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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 11 May 2012 :  13:44:14  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
A quick spell for your earlier adventures, or as a tool of spying!

3.5 Edition:

Discerning Eye
Transmutation
Level: Drd 1, Rgr 1, Wiz/Sor 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One Person (or self)
Duration: 10 Minutes +1 Min/Lvl
Saving Throw: Yes (Fortitude Neg)
Spell Resistance: Yes

Upon completion of this spell, the target is capable of seeing as much as ten times the normal sight distance of a normal human; but only in a narrow field. The target sees normally, but may focus their vision upon the lips or hands of a person and see all that they say from much farther away. As long as the target of the spell knows the language being used, they can read the lips of the person perfectly. This ability is also useful for reading materials from much farther away, or slowly detailing the close up appearance of an individual without getting so close as would be normally required to see if a guard has a key-ring on their belt or if a person far off is armed or simply a farmer. The spell is too disorienting to enable bowmen to better target a foe, and will actually cause the firer to miss completely.
Arcane Material Component: the eye of any predatory bird.

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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 11 May 2012 :  13:49:28  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
A spell developed long ago to combat the minions of the Lord Orcus! It has served me well many times.

3.5 Edition:

Dalorís Dark Defeasance
Necromancy/Evocation
Level: Wiz/Sor 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Will partial; see text
Spell Resistance: Yes
Material Component: bone shards of an evil outsider (consumed in casting)

This spell generates a sparkling cloud of fog that seems to slowly swirl about while all the colors of the rainbow dance within. These vapours will automatically tear apart any undead or evil outsider of 3 or fewer HD (no save). Such creatures with 4 to 6 HD are destroyed unless it succeeds on a Will save (in which case it takes 1d4 points of Will damage on your turn each round while in the cloud). Undead or Evil Outsiders with more than 6 HD take 1d4 points of Will damage on your turn each round while in the cloud (a successful Will save halves this damage). Such undead that have no will are destroyed, while evil outsiders who have lost their will are dismissed to their native plane. Essentially the animating will of such creatures is torn asunder and rent until their essence is swept away.
This cloud of Dark Defeasance moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloudís new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the cloud seeks the depths of evil, it will sink to the lowest level of the land, even pouring down into tunnels or grave pits. It cannot penetrate liquids, nor can it be cast underwater, but will instead move across the surface of water. Also, since the cloud is not truly made of tangible material, it will not be affected by prevailing winds.
Note: if this spell is used upon an evil outsider in its home plane, it will have no effect on that particular creature.

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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 09 Jun 2012 :  05:19:40  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
Dalor's Flaming Juggernaut (AD&D2 spell)
(Evocation)
Level: 6
Range: 60 yards
Components: V,S,M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None

The Flaming Juggernaut is another battle-field spell developed by Dalor Darden in his young years as a War-Wizard for Alphatia. It is a dread combination of the 'Flaming Sphere' spell and the 'Wall of Fire' spell. When cast it creates a horizontal column of flame 6 feet in diameter and up to 2 feet long per level of the caster. Immediately after this it rolls forward to a distance of 30 feet +2 feet per caster experience level. It is not slow moving as is the 'Flaming Sphere' spell, but rolls its full range in nearly an instant. All those caught in its path suffer 2-12 damage, plus 1 additional point of damage for each level of the caster, in fire damage.

If the caster wishes, he may maintain this miniature wall of fire at its ending point as long as he continues to concentrate. it functions then as a normal 'Wall of Fire' (except of course for size). As soon as the caster ceases concentration, or moves more than 100 yards away from the effect, the Flaming Juggernaut fizzles out.

The material compenents of this spell are a small iron juggernaut miniature and a 500 GP garnet (both are consumed in the casting of the spell).

