Hammerthyst (Evocation) [Force]
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
Spell Resistance: Yes

This spell creates a veritable cyclone of whirling hammer-like missiles of force that unerringly and repeatedly strike all within the area for 24d6 points of damage. A shield spell reduces damage by half.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:00:18  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Fulminating Darkness (Evocation, Necromantic) [Cold, Negative]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. spread
Duration: 1 round
Saving Throw: Reflex half, Will negates
Spell Resistance: Yes

This spell releases a powerful wave of cold and negative energy that deals 12d6 points of cold damage, 12d6 points of negative energy damage, and causes 1d4 negative levels. A Reflex save is allowed for half damage on the cold and negative energy damage with a Will save allowed to avoid the negative levels.


I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:02:03  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Element of Treachery (Conjuration) [Summoning] {Evil, Shadow}
Level: 6
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25ft. + 5ft./2 levels)
Effect: One summoned Shade
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell summons a shade or group of shades with a collective challenge rating equal to the spellcasterís (maximum 24). These shades are all Rogues with NE alignments and will obey the wizard completely.
The material component of this spell is 500gp worth of onyx stones per challenge rating level.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:04:25  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Devouring Gullet (Conjuration) [Creation]
Level: 9
Components: V, S, M
Casting Time: 1 round
Range: Medium (100ft. + 10ft./level)
Duration: 1 round/level
Saving Throw: Reflex avoid
Spell Resistance: No

This spell creates a large sack-like gullet of flesh, the open end of which is filled rows of teeth similar to that of a shark. Within the gullet are hundreds of pods that release caustic digestive fluids. The gullet can grapple and swallow whole a number of creatures according to the following chart:

Size/Level 18th 24th 30th 36th
Fine 2048 4096 8192 16,384
Diminutive 1024 2048 4096 8192
Tiny 512 1024 2048 4096
Small 128 512 1024 2048
Medium 32 128 512 1024
Large 8 32 128 512
Huge 2 8 32 128
Gargantuan - 2 8 32
Colossal - - 2 8
Colossal+ - - - 2

Grapple +40 +60 +75 +96
Damage +20 +30 +40 +50

Victims are allowed a Reflex save (DC 20) to avoid the gullet. Once swallowed, creatures must cut their way out (individually) by attacking AC 20 and causing 25 points of damage with a single attack. The gullet automatically regenerates any damage caused to it, thus each creature must cut its own way out and must be able to cause the damage with a single attack to escape. The gullet cannot be destroyed by damaging it, only by dispelling it or by the end of the spellís duration. Any creatures still living when it is gone remain in the space the gullet occupied upon its end.
The material component is a piece of the gizzard of a purple worm.

EDIT: Sorry I cant seem to get the chart to work correctly.

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

Edited by - The Arcanamach on 17 Oct 2011 01:17:28
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:05:16  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Cataclysm (Evocation) [Earth]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

When cataclysm is cast, an intense but highly localized tremor rips the ground. The shock knocks down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground cannot move or attack. A spellcaster on the ground must make a Concentration check (DC 25 + spell level) or lose any spell he or she tries to cast. The cataclysm affects all terrain, vegetation, structures, and creatures in the area. The specific effect of a cataclysm spell depends on the nature of the terrain where it is cast.
Cave/Cavern/Tunnel: The spell collapses the roof, dealing 12d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 20 for half) and pinning that creature beneath the rubble (see below). A cataclysm cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris of the ceiling.
Cliffs: The cataclysm causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. A cataclysm cast at the top of a 100ft. cliff would sweep debris 100ft. outward from the base of the cliff. Any creature in the path takes 12d6 points of bludgeoning damage (Reflex DC 20 half) and is pinned beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 20 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 50% chance to fall into one (Reflex 25 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure: Any structure standing on open ground takes 120 points of damage, enough to collapse a typical wooden or masonry building, though not the typical structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. (See the DMG for information on hit points for walls and the like). Any creature caught inside a collapsing structure takes 12d6 points of bludgeoning damage (Reflex DC 20 save for half) and is pinned beneath the rubble (see below).
River/Lake/Marsh: Fissures open underneath the water, draining away the water from the area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 20 Reflex save or sink down in the mud and quicksand. At he end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d12 points of non-lethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 20 Constitution check or take 1d12 points of lethal damage each minute thereafter until freed or dead.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:06:40  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Blackhole (Transmutation)
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
Spell Resistance: No

