Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Forgotten Realms Journals
 Running the Realms
 The Candlekeep Magic Shop
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Previous Page | Next Page
Author Previous Topic Topic Next Topic
Page: of 60

LordXenophon
Learned Scribe

USA
129 Posts

Posted - 14 Feb 2018 :  13:05:41  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
Larloch is going to want those back.

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

LordofBones
Senior Scribe

833 Posts

Posted - 14 Feb 2018 :  15:20:31  Show Profile Send LordofBones a Private Message  Reply with Quote
Larloch's pretty chill and gives you cool stuff as long as you don't try to screw him over.
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 09 Jun 2018 :  02:33:44  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Can anyone submit an Item or Spell? Most of the items and spells so far are rather tame. Interested in some Red Magic? We sell most of it in many of our Enclaves? Well some of the more mundane items. Things most of you have never heard of.

A Tester if you are interested.

Beshaba Beer an Adventurers friend

Beshaba Beer was a means to explore harsh Desert environments with a fun twist.
It is a Conjuration beverage with some healing and other benefits tossed in. It is associated with the followers of Beshaba and has her twist of humour and "benefit" ascribed to it. It works best by the Followers and Clerics of Beshaba.
3rd level spell. Both Arcane and Divine Variants (but the Divine is limited to Clerics of Beshaba). It creates a meal in a tankard. One days worth of food and water and works best in either hot or cold environments. In temperate zones it is just a filling beverage. It also stacks up ten days if you consume more Beshaba Beer you can go without food and water for a like number of days. It works opposite to the environmental conditions. If it is hot outside the Beshaba Beer is Cold. The hotter it is, the colder the Beer. In Cold conditions it is Warmer than ambient, not boiling hot, just warmer. Temperate conditions it is like English Beer at room temperature.
The duration is permanent it doesn't go bad but it smells funny in Cold environments. In hot Deserts or hot days it offers an Endure Elements kind of spell effect for 24 hours. Works in an opposite way in cold environments. Also has an alcohol effect which depends on the constitution score of the imbiber. Treat it as a large Beer for Drunk effects.
It is perfectly fine for anyone to drink one per day. It also makes a great commodity if you want to sell fun rations and anyone can consume it without any alignment effects. It does radiate a slight Chaos & Evil but drinking it is not an evil act.
For every one Beer that one drinks in a 24 hour period, the alcoholic effects stack as normal, there is a 10% cumulative chance of being hooked by its addictive properties. DM's should keep track when the first beer was started and finished then work out the current cumulative chance of addiction. The 10% chance wears off after 24 hours. Drinking one every 6 hours makes it a steady 30% chance of Addiction. Why would you do this? Perhaps a spell could cause extreme hunger or the like.
Chance for a follower non Cleric of Beshaba is 5% per Beer per day over one.

Chance for a Beshaba Cleric to be addicted is 1% per beer per day over one.
Addiction results in needing a Beshaba Beer every day. Not getting one means you lose 1 Hit Point every day without a Beer, permanently. (magical means to restore undead levels will restore 1 Hit Point on a 1 Level basis) Unless you are a follower of Beshaba in which case you will recover the Hit Points after you resume drinking the 1 Beer per Day. Clerics never lose hit points but will be distracted without a Beer, -5% to max -25% on dice rolls or Spell effects.
Addicted persons can Drink three per day and go without food or water for two more days but they will still lose one Hit Point on those next two days.
A Cleric of Beshaba has a 10% chance to cure any other disease or have any poison cured and will heal 1 Hit Point per Beer over the base one consumed. No other negative effects affect a Cleric of Beshaba. (They get lucky) Other than addiction.
Followers but not Clerics of Beshaba have a 5% chance of curing any other Disease or Poison but have no other effects other than addiction.
A Non follower of Beshaba who consumes 10 Beshaba Beer in 24 hours has a 90% chance of being addicted and if in a Hot environment to freeze solid, Beshaba Beer cools you down from your skeleton. Such a person will then take 50 Hit Points of Damage per round for 1 turn (500) and either Freeze to Death and have their skin and possessions fall off of their Skeleton as they become an Animated Skeleton under the control of the Caster of the Spell if in range. Animate Dead spell type effect with maximum numbers under control etc... all in effect. Or just be a Skeleton at the Imbibers level which will wander off doing it's own thing (most likely walking to the nearest Temple of Beshaba). Cools the beer drinking party while making it really exciting. Survivors will lose the 500 hit points but they can be healed normally. Cold immunity creatures that are natural will not be affected by this cold, magical immunity that protects against external cold may not protect against internal cold DM's choice. Monks cannot save for half damage as they can't avoid this damage.
A Non Believer of Beshaba in a Cold environment has the same addiction percentage chance but suffers a 10% chance of Developing a additional Disease. Pick at Random. In cold Environments Beshaba Beer goes bad and gives the imbiber a fever that warms them. It smells funny and tastes kind of like dirt when it is cold outside. Other than addiction and disease treat it like drinking Beshaba Beer in a temperate environment.
Non Believers in temperate environments only have to worry about Addiction 10% per Beer over the first. But other wise suffer no ill effects.
Addiction or Disease never exceeds 90% for non Believers, Addiction only up to 45% for Believers and 25% for Clerics but they really have to drink a lot of it to get that far along.
Material Component for the spell is an Empty tankard to contain each Beer. The spell itself costs nothing beyond the Container. This Spell will make one tankards worth of beer per 5 caster levels.
The Beshaba Beer is Permanent. Price depends on the temperature of your environment and the "Needs" of your buyers.
Casting the spell might be considered an Evil act.