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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 09 Jun 2012 :  05:26:46  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
Dalor's Baleful Dirge (AD&D2 spell)
(Enchantment/Charm)
Level: 7
Range: 50 yards
Components: V,S,M
Duration: 1d4 rounds +1 round/2 levels
Casting Time: 7
Area of Effect: Special
Saving Throw: negates

When this spell is completed, musical notes of the saddest kind fill the air. In a 15 ft. radius of the spells center of effect a total number of Hit Dice, not to exceed the caster's level, of creatures must save versus spell or be affected by this beautifully sad music. Those so enscorcelled will become so outraged at the sad state of the world they will begin to slay every creature within sight, except the spell's caster, in an attempt to avenge whatever wrongs these "miscreants" have infected the world with. The effects are identical to the 3rd level 'Dire Charm' spell.

The material compenent for this spell is a miniature set of bag-pipes made from wood taken from the cottage of a now deceased widow or widower.

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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 09 Jun 2012 :  05:38:21  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
Dalor's Rancorous Word of Rebut (AD&D2 spell)
(Invocation/Evocation)
Level: 9
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: special
Saving Throw: special

This spell was designed to give Dalor breathing room both on and off the battlefield when nearly overcome/surrounded by foes. Starting exactly one inch from the wizard and pushing outwards against any target within 15 foot radius, a malignant force pushes out from the caster to a range of sixty feet. All those within the 15 ft area of effect are pushed to the outermost area of influence and recieve 1d4 points of damage per level of the caster; while those beyond 15 ft are simply pushed outwards to 60 feet. There is no avoidance of this push, but those so struck may save for one half damage. The caster himself, by the utterance of such a vile word of power, is subject to a temporary loss of 1 point of Strength, Dexterity and Constitution. These points only return after a full night's sleep/rest (no less than eight hours, no matter the caster's race).

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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 09 Jun 2012 :  06:00:00  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
Soul Siphon (AD&D2 spell)
(Necromancy/Conjuration-Summoning)
Level: 9
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 3 Turns
Area of Effect: 1 target creature
Saving Throw: Special

This spell was the beginning of Dalor Darden's descent into Evil; but it has kept him alive well beyond his normal years. Made in joint effort alongside his spell-chained "wife" Glasya, the Arch-Mage used the very powers of the devils to model his great magic.

Soul Siphon enables the caster to capture the life energies of those he has defeated/slain in combat. In casting the spell, the caster must have the body of the soul he wishes to capture at hand; essentially the material component of the spell. The spell must be cast within a number of hours equal to the caster's level, minus the targets former level/hit dice; or the chance is lost. A minimum of one hour is allowed no matter the respective levels.

Upon the spells completion, the caster must achieve the following: make a Save vs. Spells with the only modifiers being a +/- difference between the caster's Magical Defense Adjustment and the targets, a successfull System Shock Roll must be made; and if both of these succeed, the caster must then cast (in order) the spells Trap the Soul and Energy Drain.

Success forever destroys the target soul; but the caster gains a period of no aging equal to the target soul's "life" years in months of no aging (the period of time the target would have lived as its maximum age, as determined by the DM; minus the years already lived). During this time the caster's body "feeds" off of the captured soul essence. Only one soul may be so used at a time however.

Failure causes the loss of 1 point of Constitution and effects equal to a Weakness spell. The Weakness wears off after a day of rest, but the constitution loss is permanent.

This spell may only be used against Mortals which would manifest a soul upon their death; and in casting this spell, the Deity of that deceased individual may well seek to mete out punishment upon the mortal daring to take a soul from them. This punishment never involves the direct intervention of the deity, but can be any servant that God might have (including, for dire offenses such as stealing the soul of a High Priest or Paladin, the sending of powerful Devas to forcefully remove the magical object that holds the soul essence and return it to the God).

NOTE: because of the possible ramifications of dealing with the Divine, Dalor often used this spell against The Faithless of the Forgotten Realms.

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MalariaMoon
Learned Scribe

324 Posts

Posted - 09 Jun 2012 :  12:59:59  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden variant

Dalor's Baleful Dirge (AD&D2 spell)
(Conjuration/Summoning)
Level: 7
Range: 50 yards
Components: V,S,M
Duration: 5 minutes and 56 seconds
Casting Time: 7
Area of Effect: Special
Saving Throw: negates

When this spell is completed, musical notes of the saddest kind fill the air. A temporary gate summons a band named Radiohead from an alternative prime material plane. They play a song called 'How to disappear completely'. The effects are identical to Dalor's Baleful Dirge.

