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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 14 Jul 2012 :  19:56:45  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Severance (Abjuration, Divination)
Level: 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Target or Area: One spellcaster, creature, or object; or 20ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Magic Resistance: No

This spell allows the wizard to instantly sever magical energies within range of the caster. The wizard is able to destroy a number spell effects equal to his level. Moreover, the wizard is able to choose which magical effects will be destroyed if he is aware of specific effects he wishes to sever or preserve. Magic items will lose their enchantments due to this spell, as will ongoing spell effects in the area. No magic can occur within the area during the same round the severance takes place and others in the midst of spellcasting lose that spell/effect. Hanging, waiting-to-take effect magics (such as contingencies) are also severed by this spell, their power dissipating harmlessly in motes of prismatic lights. Artifacts/relics are allowed a standard saving throw to avoid this effect, but success causes the artifact to be suppressed for a number of days equal to the caster’s 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 - 14 Jul 2012 :  19:58:52  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Simulacrum (Transmutation)
Level: 10
Components: V, S, M, F
Casting Time: 1 hour
Range: 0ft.
Effect: One simulacrum
Duration: 1 year/level
Saving Throw: None
Spell Resistance: No

This spell creates a special simulacrum of the caster. It requires complex alchemical process very similar to creating a magen with a Craft: Alchemy (DC 50) check. The simulacrum created can be no higher than 20th level and thus will be unable to create another simulacrum of this nature. The simulacrum is completely programmable by the caster and need not have any memories possessed by the spellcaster and does not actually have to look like (or even be of the same gender or race as) its creator. However, the wizard cannot place knowledge within his creation that he does not possess himself (i.e. no skills or feats unknown to the wizard or skill ranks beyond what the creator possesses). The creator can even program any alignment he wants into his simulacrum. Simulacra created by this spell are connected to their creator in a fashion similar to a familiar. Their creator may scry upon them or see through their eyes and may monitor their thoughts at will. Multiple simulacra may exist at once through this spell. Simulacra may not gain levels and thus cannot learn new feats or gain skill points. However, experience they gain is ‘banked’ and may be used by their creator for any purpose save gaining levels (i.e. used for spellcasting and magic item creation). Simulacra created by this spell always possess an affinity for their creator even if they are unaware of how they came into existence. They will help him any way they can up to and including fighting to the death for him. Simulacra that are slain melt and congeal into a mass of their component alchemical substances. Simulacra whose creator has died will continue with what is left of their lives although they may feel an extremely deep loss if they knew of their creator and may be moved to depression or terrible vengeance. Simulacra possess the full range of emotions and are perfectly capable of independent thought. It is even possible for simulacra to fall in love (although they are sterile).
The material components of this spell are alchemical substances totaling a 10000gp per level of the simulacrum (minimum 100,000gp).
The focus item of the spell is a beljuril ruby used as the heart of the simulacrum worth no less than 1000gp per level of the simulacrum (minimum 10,000gp).
Note that this spell has a duration of one year per caster level, at which time the simulacrum is begins to 'melt' and congeal into thick mass of chemicals that dry over a day or so. This can be extended by recasting the spell on it and expending 1000gp per level of the simulacrum in alchemical agents and passing a Craft: Alchemy (DC 25) check.

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 - 14 Jul 2012 :  20:00:48  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Smokeclaws (Conjuration)
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell creates four clouds of smoke that move to engulf the caster’s foes. Each foe must make a Fortitude save or inhale the vapor. Once inside, the smoke solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each round to cough up the semi-vaporous menace. The smoke cloud can be directed to engulf the same target or another target. If a foe is slain, the smoke cloud can be directed to another target.

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 - 14 Jul 2012 :  20:01:55  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Spellguard (Abjuration)
Level: 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level

This spell provides the caster with spell resistance that cannot be overcome based on an opponents level. The resistance provided is in descending strength according to spell level, as follows: 1st (100%), 2nd (90%), 3rd (80%), 4th (70%), 5th (60%), 6th (50%), 7th (40%), 8th (30%), 9th (20%), and 10th (10%). If the wizard possesses spell resistance from another source, both must be checked to determine if the spell affects the wizard.

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 - 14 Jul 2012 :  20:02:27  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Spellsmite (Evocation, Transmutation)
Level: 9
Components: V
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: 1 round/level
Saving Throw: None, see text
Spell Resistance: Yes, see text

This spell allows the wizard to drain an opponent’s uncast spell/unused spell-like ability and release a backlash of energy against him. The damage caused is equal to 1d4 points of damage per level of the spell drained with a Will save for half damage. Creatures with spell resistance must check against this spell each round it is used against them. The caster cannot control what spell/ability is drained in a given round and must use a standard action each round in order for the spell to take effect.

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 - 14 Jul 2012 :  20:03:02  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Steelguard (Abjuration)
Level: 9
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes (harmless)

You or a creature you touch is immune to nonmagical metal and magic metal with less than a +6 enchantment bonus. Metal items pass through you, and you can walk through metal barriers such as iron bars. Also, spells, spell-like abilities, and supernatural effects of a metallic nature do not affect you. If the spell expires while metal is inside you, the object is shunted out of you but you take 1d6 points of damage. You may also ignore armor bonuses for metal armor when using unarmed attacks.
The focus item is a piece of starmetal worth 1000gp.