Thay Red
Go to Top of Page

Alaundo
Head Moderator
Admin

United Kingdom
5599 Posts

Posted - 13 Jun 2018 :  11:05:23  Show Profile  Visit Alaundo's Homepage  Click to see Alaundo's MSN Messenger address Send Alaundo a Private Message  Reply with Quote
Well met

Aye, feel free to post herein. We can also include your material within the main Candlekeep site, for safe keeping. (email alaundo@candlekeep.com)

Alaundo
Candlekeep Forums Head Moderator

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


An Introduction to Candlekeep - by Ed Greenwood
The Candlekeep Compendium - Tomes of Realmslore penned by Scribes of Candlekeep
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 19 Jun 2018 :  01:01:37  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
4th level spell, Illusion,

Group image.

This spell works like mirror image but it works a bit different. When cast, the caster thinks about what the group will look like, how many people are in the group etc... Other wise the parameters are the same as Mirror Image. If you end up with less number of images than persons are in the group excess persons are made invisible. Characters hit act as normal they just look different. Unless killed then they revert to their original form. If the caster is knocked unconscious or killed the spell ends. Forms can be that of typical thieves or street urchins or city guards or typical adventurers, etc. You can fit in in a city or temple etc... Forms can be of any humanoids about the same height plus or minus 50%. Invisible creatures are treated as per the invisibility spell.

Thay Red
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 19 Jun 2018 :  01:02:48  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
New Spell: Inquisition.

Necromancy, Divination 4th level spell.

Three parts.
1. Torture, this one is basically a 10% damage per segment, with a Save vs Fortitude or Death on the final segment. If you make the save a healing kit or minor healing spell can revive the spell recipient. Yes it hurts but it is quick. Typically used in combat.
2. Interrogation, this is similar to the above but 10% damage per round, Each round a question can be asked, if answered the spell caster can suspend the Damage at the end of that round. But the spell continues. A victim can try to keep from answering a question save vs Fortitude but gets a -1 cumulative saving throw penalty each round. Failing the spell the answer will be spoken, even if one save is made penalty continues to build and the spell goes on. This spell is painful as well but the pain is bone deep.
3. Screams of despair or BDSM. This version cause 1% HP damage per round no saves unless a safe word is spoken. Then save for one round of regeneration 1% that round. This spell version lasts 10 turns. Of course one needs to know the safe word. It hurts both ways damage and healing and the this version includes a spectral black whip that materializes in mid air like a dancing sword. Spell caster can say the safe word silently to reverse damage activate healing for that round. Anyone touching such a victim suffers same spell effects. Screams are from the victim enhanced with an audio track.

Victims are suspended from phantom chains and hang from neck collar, and wrist shackles 6 inches off the ground.

Screams of despair is often cast on anyone who might slight a Red Wizard or on passing people for fun.

The third versions can be cast upon ones self it will be set to operate in reverse but it still hurts.

Range is 50 feet the wizard can walk away from the area and the spell will continue to run its effect. Unless cast upon ones self, then one is suspended as above, it hurts just as much etc... Casting healing spells will heal the victim.

Suspended victims can be attacked but get full dex and AC bonuses.

The spell can be dispelled.

Thay Red
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 19 Jun 2018 :  13:14:53  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
This is the main spell of my main character. It explains why 93 year old Skimper who was imprisoned for 1800 years why he can and is often seen to be a young female human or sometimes a goblin or if need be a Gate Guard at your castle who hangs up his shield sheds his armour and instead starts studying magic.

Down side is blindness but then Skimper is blind for so many reasons. As a magical investigator Thraskir Skimper spends so much time scrying that not being distracted by sight is a blessing. Skimper can see beyond his or her normal sight anyway.

More Spells: Sarmin's Eye, This is a spell / cursed item that is one of those things that is just so much fun to play. Sarmin was a Wizard and later Lich and even after that Demi Lich in my Sea of Dust Oearth adventures. In his final battle Sarmin devastated an attacking army killing himself and turning a central Oasis in the Sea of Dust into yet more dust. He escaped his demise by magic Jaring into his Staff and flinging it into the Forgotten Realms. Skimper my Red Wizard found the broken staff and suddenly all went black. Skimper woke up in a strange ghostly body invisible if there at all. Unable to hear or touch or taste Skimper found he could float / fly about. He couldn't speak but he could see and could detect thoughts as per the spell. Skimper woke at night and spent a while floating flying around in circles trying to figure out what happened. Eventually with sun rise he found he could see better but when looking into a pool of water found out he wasn't looking back at himself.

Through experiments Skimper found he could touch but it was wierd and only right around where he could see from. He didn't blink and deduced that somehow he was in an Arcane eye or Wizards eye spell form. Invisible but not just a ghost. He could bump into things. Skimper also realized that he could see his tracks in the dirt where he came upon the broken staff. And even more astonishingly he could see his tracks leading off further down the path. Skimper was stuck in a Magic Jar. A flying invisible Arcane Eye Magic Jar. One that could hear birds think. Luckily Skimper as a divination specialist used the Detect thoughts spell enough to recognize it.