The material compenent for this spell is a dial from an early, clunky electronic instrument and the lazy eye of a goblin.



Meant in good-natured jest, I'm a fan of both Radiohead and Dalor Darden.
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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 09 Jun 2012 :  16:31:10  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

quote:
Originally posted by Dalor Darden variant

Dalor's Baleful Dirge (AD&D2 spell)
(Conjuration/Summoning)
Level: 7
Range: 50 yards
Components: V,S,M
Duration: 5 minutes and 56 seconds
Casting Time: 7
Area of Effect: Special
Saving Throw: negates

When this spell is completed, musical notes of the saddest kind fill the air. A temporary gate summons a band named Radiohead from an alternative prime material plane. They play a song called 'How to disappear completely'. The effects are identical to Dalor's Baleful Dirge.

The material compenent for this spell is a dial from an early, clunky electronic instrument and the lazy eye of a goblin.



Meant in good-natured jest, I'm a fan of both Radiohead and Dalor Darden.



LOL..."lazy eye of a goblin"...LOL

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:18:36  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).

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:19:38  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Dweomer Assertion (Alteration)
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: 1 spell reasserted
Duration: Instantaneous

This spell allows any one spell that has been dispelled to reassert itself. The spell must have an ongoing duration (a counterspelled fireball cannot reassert itself). This spell was devised primarily to reassert protective magics brought down through a dispel effect.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:22:45  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Exigent Magic (Alteration)
Level: 9
Components: V, S
Casting Time: 1 minute
Range: Personal
Duration: Instantaneous

This spell is similar to a wish spell in that it can create nearly any magical effect. The primary differences are that it can mimic any spell up to 9th level and it can create wholly new effects (as adjudicated by the DM). Due to the strain this spell puts upon the wizard this spell automatically causes him to lose one life point.

Life Points: Used in my campaign to represent a character's life force (instead of levels). Undead drain life points instead of applying negative levels. Character's begin play with 1+Cha bonus (minimum of 1) and gain another at each level. Reduction to zero life points causes death.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:29:47  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Expanding Sphere (Evocation) [Force]
Level: 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 level)
Target: 1 object or creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates a rapidly expanding sphere of force within an object or creature within range. The object or creature must make a fortitude save or be destroyed/killed, otherwise sustaining 3d6 points + 1 point/level (maximum +25) of damage.
The material component is a glass marble.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:30:50  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Fringeward (Abjuration)
Level: 4
Components: V
Casting Time: 1 standard action
Range: 0
Area: 20ft. radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell bestows attack and damage bonuses, armor class, damage reduction, spell resistance, and a bonus to saving throws equal to the casterís ability score bonus for spellcasting. This bonus includes enhancements due to ability score increases. These enhancements are applied to any ally who is or comes within the boundaries of the fringeward.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:32:21  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Gravity Well (Alteration)
Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 20ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell increases the gravity of an area to 10 times normal. All within the area must make a Strength check (DC 25) in order to remain standing or fall prone instantly. All within the area sustain 1d6 damage per level of the caster (maximum 10d6) with a Reflex save allowed for half damage.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:33:37  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Imperilment (Abjuration)
Level: 4
Components: V
Casting Time: 1 standard action
Range: 0
Area: 20ft. radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell reduces attack, damage, armor class, damage reduction, spell resistance, and saving throws equal to the casterís ability score bonus for spellcasting. This penalty includes enhancements due to ability score increases. These enhancements are applied to any enemy who is or comes within the boundaries of the imperilment spell.

This spell is the reverse of Xarthalion's Fringeward spell.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:36:16  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 a link of adamantine chain for each spell linked during the casting of the spell.