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 - 14 Jul 2012 :  20:04:07  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Timetrap (Alteration)
Level: 9
Components: V, S
Casting Time: 1 minute
Range: Close (25ft. + 5ft./2 levels)
Effect: Timestop effects waiting for triggering event
Duration: 1 turn/level (waiting), then 1d4+2 rounds
Saving Throw: None
Magic Resistance: Yes

This spell is virtually identical to the timestop with two differences. First, the wizard casting the spell must state a triggering event similar to a magic mouth spell to activate the spell. Second, once timetrap is triggered all creatures in a 25ft. radius burst of the area trapped space are subjected to the effects of a timestop spell. However, once triggered, other creatures may enter the area without ill effect. The area designated as the “threshold” for the spell can be no bigger than 5ft. square per level of the caster. For example, a 20th level wizard could designate a line of 5ft. squares 1 deep by twenty squares long as the threshold—any creature crossing that area would trigger the spell.
Material Component: A small hourglass formed from desert sand.

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 - 14 Jul 2012 :  20:04:39  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Transfer Symbol (Abjuration)
Level: 9
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Magic symbol(s) touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell is identical to the transcribe symbol spell with the following differences: 1) upon successfully passing a caster level check (DC 20 + target glyph’s spell level) the caster assumes complete control of the symbol and may transfer it to another surface as if he had cast the spell himself (the symbol’s power may be decreased or increased based upon the caster’s level); 2) the symbol may be moved to any surface, including flesh, with no loss of efficacy (except as it pertains to the new caster’s level of power). Also, the caster is free to leave the symbol in its original position. In this case, the symbol simply functions as if the caster had placed it there himself. The caster may thus affect any number of symbols during the spell’s duration.

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

USA
110 Posts

Posted - 19 Jul 2012 :  08:08:29  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
Bouzukis of Berserking

This stringed instrument is made mostly from steel, but is covered in silver and painted with black enamel on the back and face. The sound box is a perfect octagon and there are 16 sound holes shaped and arranged like the teeth of a bear. It can only be strung with silver strings. It can't even be tuned, much less played, unless the proper strings are used, though it could still be used as a weapon (see below).

When anyone but a bard attempts to play this bouzukis, they must save vs. Willpower with a DC of 20, or go into a Berserk Rage, swinging the bouzukis at anyone in sight, for 10 full rounds. Since this is not a curse, but rather a difficulty in controlling the magic within the instrument, wizards get a save bonus equal to their levels.

When a bard plays this instrument, the effects can be channeled or ignored, as desired. The bouzukis could be used as a normal instrument, or it can drive a number of people equal to the bard's level into a Berserk Rage. This requires a Performance (Stringed Instrument) check at DC 20 (separate from the check required to perform with the instrument in the first place). Success gives a bonus of +1 to attacks, damage and saves, in addition to the usual effects of a Berserk Rage. Furthermore, for each 5 points by which the bard exceeds 20, the bouzukis can either double the numbers affected or add another +1 to the bonus. These effects end instantly, the moment the bard stops playing the bouzukis or those affected become unable to hear it. Note that, should the bard foolishly choose to affect himself, the effects end (for everyone) the moment he raises the bouzukis to take a swing with it, rather than lasting the 10 rounds a non-bard would be affected.

Those chosen by the bard to recieve the Berserk Rage get a save vs. Willpower at the usual DC of 20, unless they happen to be bears, Werebears, or characters who have a Berserk Rage ability of their own, in which case the save DC is 40. Such beings attempting to play the instrument by themselves still get the usual save DC of 20.

A bard can also use the Bouzukis of Berserking to break a berserk rage. This is done by playing the bouzukis to create a second Berserk Rage effect, then stopping. If the target fails to save, both Berserk Rage effects end the instant the bard stops playing.

The bouzukis is indestructable by physical means, it attacks with the statistics of a War Club +2, and it can hit creatures that can only be hit by silver or at least +2 magic. It can be used as a weapon whether the wielder is berserking or not. Attacking with it does not knock it out of tune, nor even scratch the enamel.

Disintegration is in the eye of the Beholder.
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 27 Jul 2012 :  06:00:38  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Something I worked up for the WotC Realms forums. Hope you enjoy!

Spellcatch Dagger

A Spellcatch Dagger is thought to be a short, bladed weapon that measures from pommel to blade tip about the length of a grown man’s forearm, from his elbow to the tip of his middle finger.

The dagger is meant to be wielded as the parrying/blocking half of a set of paired weapons, though it is unknown if the original Spellcatch Dagger was ever part of a matching set.

Spellcatch Daggers generally have flat pommels with a single wide, round gem set into them and a grip paired with rounded knuckle guards that protect the wielder’s hand while allowing for punching and parrying with the non-blade portion of the weapon.

Spellcatch Daggers are sought after for their ability to absorb and store spells.

Nuts and Bolts:

Most Spellcatch Daggers can absorb and store only one spell at a time, usually of third level or lower.

This ability of the dagger is indiscriminate and generally functions within a 5’ radius, being only active when the blade is held; the dagger absorbs (and nullifies the effect, including area effects like fireballs) any spell cast within 5’ that is of a level equal to or lower then the maximum spell level the dagger is capable of absorbing.

The next successful attack made by the wielder of the dagger unleashes the spell absorbed by the dagger onto the wielder's foe, who suffers the dagger’s damage and then the effect of the spell. Area of effect spells treat the space the foe is standing in as their point of origin and do not harm the dagger.

Thus, while an absorbed lightening bolt can be made to shoot into (and out of) a stabbed foe, an absorbed fireball will unavoidably catch the dagger wielder in its area of effect (without harming the dagger) unless he or she hurls the dagger and hits a suitably distant foe.

Whenever a Spellcatch Dagger absorbs a spell, the gem set into the pommel always changes color and hue to match the school of magic of the spell.

Lore and History

Some dagger wielders have claimed that seemingly benign spells absorbed by Spellcatch Daggers work even in the midst of combat. The hiremage Daskur Windsur (formerly of Westgate; now in hiding) claims to have learned the properties of a set of magical armor worn by a foe while Daskur’s blade carried an Identify spell that he’d assumed was miscast when he first tried to identify the magical properties of the dagger after he’d pilfered it from the rooms of a sleeping merchant.