With nothing else to do Skimper started following his tracks. While doing so he happened upon a pair of Goblins. It was then that Skimper found he could not only hear the Goblin thoughts but could send a thought to a Goblin. This resulted in a Goblin fight when one Goblin could hear his suggestion that the other has stolen the gold coin they found. The one surviving Goblin celebrated his victory and learned that a ghost, Skimper, was here to help this Goblin become a master Goblin Mage. it seemed that Skimper remembered his spells but was unable to cast any while in the Magic Jar, but could cast spells using the Goblin.

Eventually the Goblin Mage attacked a group of Human but suddenly no spells came. The Goblin was dispatched and a pretty young female fighter became the next vessel of Skimper. Skimpers form before he found the staff was that of a very old Red Wizard. A plan was hatched. it took many days and weeks and the fighter commander slowly started to change, distrust broke among her subordinates as she spend many a day locked in her tower ranting and talking to herself. One day she picked up her new books, a carry case and walked away. provisions and a wooden tree branch walking staff, wearing a travel robe, with hooded cloak.

Long story short, Skimper transformed the Young Lady Commander into a Junior Mage and apprentice. Then with supplies and crafting materials She made a new Staff, the Staff of the Eye. It is a Wizards Staff lets the owner contain a 1" gem in the tip that sees for the maker. It can be prepped with a Magic Jar and a few other spells detect thoughts, Arcane Eye, Invisibility, Comprehend Languages, cause blindness. These spells with the prep and magic process allows one to direct all sight through the gem at the end of the Staff. With Skimpers prodding our slightly insane Mage used the Gem that just appeared next to the Staff one day. When resting the Magic Jar Wizards / Arcane Eye trans forms back into the Gem of the Magic Jar, available for all to see.

Using the Staff of the Eye causes permanent Blindness as long as the staff is owned. But the Gem / Eye on the staff allows one to see through it. One can look over walls, around corners, inside containers etc... One is also immune to all sight based attacks even gaze attacks like the Medusa. Because the Gem has the invisibility cast upon it it is unseeable by others not able to see the invisible. Those that can would see a 1" inch eye without a lid gazing about. Staff owner gains Dark vision and has 120 foot range normal and dark vision.

However the Staff owner is only seeing through one eye and suffers a -4 ranged attack penalty. Finally the Gem is a prepared Magic Jar and one can use it as such. but upon using it to escape, like Sarmin did with Skimpers body and Skimper with his new young body. The staff shatters and a whole new Adventure starts for the new Possessor of the Eye of Sarmin.

Skimper was most pleased with his new body and frequently jumps into younger bodies using his newly constructed Staff of the Eye and deposits Crazy floating Ghosts all about. The Staff of the Eye will warp the Detect thoughts spell into a cursed item like a medallion of ESP. with thought projection as well.

Sarmins Eye. 6th level Spell. Used to create the Staff which will allow for storing and even taking over others bodies. The possessed host wholly loses their body and either must take a new, or float around as a crazy invisible Arcane eye.

Thoughts and Memories are kept by the mind / eye and transfered to the new body, these however need to replenish and one starts out with a levels of the 'befriended' subject/victim. This new victim needs to develop to a point of gaining a new level every month through conversation training added to adventuring until able to make a new Staff of the eye. Once mounted the Staff blinds the maker and if a magic jar or Eye of Sarmin possessed gem is used then the Arcane eye ghost can trade places with the new victim.

While in 'ghost' form the possessor is able to cast spells through the 'victim' at 3 levels higher than the possessors level. For non spell casters this means as a 3rd level wizard. This process will see the intelligence of the spell caster enhanced by 1/4 the 'ghost' intelligence, in Skimpers case 20/4= +5 intelligence boost, to allow a fighter intelligence 8 to be 13. Further enhancement magic will increase the base level of the 'victim'. If already a spell caster this will further enhance the 'victim' with additional caster levels. The 'ghost' can usually find and pick put a higher intelligence 'victim' to communicate with. The goblin was a 7 intelligence the other was a 5. A Circlet of intelligence +4 would enhance the goblin 7 + 4 = 11 + 5 = 16. High enough to cast the Sarmins Eye spell, make a new staff and live possess the body of the Goblin, who gets to live as a ghost possibly going insane. Upon possession the caster takes over at the unmodified level and at the Casters full Mental abilities. ie Intelligence.

One will look like the new form even possess its Strength Dexterity and Constitution even Charisma. Wisdom is possessors increased by +1 if new form had a higher Wisdom score as some of that the wisdom is imparted. Creating a Staff eliminates the 'victims' saving throw vs the magic jar. Of course the 'victim' doesn't know this. The new 'ghost' is now a 8th plus level spell caster with enough knowledge to figure out what is going on and repeat the process. Taking a body is not a 'good' act, but you are not actually killing the body so it isn't necessarily an 'evil' act. Without the Staff the Magic Jar gem can attempt once per week to get its body back by Magic Jar but only with its own body. This is why the gem is not taken, very often, by the new 'possessor' of the body. Unless one is able to spend the 1000 gpv gem right away. And even then one needs to be careful. In 'ghost' form one is knocked out for 12 hours and while unconscious one is in gem form. The gem is considered magical and highly resistant to destruction +10 save. Detect magic will detect magic of enchantment form. If the spell is used to create a possessed staff it immediately attacks the 'victim' and the staff is destroyed. If a non possessed gem is used and a staff is created it lasts as long as it is possessed or until used to transfer to a new body or if the possessor of the staff is killed and the staff blows apart with the death.