This spell opens a rift into Spacetime affecting all within a 40ft. radius. A large black hole is formed above the targeted area. All within the area must succeed on a Strength check (DC 10 + caster level) or be sucked into the hole through its powerful vacuum effect and be completely annihilated. There is no save against this effect and spell resistance offers no protection from this powerful spell.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:07:27  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Blackout (Necromantic) [Dark]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. spread
Duration: 1 round (draining), 1 turn/level (darkness)
Saving Throw: None
Spell Resistance: Yes

This spell manifests an impenetrable darkness out to an 80ft. radius. All creatures in the area gain concealment (50% miss chance). Even creatures that can normally see in such conditions (such as those with darkvision or starvision) are unable to do so (and suffer the same miss chance). Normal and magical lights are incapable of penetrating this darkness (such as torches, candles, and lanterns, as well as spells such as light, dancing lights, even daylight). This spell also snuffs out the source of any light created by a spell (though not other effects of such a spell unless they be dependent upon the light itself).
This spell also sends out a wave of negative energy in an 80ft. spread, inflicting 24d6 points of damage to all within its radius.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:08:14  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Bodyheat (Alteration)
Level: 1
Components: V
Casting Time: 1 standard action
Range: Touch
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes the recipientís body to radiate a palpable heat. This heat is not enough to damage others in close proximity to the caster, but the casterís unarmed attacks and weapons he carries causes an extra point of fire damage.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:09:13  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Arkblast (Evocation) [Fire]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. radius spread
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes

This spell unleashes a storm of lightning bolts in the targeted area. All those in the area sustain 24d6 damage with a Reflex save for half. The lightning repeatedly arcs between creatures in the area thus causing massive damage.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:09:49  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Ruin Impendent (Abjuration, Evocation, Necromantic) [Acid, Air, Cold, Earth,
Electricity, Fire, Force, Negative, Positive, Sonic, Water]
Level: 10
Components: V, S, M
Casting Time: 1 hour
Range: 0ft.; see text
Duration: See text
Saving Throw: None
Spell Resistance: Yes; see text

This spell was specifically designed to link several other specific spells (which the caster must also have) together and creates a protective triggering spell on a specific item or place. If anyone touches the item other than the caster or those he attunes to it a series of powerful spells begin to take effect. Note that the listed effects still occur to the caster and those attuned to it if they are within the area when an unattuned individual touches the item. However, this does not happen if an attuned individual touches someone with the item, in which case none of the effects will occur. All listed effect occurs within an 80ft. spread with each lasting for one round. The effects listed below have a percentage chance of occurring with no effects taking place after one has failed.
Fulminating Darkness/Luminescence (100%) (Both of these effects occur simultaneously with fulminating darkness only affecting the living and luminescence only affecting undead), Raging Inferno (90%), Torrent (80%), (80%),Arkblast (70%), Whiteout (60%), Windburst (50%), Waterburn (40%), Soundblast (30%), Hammerthyst (20%), and Cataclysm (10%).
If all of the above effects take place, a devastating and ruinous concurrent power is unleashed, the Blackhole.
If all of these effects occur, the area affected by this spell permanently becomes a magic dead zone.
The material components of this spell are the remnants of magic items that have been destroyed by each of the first 10 (actually 11 effects).

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:10:39  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Final Fantasy XII fans will note that many of these spells are from that game!

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 16 Oct 2011 :  23:33:14  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Everlight
Alteration [Light]
Level: 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft.+5ft./2 levels)
Target: 1 object or empty space
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell creates a permanent light source upon any object within range or in empty air. The caster sets the brightness (from completely out, to barely visible, to bright as daylight in a 60ft. radius) and the hue of the light (any color imaginable-even shadowy or dark/out). The caster may change the brightness at will and may even set it to pulsate, flash randomly or at set intervals (including 'strobe') and may likewise cause the color to fluctuate/change in a similar fashion.
The material component is a piece of pure crystal of any color.

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

USA
111 Posts

Posted - 18 Oct 2011 :  17:14:14  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
If these are based on Final Fantasy spells, shouldn't Blackhole just take 10% of the target's remaining HP?