Along with much of his personal wealth, Daskur was forced to leave his blade behind in Westgate when he had to flee the city (hidden not terribly well: it still sits on top of an exposed crossbeam that supports the roof of the Spitting Cockatrice Inn).

The young, up and coming sage Handrabar of Mulhessen (former acolyte of Tempus and self-proclaimed expert in magical bladed weapons) says the commonly shared descriptions of Spellcatch Daggers relate only to recently made, paltry copies of true Spell Daggers (Handrabar’s name for them), which were first crafted by elven smiths in Cormathor long before Myth Drannor was founded as an open city and reserved for the greatest Bladesingers who wielded Spell Daggers capable of parrying and deflecting spells back at foes, as well as catching and reshaping spells through intricate dual-wielding blade movements similar too, but more complex than, the complicated hand gestures utilized by mages as part of their castings.*

Not so, claims Adornal the Learned of Arabel (self proclaimed sage of all things related to Netheril after its fall and prior to the return of Shade). Adornal thinks this all so much bluster from those who presume that elves created everything and anything noteworthy of magical power, and fail to see that humans were responsible for much in the way of great magic. According to Adornal the first true Spellcatch Daggers were Halruaan in origin, dating back to the founding of that far away land. Their creation was a practical extension of the Halruann’s everyday use of magic and a natural development by warrior mages wishing to have at their disposal any of several means of protecting their Archwizard masters.

Still others claim Spellcatch Daggers have no first inventor, rather that the idea has come and gone many times down the centuries and has seen use in a variety of applications. For example, the bard Tellhance “Black Harp” Ormparl credits the singing knights of old Chessenta for briefly popularizing amongst their kind the use of Spellcatch Daggers.

As Tellhance describes them, singing knights would do battle in front of a large audience while attempting to outsing each other. First one knight would sing a verse while on the attack, then the other knight would attempt to sing the same verse louder while the first knight was obliged to go on the defensive, each choosing an attack routine timed with the verse they sung. Then the first knight would pick a new verse and the second would defend, until one or the other was slain.

Those Chessentan knights who were of a dishonorable nature held minor spells in their daggers capable of stealing the breath of the other knight. Being struck and effected by such a spell in the midst of combat when already winded usually resulted in the death of a combatant, much to the delight of the crowd and the satisfaction of the cheating knight.

Tellhance claims to own a pair of such daggers from the time of the singing knights, adding that in the wake of the Spellplague his daggers no longer catch spells; one nullifies any minor spell (of 3rd level or lower), while the other seems to have permanently absorbed the last spell it held. This last dagger delivers an effect similar to a Ray of Enfeeblement once per combat.

*Handrabar also claims that agents working for the Crown of Cormyr have stolen the secret of creating true Spell Daggers from their elven allies and are producing them at a furious rate to equip companies of Cormyrean Swordmages, though he could give no proof to backup his claim beyond, "They're Cormyreans! Of course they've stolen from the elves! How do you think they recovered their magical might so quickly in the wake of the Spellplague?"

Look for me and my content at EN World (user name: sanishiver).

Edited by - Jeremy Grenemyer on 27 Jul 2012 06:13:50
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The Sage
Procrastinator Most High
Moderator

Australia
31690 Posts

Posted - 27 Jul 2012 :  08:39:31  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
Points for working Ed's reference about the singing knights of Chessenta into your lore, Jeremy.

Good stuff!

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Candlekeep - The Library of Forgotten Realms Lore
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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
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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Jul 2012 :  16:38:55  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Attentive Arbour

School transmutation Level cleric 2, druid 2, ranger 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute per level
Saving Throw Will negates (harmless) Spell Resistance No

This spell causes the forest itself to conspire to conceal its caster. Branches and leaves shift as the caster moves, helping to hide him from his enemies.

This spell is effective in a woodland setting, as well as other areas where the vegetation is thick enough to provide some level of concealment. If the caster moves out of the vegetated area into open ground (such as moving into a clearing), then the spell ends and all benefits are lost (even if the caster subsequently moves back into the woodlands).

The spell grants the caster concealment, including a 30% miss chance. The caster can move freely through undergrowth as if he had the woodland stride special ability. He gains a +5 bonus to all Stealth checks and can move his full speed and still use Stealth with no penalty.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Jul 2012 :  16:43:54  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Firetether

School evocation (fire) Level druid 2, sor/wiz 2
Components S
Casting Time 1 standard action
Range Touch
Targets 1 creature
Duration 1 round per level
Saving Throw No Spell Resistance Yes

The spell causes a coil of fire to form. One end is fastened to some part of the target creature’s body (usually the ankle), whilst the other is linked by invisible arcane means to the space the target occupies (usually the ground, but this can also be a point in space if the creature is flying). As the creature moves, the fiery coil trails behind him, forming a wall of fire in his footsteps.

The spell creates a wall of fire originating at the location occupied by the target when the spell was cast. Each time the target moves, the wall of fire extends as well, exactly following the movements of the target. Each section of the wall of fire occupies a 5-ft. square. Thus, as the target continues moving about the wall of fire grows progressively longer and more intricate.

The target cannot move more than 50-ft. in a single round. If he does so, the firetether is stretched too thin, and the entire spell collapses. Likewise, if crosses through the wall of fire created by the firetether, the spell fails.

The firetether does no damage to the target, but anyone passing through it suffers 2d6+1 fire damage per level of the caster. The target can force creatures into its path by tumbling through their occupied space.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Jul 2012 :  16:47:06  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Terrestrial Ejection

School transmutation Level cleric 2, druid 2, ranger 2, sor/wiz 2
Casting Time 1 standard action
Components V, S, M (a handful of clay)
Range Medium (100-ft. + 10-ft. /level)
Area 40-ft. radius spread
Duration 1 round/2 levels
Saving Throw No Spell Resistance Yes

Popular amongst creatures that dwell in subterranean realms, this spell prevents creatures from burrowing into earth and rock, violently ejecting burrowing creatures into open space.