This is not a reincarnation spell. It is similar but a slow process taking months to complete the transformation avoiding death and getting a new body. Even if the Staff of the Eye is used in empty form to attack a new 'victim' stealing their body, the new body has a recovery time. While one can assume the identity immediately one is limited to new bodies original spell casters level +3 regaining new levels up to original level at one per month or while adventuring at half normal experience costs. If used with an original live body the new form will seem to have killed the old body or perhaps the old form died when his/her staff exploded. External attacks are treated like the Magic Jar spell.

Some think the Magic Jar happens when the Staff of the Eye is created even if 'empty' and the body is slaved to the staff as some form of living zombie. Maybe maybe not...


Skimper did catch up with Sarmin after he become a Lich. While getting a few of his belongings back, Sarmin returned to The Sea of Dust with Skimper and Sarmin on good terms. Out somewhere in the hills around Thay is a portal to the Sea of Dust and a very powerful Demi Lich.

Thay Red

Edited by - Thraskir Skimper on 19 Jun 2018 13:23:54
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 19 Jun 2018 :  13:28:44  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote

Ioun stone Eyes of Skimper
&
Eyes of Scrying

The Ioun stone Eyes of Skimper sets up a set of prying eyes orbiting the Mage they are used upon. They have a telepathic link to the owner and see in a normal human manner. The Ioun Stone and the eyes are invisible when being used. Six eyes appear and can be used all at once to see in six directions. If docked in orbit they will remain with the user even if travelling faster than their 30 feet per round. Teleport etc if docked. 1 eye will always be docked, this is the Ioun Stone, the others will be able to travel away any distance. As per Telepathy spell. However if an eye is killed it will be gone permanently. The last eye is treated like an ion stone for AC and hitpoints. Using one eye has range penalties. Using more than one deletes penalties and using more than two can increase to hit bonuses, DM option. With 6 eyes in orbit it is very hard to surprise the user of Skimpers Eyes. Only one of these stones can be used at a time, but two other Ioun Stones of other types can be used at the same time. The Greater version offers more Hitpoints, as Wizard eye, and true seeing. but only three eyes are created. It is almost impossible to sneak upon or surprise the user with 3 greater eyes docked.

Spells used in creation
Set in an Ioun Stone made of an Aquamarine of 100gpv minimum, 1000gpv for greater version

Prying eyes (6)
Permanency
Wizard eye or Arcane eye
Telepathy
Causes permanent blindness for the user 10% chance per use cumulative, plus 1% cumulative per day used.

Blind persons can see with these eyes, even if the Eyes of Skimper caused the blindness.
Greater Eyes of Skimper have True seeing (3).
Use Greater prying eyes spell

The Eyes of Skimper cannot hear, but they do have a limited touch feel ability. Consider them to have a strength of 1 each Plus one for each additional eye interacting together.

The old Mage Skimper always seemed to know what was going on in his tower, his apprentice and students always used to say that he had eyes in the back of his head, but given that he didn't have eyes in the front of his head, lead many to believe his head was on backwards. In the eye sockets Skimper had an illusion of eyes for special occasions, however mostly he just had black empty sockets with little pin points of red flame flicking like a distant red star in the sky, this too was an illusion for each of Skimpers eye sockets were filled with super polished minature mirrors, these are magic accessories of great power.

The Scrying Eyes
These mirrors can be used singularly or in pairs, assuming one has two eyes, or more than two if such is your case. Using and fitting such a Scrying Eye allows one to use a scrying spell at will the number of times one has levels of Wizardry at ones current level. Using Two adds additional spells. The greater version allows for Greater Scrying. Once such an item is created and fitted it replaces the eyeball when the spell is cast and one is permanently blind in that eye. range penalities would apply, etc... unless corrective measures are used.

One Scrying Eye fitted gives a ranged weapon or spell penalty of -4. Lets one cast Scrying a number of times equal to ones own Arcane level, at ones Arcane level. Spells cast through scruing as per spell.

Two Scrying Eyes fitted gives a -8 range penalty (one can still aim at the sound, smell, and rumbling ground feel) The Mage is blind and must use other magical means to see around oneself. The Mage is able to cast Scrying a number of times equal to their level times two per day. At their current arcane level for spell effect. For every five arcane levels the Mage is able to cast additional divination spells while scrying. At up to 5th level any known 0 level spell. The spell needs to be cast to work, it is not automatic. 6 to 10th level, adds 1st level Divination and Sleep, Erase and Feather Fall. 11 to 15th level, adds 2nd level Divination spells and Knock or Whispering Wind. 16th plus level, adds 3rd level Divination Spells and Deep Slumber or Suggestion.

Greater Scrying eyes Increases duration to 1 hour per level. Spells cast like spell...

Two fitted Greater Scrying Eyes, adds as lesser scrying eyes plus for every 5 arcane levels beyond 20th, 21-25th adds 4th level Divination spells, and Minor Creation. 26-30th levels, adds 5th level Divination spells, Major Creation and Telekinesis. 31+ levels adds 6th level divination spells plus Mass Suggestion and Eyebite.

Lord Skimper fitted with his polished gold mirrored Greater Scrying Eyes, is able to view All day every day at any time, pretty much anyone not preventing his viewing. Several times he has supported his allies or fellow Red Cohort members in ways one has to wonder if the gods themselves are paying attention.