Disintegration is in the eye of the Beholder.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 20 Oct 2011 :  23:05:04  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Heartseeker
Price: 52,320
Cost: 26,160
Caster Level: 18th (keen edge, symbol of death)

Description: Heartseeker is a rapier of elven design. The unusually thin mithril blade has a faint pink tint with a black adamantine hilt shaped in the form of a bat clutching a deep red ruby in its claws with its wings forming the crossguard. It is a +4 weapon with the keen and heartseeker properties.
Lore: Heartseeker was first wielded by its creator, Athelas Vaunthalar, a warrior, mage, and rogue...and avid adventurer who traveled the Sword Coast and the Frozen North over two centuries ago. It was said that he was obsessed with exploring every tomb, lost city, and spell-guarded tower he came across, moreso for the thrill of the unknown than for the acquisition of treasure. He went through many companions in his century of travels and, in the end, few would travel with him. He cared not a whit and continued his travels until he fell at the hands of a nameless lich he literally stumbled across in an ancient burial-tomb. He managed to slay the creature and staggered outside, only to die of his wounds in the bitter cold of the Spine (of the World). He was discovered many years later, still well preserved by the frost, his blade driven into the ground beside him. Dorin Aungmar of The Risen Blade claimed the sword. The Risen Blade was massacred by an orc war party two winters later, the blade presumably claimed by the orcs.

Heartseeker weapon ability: This potent ability allows the weapon to pierce the hearts of those its strikes. Upon a natural roll of 20 (followed by a confirmed critical), the weapon pierces the creatures heart, slaying it instantly. Creatures that do not have hearts or that are immune to critical attacks are immune to this effect. This quality can only be placed upon a slashing or piercing weapon. The DM may rule that some slashing weapons (such as the great axe) cannot have this quality.

Strong necromancy and tranmutation; CL 18th; Craft Magic Arms and Armor, symbol of death, keen edge; Price +5 bonus.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 24 Oct 2011 :  18:03:46  Show Profile Send The Arcanamach a Private Message  Reply with Quote
AEGIS-FANG

Note: With the recent transition to 4e, it occurs to me that this item would no longer be in Wulfgar's hands, so I decided to offer my rendition of it. Since I refuse to play 4e, it is written as a 3.5 legacy item.

Price: Priceless
Cost: NA
Caster Level: NA

Description: Aegis-fang's head is made from pure mithril with a diamond coating magically adhered during the forging and an adamantite shaft. Its head is engraved with the magical inscriptions of Clangeddin, the dwarven god of battle, as well as the symbols of Moradin, the dwarven god of creation, which covers the symbol of Dumathoin, "keeper of secrets under the mountain".

History: Aegis-fang was forged by the dwarf Bruenor Battlehammer for his adoptive son Wulfgar. In life, Wulfgar was the only person who could make full use of the weapon as the hammer was attuned to him. Wulfgar's first real test with the weapon was against a clan of giants. He and his mentor, the famous Drizzt Do'Urden, made excellent progress until they reached Biggrin, the clan's frost giant leader (Giantsfall, DC 15). In that battle, the giant was able to sustain two strikes from the hammer before falling.
Later, Wulfgar engaged in battle with the white dragon Icingdeath (whom he actually challenged to single combat) and yet again against the shadow dragon Shimmergloom. He and his fellow Companions of the Hall were successful in both trials (Dragon Doom, DC 18).
Wulfgar is also famed for his battles against the balor Errtu and against a yochlol who captured him. He suffered horribly at the hands of demons for several years before escaping (Trial of Pain, DC 25). This trial scarred him emotionally, but his strength of character was enough to allow him to recover.

Legacy Rituals: These are the Legacy Trials needed to unlock the full potential of Aegis-fang.
Giantsfall: You must land the killing blow against a creature with the giant type. It is highly recommended that this be one of the 'true' giants (such as hill, stone, frost, fire, or cloud giants). It must have a challenge rating equal to or greater than your own. Cost: 2,000gp. Feat Granted: Least Legacy.
Dragon Doom: You must challenge a creature with the dragon descriptor to combat (it need not be single combat, but it must be alert/awake) and defeat it. The challenge rating of the dragon must be at least 5 levels higher than the group's average. Cost: 12,000gp. Feat Granted: Lesser Legacy.
Trial of Pain: You must be captured and tortured to the brink of death (10 or fewer hit points) without breaking. Cost: 40,000gp. Feat Granted: Greater Legacy
Wielder Requirements: Only the strongest warriors can hope to use Aegis-fang to its fullest potential. Likewise, only warriors of strong character will be granted the hammers powers.
Base Attack Bonus: +2
Strength: 16
Alignment: Any good

Nonlegacy Powers: Greathammer +3, damage 2d8+3, critical x3, weight 20lbs. Aegis-fang is not only a larger version of a warhammer, but it is also exceptionally heavy
Legacy Powers: The following powers are available through Aegis-fang. As such, it may only be used as a two-handed weapon by medium creatures with Strength 16 or better. Large creatures may use it one-handed but must still have the requisite strength.