The spell must be targeted at an open space (the target cannot be solid rock). When the spell is cast, any creature burrowing within the spell’s radius (including above or below the spell’s target) is immediately transported to the nearest area of unoccupied, open space, smashing out of the earth in an eruption of soil and dirt. The creature suffers 1d6 points of bludgeoning damage per three caster levels. Anyone in an adjacent space to an ejected creature also suffers 1d4 bludgeoning damage from the explosion of rubble.

Any burrowing creatures entering the spell’s radius during its duration are similarly ejected. Ejected creatures cannot use their burrow speed to move whilst within the spell’s radius, although other forms of movement are unaffected.
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Fellfire
Master of Realmslore

1944 Posts

Posted - 01 Aug 2012 :  00:26:30  Show Profile Send Fellfire a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

Attentive Arbour

School transmutation Level cleric 2, druid 2, ranger 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute per level
Saving Throw Will negates (harmless) Spell Resistance No

This spell causes the forest itself to conspire to conceal its caster. Branches and leaves shift as the caster moves, helping to hide him from his enemies.

This spell is effective in a woodland setting, as well as other areas where the vegetation is thick enough to provide some level of concealment. If the caster moves out of the vegetated area into open ground (such as moving into a clearing), then the spell ends and all benefits are lost (even if the caster subsequently moves back into the woodlands).

The spell grants the caster concealment, including a 30% miss chance. The caster can move freely through undergrowth as if he had the woodland stride special ability. He gains a +5 bonus to all Stealth checks and can move his full speed and still use Stealth with no penalty.




Love this one, Moog. Not sure I've room for it.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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TBeholder
Master of Realmslore

1458 Posts

Posted - 16 Aug 2012 :  23:41:34  Show Profile Send TBeholder a Private Message  Reply with Quote
Crossbow of Conjuration:
The weapon appears in the user's (the creature who touched it and carries it) hand.
Bolt Case of Conjuration:
The bolt case magically linked to its weapon should be carried by the user, but does not need to be readily accessible. It has several sections allowing the user to choose among the variety of ammunition at will; a quarrel from the selected compartment is instantly teleported on the string, which improves reloading time (just like the quick-loading crossbow, except ammo isn't stored inside).

Usually both functions are combined, because they require the same spell.

Activation: command word, ammo is selected by adding compartment-specific command words to it.

Prerequisite spells: Hither* (both for the crossbow and bolt case sections).

* Hither: 1-lvl Conjuration/Summoning, poor relative of Instant Summons, from Ed Greenwood's "Wizards Three", see details here.

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

Edited by - TBeholder on 17 Aug 2012 00:31:14
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LordXenophon
Learned Scribe

USA
110 Posts

Posted - 22 Aug 2012 :  19:42:24  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
I've seen something similar in the form of a magical arrow. It will conjure/summon a specific monster upon impact (hit or miss, track where it went and that's where the monster appears) or a random monster from one of the Monster Summoning tables. I seem to recall the description also including a stretched out version of the grenade scatter table, for determining where a missed shot would go.

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

1582 Posts

Posted - 22 Oct 2012 :  04:14:04  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Tentatively isnpired by the blade of the same name from Game of Thrones...

Needle

Description: Needle is a short rapier (sized for a child or a halfling) of fine quality steel with black whorls in the metal. It's hilt is a short crossguard with finger rings (think brass knuckles) for a handle. In the hands of most wielders, Needle is simply a +1 weapon. However, in the hands of a person chosen by the blade (and no one knows just how a person is chosen by the blade, or by what criteria it bases such a selection on) it becomes a +4 weapon that always causes 4 points of damage and never misses its target! An attack roll is only needed to determine if critical damage is caused, in such cases the damage is always 12 points.
It is further believed that the blade somehow warns its chosen owner of danger with no outward sign of such warning. In other words, the blade doesn't glow or send visions of impending danger or otherwise noticeable means. The owner simply becomes more focused and alert without seemingly realizing it and reacts accordingly. If this is the case, the wielder is never surprised (and thus cannot be caught flat-footed).
The blade resists all attempts to divine its powers and/or purpose (if, indeed, it has any. There is no reason to believe the weapon is intelligent...and yet wizards, bards, and sages speculate it must be). Even the gods are strangely quiet on the subject when asked.
Lore: Needle first appeared in the hands of a child pressed into service on a pirate ship on the Inner Sea. The child, Andrin, witnessed the butchering of his entire family when pirates overtook the ship they were sailing. He was the only survivor and forced to do drudge work aboard the Dreadwind, a ship captained by a pirate called Black Jakk known for the brutal slayings of all his prey from approximately 1220 to 1242 DR. Andrin eventually acquired Black Jakk's trust and acquired the blade during one of their raids upon a merchant ship heavily laden with cargo. Andrin was nearly killed during that raid but picked up the blade from Dreadwind's deck (presumably dropped by one of their victim's) and slaying several members of the enemy crew. Eventually, Andrin slew every member of the crew in a night of stealthy slayings. He met his end not long after in a dockside tavern in Cimbar.
The blade next appeared in Suzail (though there are reports of its 'journey' to that city) in the hands of a female halfling, one Jiera Milldark. Jiera was a 'coin-lass' who commanded a high sum for her (highly sought after) services. The blade was gifted to her by a would-be suitor (all of which she firmly refused, she died wealthy but unwed after a long life). She used the blade only twice, both in the slaying of men who had become obsessed with her. She held the blade for some 40 years (from 1264 to 1304 DR). She bequeathed the blade to her long time friend, Storm Silverhand, from whom the speculation of the blade's powers stems.
The blade transferred ownership to a foster child of Storm's (whose name Storm refuses to reveal for reasons she also holds private) after said child snatched up the blade during an attack on her farm in 1333. Its current whereabouts are unknown but is believed to be somewhere in the Dales and carried by a very skilled Harper agent.