Tinlin was riding his summoned mount when he rode into an antimagic field. No his mount didn't disappear, much to his ambushers dismay, but his telepathic bond to Skimper was severed and Skimper took notice. Instantly he was searching for him. Tinlin reappeared in his mind and spoke of an ambush and trap. Skimper was watching a moment later, The blocked bridge was telekinetically cleared, Tinlin let loose a Fireball at his pursuers, as his horse mounted the bridge but seemed to skid then fall through the bridge. Falling both were suddenly feather falling, Tinlin sent a second Fireball to the bridge edge, just as three archers peered over. The Archers on the other side stared in disbelief watched the mount and Tinlin settle down into the stream and just trot off up stream. A third Fireball ripped back up to the bridge edge just as four more pursuers glanced over and down. The Archers then took bead but the lead suddenly ducked just in time to avoid being clubbed by the flying log. Three others were not so lucky. The log just hung in the air before being dropped. The lead archer turned just in time to see Tinlin ride around the canyon creek wall.

Skimper uses his Greater Eyes of Scrying to find lost items, particularly expensive lost or stolen items. He then casts an arcane mark on the items and uses an instant summons to bring the item to himself. He then returns the item for a fee, sometimes teleporting the object to those who wish to remain mysterious or don't have the time to collect a trinket.


So Blonde haired Blue eyed Thraskir Skimper is much more than she appears. Head on backwards Investigator of Thay. Yes even when not looking at you she is studying you. And yes that Staff of hers does seem to be watching you.

Thay Red
Go to Top of Page

LordXenophon
Learned Scribe

USA
129 Posts

Posted - 19 Jun 2018 :  14:02:51  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
I am going to use Skimper's Eye. I'm giving it to a NE Drow hermit, who will put up with the disadvantages, because he won't be day-blind. Should make that encounter even more fun.

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

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 19 Jun 2018 :  22:56:51  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

I am going to use Skimper's Eye. I'm giving it to a NE Drow hermit, who will put up with the disadvantages, because he won't be day-blind. Should make that encounter even more fun.



Sarmin's Eye.

Thay Red
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 23 Jun 2018 :  04:21:40  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
My favourite Travelling Spell:

Skimpers Compartment which is sort of a cross between a tiny hut (Leomunds) and a rope trick. 4th level spell, divination conjuration adjuration. This spell Creates a 10 foot by 10 foot by 10 foot cube. This is an extra dimensional space that is on/in its own sub plane. The compartment is like a very small apartment, with no windows or doors. it has two sections, a bath tub shower, a toilet with bidet a sliding door to a counter and sink, a cabinet (medical and stuff tooth brush, razor, a small mirror, mouth wash, soap, etc...) a towel with wash cloth, shaving towel, and bath towel. next to the counter is a food dispenser, hot or cold food and drink. A coat hook shoe rack rounds out the cleaning side. the other 5x10x10 tall section is a bunk type bed with a desk underneath. comfortable chair, 2x4 foot silver mirror. book shelf on one side, blank paper and pen set. some magical supplies components etc... at the far end of this section is a 2x2.5 foot closet and a similar sized secret chest. the closet will clean any clothes or foot wear placed inside and has a change of clothes, robe (Red), and low soft black leather shoes (slippers). A step to the bunk which has a soft down mattress, and pillow. Sleeping in the bed regenerates 1 hp / turn. A shower will cure any disease after 15-30 minutes and a bath any poison after 30-60 minutes depending on how nasty. The sink shower and bath have pure clean cool or hot water. The temperature is adjustable between 60F 75F (15-24C). light levels are reddish tinted but variable dim to bright. 4-60 watt bulb. Food seems that the magic read your mind and is perfect. mirror under bunk is good enough for scrying. (if you know the spell)

The spell is, closet, chest and book shelf, persistent and tuned to the caster, so if you leave something there, it will be there the next time you cast the spell. Duration is 1 hour per level and you are stuck for the full duration. A small 1x1x1 foot cube is left behind when the spell is cast, and may be picked up and moved but can't be disposed of or placed into danger (tossed into a volcano) or the like, if that happens it will teleport to a safe location up to 100 miles per spell caster level. The cube is red and seemingly indestructible. At low levels it makes an excellent place to rest / camp. At higher levels, it offers a great place to take a break rest and recoop spells.

A variant is the prison version it operates similar except it affects others friendly or not, save where applicable. The cube teleports back to the caster if separated once per day. The duration is 1 day per level and the contents are not persistent. Things left behind will be teleported to the Astral plane and dispersed. Healing times are 1 hp per day. cure disease and poison double normal times, cold water and food only and the temperature is set to 60 degrees F. (15C). The robes are simple cloth as are the slippers, and the bed and pillow are straw. book shelves contain various fanciful books and legends. supplies are limited to a ink quill paper and no razors or sharp implements. There is no instruction manual so unless explained to the captive / guest they can only find out be trial and error. This spell also cannot be ended early, but the cube can be left behind in a safe place, jail cell or the like. light levels are set at a dim - medium red light. 25 watt bulb. Toilet is just the standard modern prison issue. Which is pretty awesome for DND times. Food is okay emergency ration level. at the end of the spell the caster or guest appears where the cube is or within 100 miles per caster level in a safe place. Dropping it in the middle of an ocean would likely result on appearing on an island somewhere.