Level...............Atk Penalty.........Save Penalty..................HP Loss...............Abilities
5.......................--........................--...................................--........................Giantsbane
6......................--........................--....................................4.........................Throwing
7.......................--.......................--....................................--.........................Distance
8.......................--......................-1....................................--.........................Returning
9......................-1.......................--....................................2.........................Thundering
10....................--.......................--....................................--..........................Dragonsbane
11....................--.......................--....................................--..........................Speed
12....................--.......................--.....................................2........................+4 greathammer
13....................--.......................--.....................................--.........................--
14....................-2......................--.....................................--.........................Impacting
15....................--.......................--.....................................2........................+5 greathammer
16....................--.......................-2....................................--.........................Fiendsbane
17....................--.......................--.....................................--.........................Fire Resistance 10
18....................--.......................-3.....................................2........................Cold Resistance 10
19....................--.......................--......................................2........................Acid Resistance 10
20....................--.......................--......................................2........................Lightning Resistance 10

Sorry about the cheesy looking chart, I can never seem to get them set up properly when I submit a reply

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

Edited by - The Arcanamach on 24 Oct 2011 18:05:09
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MalariaMoon
Learned Scribe

324 Posts

Posted - 26 Oct 2011 :  12:30:08  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
The Black Sunís Scream

Description: This wicked little weapon is sacred to the Church of Cyric. A dagger forged from an unidentifiable metal mined only in the howling tunnels of Pandemonium, its blade looks perpetually dull, black and pitted, every though it keeps its edge without the aid of a whetstone. Its hilt is wrapped in the cured skin of a priestess of Mystra Ė the daggerís first victim, sacrificed on its blade whilst it was still cooling from the forge fires. The pommel is fashioned in the likeness of Cyricís holy symbol, the skull upon a sunburst motif.
The Black Sunís Scream was forged in his Shattered Keep on the plane of Pandemonium. Some say its creator was Cyric himself, but it seems more likely one the Mad Godís unholy minions was the true architect.
It first appeared in the Realms in the Year of the Helm (1362 DR), and has been wielded by several champions of Cyric. It is currently in the possession of Krailleir Arygalt, a master thrower operating out of the Twin Towers of the Eclipse in Amn.

Powers: If used in melee, the Black Sunís Scream functions only as a dagger+1. It true powers are revealed when it is used as a throwing weapon. When thrown, the Black Sunís Scream functions as a screaming returning dagger+4. The screaming ability is described in Faiths and Pantheons Ė if the dagger strikes, it inflicts 1d6 points of sonic damage unless the victim is protected by a silence spell. The Black Sunís Scream also has a further ability. If the wielder stabs the blade into his own flesh, the Black Sunís Scream unleashes a horrific howl. The wielder loses 1d4+1 hit points and 1 temporary constitution point, but all in earshot (typically a 30í radius) of the howl are shaken for five rounds unless they make a Will save. Those that succeed in their Will save do not hear the howl at all, and may be confused by the sudden fear afflicting their companions. The wielder of the Black Sunís Scream can use this effect as many times as he likes, so long as he has sufficient hit points and constitution.
The Black Sunís Scream only works to its full power if its wielder is a worshipper of Cyric. In other hands, the screaming ability and the horrific howl ability do not work. A good aligned character can use the dagger, but if he uses the Black Sunís Scream to inflict the killing blow on a sentient, humanoid opponent, he is cursed. His sleep is haunted by nightmares, the content of which are unremembered except for the final image of the Black Sun, at which point the unfortunate character awakes screaming. This happens several times per night. The character is permanently fatigued. The break the curse, the Black Sunís Scream must no longer be in his possession, and he must receive the benefit of a remove curse spell.