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 - 21 Nov 2012 :  15:05:25  Show Profile Send The Arcanamach a Private Message  Reply with Quote
The following spells were brazenly stolen from the Greyhawk setting and adapted for the Realms (yes Im a consummate plagerizer, sue me) They originally appeared in the hardback tome, Greyhawk Adventures, as powers attributed to Celestian. My next installment will feature the powers of Istus.

Sahastra's Startome

Appearance: The Startome is 12x8x6 inches in size and made from adamantite treated to be everbright (but still black in color). The pages are also thin sheets of adamantite with the book bound together by 3 adamantite rings. Twinkling motes of light surround the tome (unless it is opened) and shine with enough illumination equal to a candle. Each of the spells listed below are written on the pages in a glowing silver script equal to candlelight.

History: It is said that the Startome was originally given as a gift to her worshippers shortly after her ascendency to godhood. The matriarch of her faith found it resting upon her altar at dawn, after the ritual of the Greater Unilateral Alignment of Stars came to its conclusion. The spells therein quickly spread among the faithful as the spells were freely shared to all of her Stargazers. The Startome was stolen by a wizard sometime later and the spells copied (and thereby spread among wizards, though the spells are still relatively rare) but the tome mysteriously reappeared on the altar a year later.

Contents: All of the spells in Sahastra's Startome are castable by both wizards and priests. The following unique spells and prayers can be found in within.

Aurora
School: Evocation
Level: 6
Components: S
Casting Time: 1 standard action
Range: Medium (100ft+10ft/level)
Target/Area: 1ft to 10ft diameter cylinder
Duration: 1 hour (D)
Saving Throw: Will half, see below
Spell Resistance: No

When a wizard uses this spell, an immobile, hollow cylinder of scintillating light surrounds any person or object within range. The cylinder can be anywhere from 1ft to 10ft in diameter and from 1ft to 10ft in height. It will last for up to an hour, but the wizard may dismiss it at will.
The caster and any he determines are immune to the effects of the aurora, but any other creature touched by the light suffers 3d8 points of damage (Will save at -3 for half). If a creature fails its save, it cannot leave the confines of the cylinder. Those trying to enter the field must successfully save to enter (but will have to save again if they try to leave). This spell counteracts the effects of spell resistance and must be cast beneath the open sky.

Comet (Evocation)
Level: 5
Components: S
Casting Time: 1 standard action
Range: Long (400ft+40ft/level)
Effect: NA
Target: NA
Area: 1 target
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a comet-like missile that unerringly strikes a single target within range. It is composed of fire, ice, and poisonous gases that inflict a total of 4d6 damage from each source (total 12d6). A Reflex save (at -3) is allowed for half damage and it ignites any combustibles touched. Even creatures immune to one or more of the comet's substances still takes full damage from it.
Material Component: A piece of meteor rock.

Heat Lightning (Evocation)
Level: 6
Components: S
Casting Time: 1 standard action
Range: Long (400ft+40ft/level)
Effect: NA
Target: 1 item or creature
Area: 1 target
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spells calls a bolt of lightning down from the sky. The bolt unerringly strikes any single target within range, inflicting 3d10 each of fire and lightning damage (total 6d10 damage, Reflex save at -3 for half damage). The target must be within sight of the wizard for the spell to work but any divination that allows the wizard to see the target's location will allow the spell to work to full effect. Even creatures immune to fire or electricity take full damage from this spell. This spell must be cast under the open sky.

Meteors (Evocation)
Level: 5
Components: S
Casting Time: 1 standard action
Range: Long (400ft+40ft/level)
Effect: Cold and vacuum
Target: NA
Area: 40x40x80 feet
Duration: Instantaneous
Saving Throw: Special, see below
Spell Resistance: Yes

A wave of cold and vacuum, 80 feet long and 40 feet wide and high, emanates from the caster's hands, killing all normal vegetation it touches and causing 4d10 points of chilling damage. There is no save for this damage and cold resistance offers no protection from it. Additionally, any creatures that need to breathe suffer an additional 2d10 damage as the air is violently torn from their lungs, but a Will save (at -3) is allowed to avoid this damage altogether. This spell must be cast under an open sky.

Starshine (Evocation)
Level: 2
Components: S
Casting Time: 1 standard action
Range: Close (25ft+5ft/level)
Effect: Blindness
Target: Any within area
Area: Cone, 5ftx30ftx60ft
Duration: Instantaneous
Saving Throw: Reflex avoid
Spell Resistance: Yes

A blazing white sheet of light streams from the caster's eyes, enveloping creatures within his line of sight. Targets must make a Reflex save (at -3) to shut their eyes to avoid the spell, otherwise they are permanently blinded (although the blindness may be cured by magical means). This spell must be cast under the open sky.

Thunder (Evocation)
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: 0
Effect: Stunning, deafness
Target: NA
Area: 70ft circle centered on caster
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: No

A great, rolling thunderclap sounds directly over the caster's head. All creatures within 30 feet that have fewer than 20 hit dice (except for the caster) are stunned for one round and deafened for 1d4+1 rounds, no save. Creatures between 30 and 70 feet are simply deafened (Fortitude save at -3 negates).