Thay Red
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 23 Jun 2018 :  04:39:02  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
The prison version can be used on oneself if you need a break for as many days as you have levels. Still not as comfortable as the Short version but a great way to lay low and disappear.

Thay Red
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 24 Jun 2018 :  12:33:44  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
My Elemental Cloud is a work in progress spell.

2nd level spell wild magic

Elemental Cloud

Caster is surrounded with a cloud of elemental effect.
Cloud last 1d20 days

Cloud acts as a concealment around the caster. 30% concealment. This reduces Caster sight by 10' per 5% of concealment as well as anyone noted. Multiple clouds in same area, combine for 50% greater effect each. Could increase size as well if standing on edge of clouds.

Four versions. 30' radius cloud. doesn't effect caster or allies noted when casting spell. Caster and one ally per caster level.

Smoke and Fire. Save vs spell or start choking and coughing -6 on all d20 rolls, -30 on d100 rolls

Dust and Sand. Blinded when in cloud, persistent after leaving cloud for 1d6 rounds.

White out Blizzard and Cold. Blinded and save vs spell to avoid frost bite. Loss of use of exposed limbs no damage but loss in movement or combat -6 / spell casting failure 30%... for 1d6 turns.

Fog and Electrical. Blinded any glass or crystals fog up windows etc. High humidity affects all items paper becomes wet and tears easily. scrolls or spell books save vs spells 30% chance of being ruined. Each page 5% if vellum or non paper construction. Non magical books are ruined 30% chance per round cummulative 100% after 4 rounds. Leather and metal armour more suseptible to stretching or rust. 30% chance non magical items 3% chance for magic items each plus lowers chance 1%. smooth hard objects dex save at +3 or dropped.

Combat ranged use draws the cloud in and directs it into an attack.

This attack is maintained as a continous ray attack.

It lasts for up to 5 rounds, doing 6 hp damage first round, 5 hp next round, 4, 3, and 2 hp the final round. Every round the concealment drops 5%. stopping at 5%.

The spell continues after the sixth round but the concealment recharges 5% a round until it gets back to 30% and the attack option is available again.

Range of Attack is 3" (30 feet under ground indoors / 30 yards above ground / 300 yards in the air or from the air). Never less closer targets are enveloped by blast which then continues. Multiple targets can be struck by blast. But never more than number of spell caster levels. When that level is reached ray is stopped. Solid surface, solid wood, rock, steel or wall of force blocks & terminates ray at that point. Surface may be effected by ray effect. Some wall spells likewise may block ray. Some may be affected increasing or decreasing spell duration. DM option.

Ray attack is straight and direct flat level. It can be blocked by structures but said structure will take damage of the appropriate type.

lightning effects metal structures shocking all touching the structure. Count as half damage.

Fire heats and can ignite flamable structures. Wood straw grass, ect...

Cold ray will pit out fires or freeze items. Metal objects will stick to wet or humid flesh.

Sand blast causes physical damage and will cause structural damage at same level. 6-5-4-3-2.
Sand blasting can be moved about to prevent damage but remove writing or signs or marks from walls of all kinds non magical. A sand blast can cause a bridge to be formed over water or an airy gap but only lasts for 6 rounds or allowing 6 persons to pass after 5 rounds of building the bridge. max 100'. span. If cast in very cold climates spell last twice duration.

Blast cannot be ended early unless the spell ends. Runs for 5 rounds. Can be fired up into sky or at ground etc...

Spell offers caster and allies in elemental cloud protection against opposite environmental effects. 6 hp damage protection first round if at 30%. 5 if at 25%. ... 1 if at 5% if reduced to 0% spell is temporarily dispersed for 1d6 rounds then starts up again. Any attack less than 6 hp damage will not effect spell duration or % affect. Just hot conditions can be blocked by cloud of snow if in jungle or fog if in dry desert, smoke cloud blocks cold effects and dust cloud blocks all rain effects. Wind will not disperse the cloud. Even in a hurricane the dust cloud will be dry and calm inside, and dusty.

Spell caster cannot end spell early, short of Anti magic shells or fields. Even killing the caster the spell will be maintained. 2nd level spell. Dispel magic will reduce effect 5% for duration of spell.



Thay Red

Edited by - Thraskir Skimper on 05 Jul 2018 00:40:13
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 24 Jun 2018 :  13:03:01  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Elemental cloud is a great spell but can have unintended consequences. Invisibility and non detection is pretty useless. You can't go to sleep at the pub or use the stables. You and your party might not be affected by everyone else is. Walking around a city could be difficult. Merchants will chase you away. Animals and horses will run away, including your mounts. Allies will curse you. You will not make friends.

This is a high powered low level spell because it lacks controls. It turns that 3rd level novice wizard into a powerhouse at first. In a military battle with troops ranged everywhere it is an awesome spell but after 6 days it gets old fast and the sulfur smell and random fires every time that damned Mage walks by just gets everyone mad at him. After 8 days everyone cheered when he took a ballista bolt to the chest. On day 10 some braved the ash cloud and tied a rope to him and pulled the stinking wizards corpse away. The rope was burned through 6 times and his body burned for 5 more days. After examining the body they realised he might have survived if his wounds had been bound but no one was willing to venture into the cloud and bind his wounds.

Thay Red
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 26 Jun 2018 :  00:41:52  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
An Escape spell very useful in cities or forests.