Attributes: Moderate aura of evil and transmutation, CL 14th
Creation: Craft Magic Arms and Armour feat, Shout, Telekinesis
Cost: 90, 000 GP
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 30 Oct 2011 :  00:34:46  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Shattered Arms
Lore: Queen Helmma. All dwarves know the tale, as do many bards and sages. Her story is told as an example of what a dwarf, and more especially, a dwarven leader should be. The Last Monarch of fallen Ammarindar, Queen Helmma sacrificed herself to buy time for her people to escape their kingdom ere it fell to the legions that overtook Ascalhorn (known as Hellgate Keep today). Their final battle at Oghrann, she and many volunteers remained behind as the rear guard and fell to the last man...and woman. Queen Helmma is upheld in dwarven society as a paragon of what it means to be a dwarf, but the story is also told as an example of the many hardships they have endured and tends to be told in fatalistic overtones as dwarven society continues to dwindle. What comes next is a legend originally told by a child and was, until recently, discounted as this child's vivid imagination. The child's name was Grorn Fellhammer.
Grorn was an unusually active and willful child, so it was that when it came time to leave his mother had difficulty finding him and later ushering him along the clan's escape route. They were forced to take cover on a nearby ridge when Queen Helmma's warriors met the enemy in battle. During the fray, his mother (Dala) was slain by an errant bolt or arrow. Her death, along with what Grorn witnessed afterwards, changed him. Helmma's soldiers fought and died valiantly, and the enemy paid for every dwarven life a dozen times over. Helmma was the last to fall, but her sacrifice would have been in vain had it not been for her strength...and her faith. Grorn watched as she finally succumbed to her wounds, and watched her rise again as a pair of twin axes, glowing with silver flames, streaked from the sides of the ridge and struck her corpse. Restored and invigorated, Helmma continued to slaughter her enemies and was confronted by a fiend who managed to match her blow for blow. He burned her with fire and acid. Again she fell. Again she rose, this time her armor was damaged and scorched and a fire burned in her eyes as the fury in her consumed all vestiges of life from her. She was undead and she continued to slaughter the fiends that drove her people from their home. The great fiend fell to her axe, and many more thereafter, but when she fell again she did not arise. Their numbers depleted, the remaining fiends did not pursue their quarry.
Grorn returned to his people and told them the tale of Helmma but was rebuffed. The clan knew he was given to wild tales and besides, they were demoralized and in no mood for tales of glory. But Grorn knew the truth of it. Many years later he returned to the site of the battle in search of proof. He found none. The body of Helmma was gone. Grorn told the tale to his son, but it would be his grandson, Dorngrym, who would find the proof of his story. In 1366 DR, Dorngrym braved the ruins of Hellgate Keep and returned with Helmma's personal arms (each item held her personal seal). He dubbed them the Shattered Arms due to their state of repair. Oddly, he found that he could not repair or clean them in the slightest fashion and soon discovered they held powerful enchantments.
Appearance: Each of these items bear the signature traits of Ammarindar's smiths. They are all of adamantine make with both everbright and blueshine treatments. These facts are noticeable to any dwarf or worthy smith. However, all of them are blackened by flame, dented, and cut through in many places. Dried blood can be found on each (both interior and exterior). To the naked eye, these items do not appear serviceable. This, of course, is not the case. None of these items may be used by non-dwarves.

Battered Plate
Powers: Adamantine Full Plate Armor +3 (AC +11); heavily fortified
Special: If dwarf is LG, this armor becomes +5 (AC +13)

Broken Helm
Powers: Protection +3 (AC +3)
Special: If dwarf is LG, protection becomes +5 (AC +5)

Dented Shield
Powers: Adamantine Shield +3 (AC +5); arrow catching, arrow deflection, bashing
Special: If dwarf is LG, this armor becomes +5 (AC +7)

Scarred Gauntlets
Powers: Bestows +2 strength
Special: If dwarf is LG, bestows +6 strength

Bloodied Axe
Powers: Dwarven waraxe +3 (Dmg 1d8+3+2d6/1d10+3+2d6, crit 19-20/x3); defending, keen, mighty cleaving, holy
Special: If dwarf is LG, waraxe becomes +5

NOTE: Something of Helmma and her clan may be found on page 52 of the 2e accessroy Dwarves Deep

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

Edited by - The Arcanamach on 30 Oct 2011 00:48:00
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Nicolai Withander
Master of Realmslore

Denmark
1079 Posts

Posted - 21 Nov 2011 :  17:28:22  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
A little spell reseached by Melcar Silverdragon.

Melcarís Final Solution
Evocation
Level: Sor/wis 10
Components: V, S, M
Casting Time: 10 rounds
Range: Medium (100ft. + 10ft./ level)
Area: 5ft. /spell level, radius sphere
Duration: Instantaneous
Saving Throw: Reflex Ĺ
Spell Resistance: Yes

When casting this powerful evocation, the caster channels all of his memorized spells into the Weave Sphere thus charging it with raw magical energy. When fully charged, the sphere is cast at the target, exploding in a 5 ft. per spell level channelled, radius spherical blast. Dealing 1d6 points of damage for every spell level channelled into the weave sphere. Being raw magical energy, the spell is not subject to elemental resistance or immunities. Due to the power of the spell it is not subject to Evasion or Improved Evasion can.

Material: One Weave Sphere
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