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

India
1591 Posts

Posted - 21 Nov 2012 :  15:35:00  Show Profile Send Thauranil a Private Message  Reply with Quote
Thats sounds like a cool spell.
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The Arcanamach
Master of Realmslore

1582 Posts

Posted - 21 Nov 2012 :  19:51:05  Show Profile Send The Arcanamach a Private Message  Reply with Quote
These spells were taken from the Greyhawk Adventures hardback and adapted for the Realms.

Strands of Fate

Appearance: This spelltome takes the unusual form of an oaken spindle with a small brass hook on the end. Flowing from this hook are several gossamer silk strands (grey in color but of unknown type or origin). When grasped at the flared end and used like a wand, the grey strands weave themselves into a 'page' with the desired spell embroidered on it in a black (and beautifully flowing) script with a background of white strands appearing like a spider's webbing.

History: This item has a long and varied history. Both wizards and priests (primarily of the gods of magic and knowledge as well as elven deities) have made numerous reports of this item suddenly appearing in a common place (usually in a study) and eventually disappearing despite all attempts to prevent its disappearance. Most believe that some unknown deity places the item for those deemed worthy and removes it at some unknown time. The spells from the spindle may be freely copied by those who possess it but, strangely, no one has ever been able to recopy the spells afterwards...with one exception. In the most well guarded vault of Candlekeep resides a copy of this tome in a more mundane (standard book) form, its spells available for copy by anyone who manages to convince the Keepers to allow them to see the tome. It is unknown why this single copy was allowed to be made. For all others, the spells can only be copied from the original source, thus these spells remain very rare indeed. The Candlekeep copy is of plain grey leather but the pages are identical to the embroidered pages created by the spindle. It is reputed that the Arcanamach penned this copy of the Strands of Fate.

Content: The following spells may be learned from the Strands of Fate and may be cast by any wizard or priest, regardless of alignment or faith.

Note: Each of these spells acts as an unerring attack unless otherwise specified.

Strand of Binding (Conjuration)
Level: 6
Components: S
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: Binds creature
Target: 1 creature
Area: NA
Duration: Special
Saving Throw: Reflex negates
Spell Resistance: No

The creature struck must make a Reflex save or be held immobile by thin grey strands, but as if bound by heavy iron chains (relative to its own size), for 100 rounds minus its level/hit dice, strength notwithstanding. Note: The duration of this spell is typically longer than the hold monster spell but allows for the casting of verbal-only magics.

Strand of Cancellation (Abjuration)
Level: 10
Components: S
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: NA
Target: 1 item/round
Area: NA
Duration: 1 round/level (results are permanent)
Saving Throw: No, but see below
Spell Resistance: No

Any non-living object is removed from existence! Only non-living and once-living (but not undead) things are affected in this way. Items affected are effectively disintegrated (but leave no trace of their existence behind) and non-magical items cannot resist the spell by any known means. The strand's effect on magic items are determined as follows: minor items are 95% likely to be destroyed, median items are 90% likely to be destroyed, and major items are 85% likely to be destroyed. Items with a "plus" value resist the spell at 5% per point. Artifacts are affected as follows: minor artifacts are destroyed 40% of the time, lesser artifacts 30% of the time, major artifacts 20% of the time, and greater artifacts 10% of the time. Items that fall into a given category and that possess a "plus" value are allowed to stack the percentages in order to resist the spell. The strand can affect up to 20 cubic feet of material in this manner.
Also, the strand may disrupt any magical effect it comes into contact with (such as a barrier spell, or a spell affected by permanency). Such spells have a 1% chance of resisting the strand per level of the spell/effect. In cases of spells affected by permanency enchantments, utilize the higher of the spells (5th level for the permanency spell).

Strand of Death (Transmutation)
Level: 9
Components: S
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: Destroys target
Target: 1 creature
Area: NA
Duration: Permanent
Saving Throw: Fortitude partial
Spell Resistance: Yes

Any corporeal creature (including constructs and undead) struck by the strand is removed from existence, leaving no trace of their existence behind. A Fortitude save (at -3) is allowed to avoid destruction, although 12d12 points of damage is still sustained.

Strand of Camaraderie (Charm) [Mind-Affecting]
Level: 9
Components: S
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: NA
Target: 1 creature
Area: NA
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The creature struck regards the caster as a close friend and confidante and will become hostile to anyone who opposes the caster. The target will do whatever is necessary to defend the caster, including turning on other friends and associates and will gladly die for the caster. The target does not become a mindless thrall of the caster and will freely share opinions and even argue with the caster, but will remain ever loyal to the so long as they have no major reason to believe the caster is an enemy (by causing serious harm to the target or those he or she deeply cares for). However, the recipient can be successfully manipulated into no longer regarding friends or loved ones as valuable companions. A successful Will save is allowed to avoid this spell.
Note: This spell was renamed to better reflect the spell's effect (it was originally called Strand of Hostility).

Strand of Passage (Conjuration) [Creation]
Level: 8
Components: S
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: NA
Target: Special
Area: NA
Duration: 1 round/2 levels
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell instantly connects the plane the caster is on with any other plane he wishes. Any creature touching it (or touched by it) is immediately transported to the other plane. The strand remains for 1 round/level and allows travel in only one direction.

Strand of Sending (Conjuration) [Creation]
Level: 9
Components: S
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: NA
Target: 1 creature
Area: NA
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The creature struck is sent to the place and time (up to 10 days per level) of their greatest peril or opportunity. The DM must adjudicate this result, but the target is effectively removed from the campaign for a time. An enterprising party could set up an ambush for the target in the future, if they can convince the DM of a reasonable plan (choosing the correct location is the key).