Distracting retreat is like mirror image only each image flees in a different direction. The caster is always the last image to be captured or the one that gets away. Even using a true seeing spell won't reveal which one is the caster as the caster becomes an illusion. Other party members are on their own but the distraction of seeing two plus one other fleeing caster for every two levels beyond the 7th, minimum need for this 4th level spell, should help them flee on random directions, if they break up or not is up to them. If everyone is wearing a red robe, more so.

9th level Franki casts distracting retreat and three of her flee in opposite directions. 8th level Tony a Thief 5th and Mage 3rd is hiding in shadows as is Webb, John is dressed like a city guard, in his newly captured platemail and takes off after one of the wizards. He is heading for the main gate, Tony and Webb flanking him, The other guards go after the other wizards. As John approaches the main gate the wizard he is chasing turns invisible. All three do, the other one running for the west gate and the one captured by the crown prince. The spell ends with Franki walking out the main gate, invisible next to John, flanked by Webb and Tony disguised as trackers. John and the others commandier three horses and go for a patrol of the immediate area.

The rest of the city in panic mode was in full search and detain mode. An hour later Franki and the gang are far enough away to have gotten away. Perfect. The next day the handcuffs of the captured wizard become visible right where the wizard disappeared.

The spell Lasts 1 hour plus 1 hour for every two levels beyond the 7th caster level. 9th = 2 hours, 11th = 3 hours....

Spells cast by one or an ally cast upon one effects all three. same with potions or rings. Illusions have tactile and scent qualities, look solid and can talk, sort off. Small talk, pain response etc... Even detect thoughts will detect basic thoughts, pain, fear, sadness. Invisibility last 24 hours, while for Franki her other image disappeared the cuffs were still invisible. A hold person spell will not hold all three unless cast on all three, nor will damage or the like. Killing one will only make it appear to die, the illusion will appear to die. At the end of the illusion the body will waver and fade away.

Thay Red
Go to Top of Page

LordXenophon
Learned Scribe

USA
129 Posts

Posted - 27 Jun 2018 :  13:47:24  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
One of my players created that spell, years ago. It's called Harley's Multiple Decoys.

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

Wooly Rupert
Master of Mischief
Moderator

USA
31572 Posts

Posted - 27 Jun 2018 :  15:31:28  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

Elemental cloud is a great spell but can have unintended consequences. Invisibility and non detection is pretty useless. You can't go to sleep at the pub or use the stables. You and your party might not be affected by everyone else is. Walking around a city could be difficult. Merchants will chase you away. Animals and horses will run away, including your mounts. Allies will curse you. You will not make friends.

This is a high powered low level spell because it lacks controls. It turns that 3rd level novice wizard into a powerhouse at first. In a military battle with troops ranged everywhere it is an awesome spell but after 6 days it gets old fast and the sulfur smell and random fires every time that damned Mage walks by just gets everyone mad at him. After 8 days everyone cheered when he took a ballista bolt to the chest. On day 10 some braved the ash cloud and tied a rope to him and pulled the stinking wizards corpse away. The rope was burned through 6 times and his body burned for 5 more days. After examining the body they realised he might have survived if his wounds had been bound but no one was willing to venture into the cloud and bind his wounds.



That duration is just way too long for a 2nd level spell.

Candlekeep Forums Moderator

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

Editor and scribe for The Candlekeep Compendium

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

LordofBones
Senior Scribe

833 Posts

Posted - 28 Jun 2018 :  01:25:36  Show Profile Send LordofBones a Private Message  Reply with Quote
Some of those spell schools make no sense, all of them have no actual statistics (components, duration, range, etc), and some of them are a mishmash of editions (save vs death or Fortitude?), and there's a spell up there with 10x/day teleports, at will flying, DR 15/-, weather immunity, 50% chance to ignore hostile spells and to top it all off it recasts itself.
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 01 Jul 2018 :  14:02:47  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Thraskir Skimper

Elemental cloud is a great spell but can have unintended consequences. Invisibility and non detection is pretty useless. You can't go to sleep at the pub or use the stables. You and your party might not be affected by everyone else is. Walking around a city could be difficult. Merchants will chase you away. Animals and horses will run away, including your mounts. Allies will curse you. You will not make friends.

This is a high powered low level spell because it lacks controls. It turns that 3rd level novice wizard into a powerhouse at first. In a military battle with troops ranged everywhere it is an awesome spell but after 6 days it gets old fast and the sulfur smell and random fires every time that damned Mage walks by just gets everyone mad at him. After 8 days everyone cheered when he took a ballista bolt to the chest. On day 10 some braved the ash cloud and tied a rope to him and pulled the stinking wizards corpse away. The rope was burned through 6 times and his body burned for 5 more days. After examining the body they realised he might have survived if his wounds had been bound but no one was willing to venture into the cloud and bind his wounds.



That duration is just way too long for a 2nd level spell.



The point is that the duration is such that it is too long of a duration. It seems like a great spell until you use it. Then it becomes a curse. A Curse you can't get rid of. May change it to only have the caster immune to cloud effects. Not allies and only immune to effects if concentrating on the immunity to the effects such that the caster can't memorize spells or sleep well. May enhance the effect that paper items might catch fire or liquids freeze (like potions), Can't touch metal without getting a shock. something suitable to the spell effect.

This is a castable spell but you might want to consider it for a scroll spell of limited benefit but long effect.