Vitality Points: Used in my campaign instead of hit points. They are basically the same thing but I also make use of Wound Points to simulate direct physical damage.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:37:07  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Intercession (Transmutation)
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Effect: 25ft. radius sphere
Duration: 6 rounds of real time
Saving Throw: Will negates
Spell Resistance: Yes

Upon casting this spell, the wizard causes the flow of time to cease for six rounds within the area of effect. Within the sphere, the caster is allowed to act for six rounds of real time. Spells originating from outside the area halt within its radius but take effect upon the completion of the duration (nothing can enter the area without being stopped in time also, save the caster, of course). All others within the sphere are literally between ticks of the clock.
This spell differs from the time stop spell in that it affects others, not the caster. Victims of the spell are allowed Will saves to avoid its effect and spell resistance applies.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:38:30  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Intersteller Comet (Conjuration)
Level: 10
Components: V, S, M
Casting Time: 1 minute
Range: Long (400ft. + 100ft./level)
Area: 5ft.-radius sphere/level
Duration: Instantaneous (but see below)
Saving Throw: Reflex for Ĺ
Magic Resistance: No

This spell teleports a piece of a comet from the depths of space to strike the area designated by the wizard. Damage caused is 1d6/level impact damage + 1d6/level fire damage. Upon casting this spell, a meteor will be seen in the sky and will strike the area in 1d4+2 rounds thereafter. This spell can only be cast above ground (or relatively close to the surface).
The material component for this spell is a piece of meteoric rock/ore.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:43:08  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. The spell takes the form of an elaborate phantasm within the victim's mind. 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.

The material component for this spell is a crystalline skull.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:45:05  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Multiple Expanding Spheres (Evocation) [Force]
Level: 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft. + 100ft./level)
Target: 1 object or creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates a several rapidly expanding spheres of force (one per level of the caster) within objects and/or creatures within range. The objects/creatures must make a fortitude save or be destroyed/killed, otherwise sustaining 3d6 points + 1 point/level (maximum +25) of damage.
The material component is a glassteel marble for each individual to be affected by the spell.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:49:38  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...although artifacts are not destroyed in the process).

Xarthalion created this spell as a form of 'poetic justice' for individual's who used their weapons unjustly. Aside from using the spell during battle to rob an enemy of his weapon, he also made timely use of this spell when rivals were involved in other battles (which he scryed from afar).

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:52:13  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Prismatic Cloud (Evocation)
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Effect: Cloud spreads in a 20ft. radius, 20ft. high
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes

A prismatic cloud spell creates a cloud of vaporous shimmering colors. All creatures within the cloud are blinded by the vibrant colors; all those with less than 8 HD looking into the cloud from within 20ft. of it suffer blindness for 2d4x10 minutes. All those within the cloud (save the caster) simultaneously suffer the full effects of a prismatic spray spell each round that they remain within the area, as outlined below:
Red/Orange/Yellow: 140 damage (no save)
Green: Poison (kills; Fortitude partial, take 1d6 Con damage instead)
Blue: Petrification (Fortitude negates)
Indigo: Insane, as insanity spell (Will negates)
Violet: Sent to another plane (Will negates)
Creatures with spell resistance must check upon initially making contact with the vapor. This spell does not offer protection such as that gained by a prismatic sphere and cannot be brought down in the manner of that spell.

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:53:12  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Reprieve (Abjuration)
Level: 4
Components: V, S
Casting Time: 1 standard action
Duration: 1 round/level
Range: 0
Area: 20ft. radius spread
Saving Throw: None
Spell Resistance: Yes

This spell prevents any ally within the area (or who enter the area after it is cast) from falling below 1hp while the spell is in effect. For the period of this spell, allies simply cannot be killed through damage (although other means, such as poison or disease can).

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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:54:16  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalionís Scathing (Transmutation, Necromantic)
Level: 6
Components: V, S, M
Casting Time: 1 standard action
Duration: Instantaneous
Range: Close (25ft. + 5ft./2 levels)
Area: 40ft. radius spread
Saving Throw: None
Spell Resistance: Yes

This spell causes 1 point of concordant damage per level of the caster to all within the area of effect. This damage cannot be healed or regenerated by any normal or magical means save through a miracle or a wish spell.
The material component of this spell is a bit of soil from the Plane of Concordant Oppostion.

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The Arcanamach
Master of Realmslore

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Posted - 14 Jul 2012 :  19:55:28  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.
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