Web of Enmeshment (Conjuration) [Teleportation]
Level: 9
Components: S
Casting Time: 1 standard action
Range: Long (400ft+40ft/level)
Effect: NA
Target: NA
Area: 30-cubic foot web
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: Yes

All creatures caught within this 30-cubic foot web (which does not require anchor points) become lost in a misty labyrinth of unlimited size. Vision within the labyrinth is limited to 10 feet and prisoners are filled with a nameless dread, attacking anyone they meet 50% of the time, be they friend or foe (and they are 20% likely to meet someone on any given round). The web lasts for 1 minute per level of the caster, but creatures lost within the labyrinth may escape before then. Prisoners who are not in combat may attempt a DC 25 Intelligence check on the second minute of confinement and once each minute thereafter to escape its confines. Creatures will spell resistance may check to avoid the spell altogether, but if enmeshed they must make the aforementioned Intelligence checks to escape. Creatures killed or knocked unconscious may not escape, although they do reappear at the end of the spell duration. They may be carried out by others within the labyrinth.

Web of Entropy (Abjuration)
Level: 10
Components: S
Casting Time: 1 standard action
Range: Long (400ft+40ft/level)
Effect: Disrupts magic
Target: NA
Area: 30-cubic feet
Duration: 10 minutes
Saving Throw: No, but see below
Spell Resistance: No

This spell is in all respects identical to the Strand of Cancellation spell but with an area of effect and a lengthy duration (thus forcing a check each round). The web, which need not have anchor points, drains one random spell and 1d4 hit points from the caster. The effects are listed hereafter. Any non-living object is removed from existence. Only non-living and once-living (but not undead) things are affected in this way. Items affected are effectively disintegrated (but leave no trace of their existence behind) and non-magical items cannot resist the spell by any known means. The strand's effect on magic items are determined as follows: minor items are 95% likely to be destroyed, median items are 90% likely to be destroyed, and major items are 85% likely to be destroyed. Items with a "plus" value resist the spell at 5% per point. Artifacts are affected as follows: minor artifacts are destroyed 40% of the time, lesser artifacts 30% of the time, major artifacts 20% of the time, and greater artifacts 10% of the time. Items that fall into a given category and that possess a "plus" value are allowed to stack the percentages in order to resist the spell. The strand can affect up to 20 cubic feet of material in this manner.
Also, the strand may disrupt any magical effect it comes into contact with (such as a barrier spell, or a spell affected by permanency). Such spells have a 1% chance of resisting the strand per level of the spell/effect. In cases of spells affected by permanency enchantments, utilize the higher of the spells (5th level for the permanency spell).

Web of Stars (Conjuration) [Creation]
Level: 10
Components: S
Casting Time: 1 standard action
Range: 0
Effect: Spacetime pathway
Target: NA
Area: 15-cubic feet
Duration: 1 hour
Saving Throw: No
Spell Resistance: Yes

This web transports the caster and every creature within a 15-foot radius (including above) to an unbounded time/space in an unknown location. The web is an ultra-dimensional pathway to anywhere or anywhen, if the way is known. Creatures within see an infinite, starry expanse filled with silken strands. Distances are distorted, and a single step can move creatures vast distances in spacetime. Creatures more than 2 "steps" away appear as glowing stars of red, orange, yellow, green, blue, violet, or white. The web lasts 1 hour, or 600 "steps" of time (see below for an explanation).
Creatures of extreme intelligence can find their way back to their point of origin. Each creature can attempt to successfully navigate the web at 10% per point of their Intelligence modifier, allowing them to use the web to travel to other places and times. Each portal (star) must be studied for 10 minutes (100 "steps") before it can be used. Creatures may try to comprehend the continuum only once per visit. Points along the web are spaced 3d8 "steps" apart. Creatures within the web when it fades are instantly teleported to a random time and location, but usually (85%) only in the near-future and close (within 1 mile) to their original starting point.

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 - 23 Nov 2012 :  23:26:28  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Another set of spells derived from the Greyhawk Adventures hardback.

Nevian's Luminorium

Appearance: This tome is small (8x6x4 inches) and bound in a silvery foil that remains supple despite its metallic quality. The foil reflects a myriad of luminescent colors in the light and is both everbright and apparently incapable of being marred by any known means.

History: Nevian was an ancient wizard of Netheril who produced many magics involving the use and manipulation of light. As a child he was deathly scared of the dark and so worked tirelessly in this field of study. It was rumored that he gave himself the ability to banish the darkness, even when such darkness was the product of divine power. In the twilight of his life, Nevian set forth his collected research into this tome and, ironically, secretly placed it in the Enclave of Thultanthar in the hopes that it would be of use in that dark place.

Content: The Luminorium contains the following unique spells, among others. They are written (more like scrawled, Nevian's penmanship was quite poor) in very small script.

Brilliant Globe (Evocation) [Light]
Level: 6
Components: V, S
Casting Time: 1 standard action
Range: 0
Target/Area: 60ft radius sphere
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

Upon casting this spell, a brilliant flash of searing white light bursts from the caster. All within 60ft. must make Reflex saves or be permanently blinded. Only a miracle or wish spell will return sight to affected creatures.

Brilliant Ray(Evocation) [Light]
Level: 5
Components: V, S, F
Casting Time: 1 standard action
Range: 0
Effect: NA
Target: 1 creature with blood
Area: Special
Duration: 1 round/level
Saving Throw: Special
Spell Resistance: Yes

This spell creates a burning golden ray of varying intensity, depending on the caster's level. The caster can always choose a lesser form, but once chosen cannot alter it.
Pale Yellow: This ray has the intensity of a continual light spell and can light an area 5ft. in diameter and 600ft. long.
Brilliant Gold: This ray is bright enough to cause any creature to be permanently blinded (Reflex save negates). The ray is eight inches in diameter and can strike up to 60ft. away. Creatures that save when struck in the eyes, and all creatures within 5 feet of the ray, are dazzled by its brilliance for one round.
Fiery Red: This ray can slice through virtually anything. The beam is pencil-thin and can be up to 15ft long. The ray can cut through 1/2 inch of stone or 1/4 inch of metal is a single blast. Creatures struck by the ray suffer 10d6 points of damage (Reflex save negates). The beam's heat instantly sets fire to any combustibles it touches.
Focus Item: This spell requires a piece of pure crystal or prism to focus its light.