Thay Red
Go to Top of Page

LordofBones
Senior Scribe

833 Posts

Posted - 01 Jul 2018 :  15:03:03  Show Profile Send LordofBones a Private Message  Reply with Quote
I'm trying to understand the logic of a spell with a base duration of 1d20 days. It shares a spell level with heroics, alter self, web, glitterdust, ray of stupidity, kelgore's grave mist, heroism, etc; and as it stands, it's severely detrimental unless you pull possession shenanigans. At the level it comes into play, there's not going to be any use for it; its particular niche additionally has contenders with less detrimental effects.

And you keep flip-flopping between editions. If these are meant to be 3e spells, what are their descriptors? Durations? Ranges? Saves? SR applicable? 2e? 5e?
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 04 Jul 2018 :  13:23:13  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

I'm trying to understand the logic of a spell with a base duration of 1d20 days. It shares a spell level with heroics, alter self, web, glitterdust, ray of stupidity, kelgore's grave mist, heroism, etc; and as it stands, it's severely detrimental unless you pull possession shenanigans. At the level it comes into play, there's not going to be any use for it; its particular niche additionally has contenders with less detrimental effects.

And you keep flip-flopping between editions. If these are meant to be 3e spells, what are their descriptors? Durations? Ranges? Saves? SR applicable? 2e? 5e?



It isn't so much a duration as a spell that can't be turned off. You might consider it a curse that has benefit. Not affecting the party itself or the caster and allows for a capability to have a potent ability offensive and defensive for a long time. 1 day to 3 weeks. You can blast away but that removes some defensive benefit, you can't turn it off or not for long.

It is a reserve spell, has its uses but also has its detriments. In a siege for or against it is great.

This also has some Beshaba influence of no gain without loss. Great gain at great loss. etc...

Thay Red
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 04 Jul 2018 :  13:55:32  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
If you cast 6 dispel magic spells 3rd level spell minimum you stop the spell. Of course if you can't cast 3rd level spells you have to wait it out. You can blast something or nothing for a while and get a 6 minute reprieve but the wild magic returns and your all lost in the swirling elemental cloud. Greater dispel magic or disjunction could act as 3 dispel magic or all 6 to end the spell. Still if you use all your other spells up it is nice to have a spell that will disable that posse that is following you. Although following you won't be too difficult. It is a dilemma do you cast this spell knowing you will be going to a city or do you wait? Did you wait too long? Was it worth casting early?

Instead of immunity you could add a save bonus for the caster and have the spell affect everyone and not being able to turn it off takes on a whole new dimension. Perjaps the range is too long or the blast too powerful. Perhaps recharge of 6 turns 1 hour and blast lasts 6 rounds for 2 damage per round. Maybe not a ray but a billowing cloud or cone. 1 structural damage from sand blast.

The idea is that the spell lasts too long. Not 2nd level continual light long but then that lasts forever.

Thay Red
Go to Top of Page

LordofBones
Senior Scribe

833 Posts

Posted - 05 Jul 2018 :  08:52:09  Show Profile Send LordofBones a Private Message  Reply with Quote
It strikes me that this is less a spell and more a plot device.

Say, an archmage is away planeswalking when one of his more ambitious apprentices decides "what master doesn't know won't hurt him", and ends up taking several shortcuts when designing a new spell he's sure that his master will be impressed by.

He manages to hide and flee after the accident, and the PCs are called in as the cloud's range and area increases, causing numerous unexplained incidents, and must fight against the clock before the spell consumes the apprentice and is unleashed upon the city.
Go to Top of Page

sleyvas
Great Reader

USA
7488 Posts

Posted - 05 Jul 2018 :  13:43:57  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

It strikes me that this is less a spell and more a plot device.

Say, an archmage is away planeswalking when one of his more ambitious apprentices decides "what master doesn't know won't hurt him", and ends up taking several shortcuts when designing a new spell he's sure that his master will be impressed by.

He manages to hide and flee after the accident, and the PCs are called in as the cloud's range and area increases, causing numerous unexplained incidents, and must fight against the clock before the spell consumes the apprentice and is unleashed upon the city.



And there's these mops that grow arms and carry buckets of water, and they keep throwing the water into the river which has overflown, and it all keeps dumping back into the city.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

Thraskir Skimper
Learned Scribe

195 Posts

Posted - 06 Jul 2018 :  05:45:15  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Skimpers Lightning bolt.

This is a variation of the standard lightning bolt spell but works better in crowds. The lightning bolt shoots straight up 30 feet then travels in the direction of tge target zeroing in and striking the target and depending on the type of ground will affect everyone in 10 foot radius for half power. Otherwise it works like the unmodified spell. If a ceiling, cave or building roof is less than 30 feet high then the bolt of lightning crawls and swims across and along the ceiling.

This spell has the bolt maintain its form as a continuous stream of electricity. From your hands up 30 feet or less through the sky or along the roof and down onto the target. If standing on a solid surface, rock dirt or the like it will radiate out in a 10 foot radius for half damage. If striking a flying creature it will just hit the target and complete the circuit and pump the electricity into it. It happens fast but not instant. Only lasts for one round pumps the energy into the target. It bypasses everyone between the caster and target. Others touching the target are affected as if hit.

Thay Red
Go to Top of Page
Page: of 60 Previous Topic Topic Next Topic  
Previous Page | Next Page
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Jump To:
Candlekeep Forum © 1999-2018 Candlekeep.com Go To Top Of Page
Snitz Forums 2000