Cure Blindness (Necromantic)
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: NA
Target: 1 creature with blood
Area: NA
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes

This spell permanently cures blindness, be it magical or natural, in any creature touched. It does not regenerate visual organs, but does repair them if damaged.

Dispel Darkness (Abjuration)
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft+5ft/level)
Effect: NA
Target: NA
Area: 30ft radius
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This spell dispels magical darkness or shadows within the area and continues to reassert itself for the duration. On the caster's turn each round any more darkness/shadow created is dispelled. This spell has no effect on normal darkness.

Glow (Evocation) [Light]
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft+5ft/level)
Effect: NA
Target: 1 creature
Area: NA
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

By pointing his finger and uttering a brief incantation, the caster can cause any creature within range to glow with a radiance equal to a continual light spell. There is no saving throw but spell resistance applies. The light can also issue from the caster's eyes (+2 Charisma) or eyes (twin beams of light 400 feet long and 40 feet wide).

Reflect (Abjuration)
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: 0
Effect: NA
Target: Caster
Area: NA
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

With a mystic pass and a brief incantation, the caster can cause his body to reflect all forms of radiation. Creatures using infravision or ultravision will be struck blind for 1d8 rounds after looking at him (Relfex save negates). If the lighting is very bright, even creatures with normal vision can be struck blind for 2d8 rounds (same Reflex save applies).

Spectrum Beam (School) [Type]
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: 0
Effect: NA
Target: 1 creature
Area: NA
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a beam 5ft wide and 80ft long. Creatures struck by the beam must make a Will save or obey every command uttered by the caster for 1 hour.

Sunburst (Evocation) [Light]
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft+5ft/level)
Effect: NA
Target: 1 creature with blood
Area: 40ft radius globe
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes

This spell creates a brilliant flash of golden light. Undead within the area take 6d6 points of damage (no save). All other creatures within or facing the burst must make a Will save or be blinded for 2d6 rounds. Creatures without eyes, or those not sensitive to visible light, are not affected. This spell negates magical darkness in its area.

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

419 Posts

Posted - 29 Dec 2012 :  17:29:51  Show Profile Send LordofBones a Private Message  Reply with Quote
MAGE-FRIEND [SYNERGY]
Price:
+4 bonus
Property: Weapon
Caster Level: 16th
Aura: Strong; (DC 22) universal
Activation: free action

The smooth, polished surface of this weapon is carved with runes representing the eight schools of magic. A faint royal purple glow emanates from each inscription.

Usually placed on an archmage’s favored staff, a mage-friend weapon functions as a skillful weapon. In addition, a mage-friend allows the wielder to transfer up to one-half of the weapon’s enhancement bonus to his caster level or the save DC of the spells he casts as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate one-half the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to caster level lasts until his next turn.

Prerequisites: Craft Magic Arms and Armor, spell enhancer.
Cost to create: Varies

Edited by - LordofBones on 29 Dec 2012 17:31:05
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LordofBones
Senior Scribe

419 Posts

Posted - 29 Dec 2012 :  17:55:21  Show Profile Send LordofBones a Private Message  Reply with Quote
Death Mask of the Lich
Price:
222,360 gp
Body Slot: Head
Caster Level: 15th
Aura: Strong; (DC 22) Necromancy
Activation: Standard Action
Weight: 2 lb

This bleached-white mask has been carved to resemble a horned human skull with red pinpricks in its eye-sockets.

Sacred to the faith of Velsharoon, death masks of the lich were once masks of the skull further enchanted when their wearers reached the rank of Spirit-Sepulcher. Fashioned to enhance the protection of their wearers, the Velsharan clergy sometimes craft these vile items for powerful necromancers in exchange for fealty to their dark god.

A death mask of the lich confers upon its wearer a +5 profane bonus to armor class and saving throws. If the wearer is an arcane spellcaster, he or she gains a +1 profane bonus to the caster level and DC of his or her Necromancy spells.

Once per day, the wearer of a death mask of the lich can cast death armor, finger of death (DC 20) and vampiric touch.

If the wearer of a death mask of the lich is a necromancer, the casting bonuses conferred by the helm are increased by +1.

Prerequisites: Craft Wondrous Item, Spell Focus (Necromancy), creator must worship Velsharoon; death armor, mage armor, finger of death, spell enhancer, vampiric touch.
Cost to Create: 111,180 gp

Edited by - LordofBones on 29 Dec 2012 17:55:56
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LordXenophon
Learned Scribe

USA
110 Posts

Posted - 30 Dec 2012 :  06:57:59  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
Mirt's Can Opener

This large quadrelle was recently aquired by Mirt the Moneylender, who calls it his "can opener." It was originally identified as a "Mace +1/+3 vs. Plate Armor." It seems to be designed to rip holes in non-magical plate armor, but it was discovered to be equally effective on just about anything made of unenchanted sheet metal, unfortunately including the door of Mirt's weapon cabinet.

Against most targets, Mirt's Can Opener acts as a Mace +1. Against foes wearing magical plate armor, it is a Mace +3. Any non-magical sheet metal struck by this mace must save vs. crushing blow (or fortitude) or have a hole ripped through it.

Mirt has no intention of selling this unusal mace, but who knows? There might be another one like it, somewhere out there...

And yes, Mirt has used it to open a tin hand-keg.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 30 Dec 2012 07:09:15
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