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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 11 Jul 2018 :  00:37:08  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Memory probe.

Touch based spell.

5th level

Somatic and material component.

The spell transforms the casters hand into a Illithid tentacle like head which is wrapped around the targets head, if it has one.

For every segment so connected an hours worth of memories are relived. For every round so connected the subject takes a cumulative 1 HP of damage. 1st round 1 hp. 2nd round 2 hp. 3rd round 3 hp's. etc. Every turn the subject loses one level and the hit point count resets. The subject can be healed during this spell.

The spell lasts one round per caster level.

Save vs spell or will power 1 save per round. If the save is made the subject is healed 1 hit point cumulative, and the spell continues. If 3 saves are made consecutively the spell ends.

for every intelligence point difference +1 to the higher or -1 to the lower per point difference for the save.


Thay Red
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 13 Jul 2018 :  01:43:18  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Thayan Portable Mage wall.

This is a kind of Tower shield

It floats 30-45 cm 12-18 inches in front of the mage

It is 2 metres tall, 1 metre wide 6'6" tall by 3'3" wide. Floating 6" off the ground. It is a clear forcefield rimmed in silver. It is opaque when viewed from the front side transparent through the back.

It moves at the will of the Mage at a movement speed of 6 inches with but a passing thought.

It functions as a 50% cover for direct attacks.

Spell duration 3 rounds per level.

4th level spell.

The shield should be treated like a wall of force.

If multiple Magi are lined up with this spell the cover is 75% and the shields can be arranged to cover sides or even the back. If no offensive action or spells are to be taken the cover can be tightened to 90%.


Thay Red
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 21 Jul 2018 :  04:50:14  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

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.



Pulled it it needs revision.

Thay Red
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TheIriaeban
Seeker

USA
46 Posts

Posted - 26 Jul 2018 :  00:31:24  Show Profile Send TheIriaeban a Private Message  Reply with Quote
My stuff is from a very old campaign so it is all 2e/2.5e. This spell was created by an elven mage/thief who saw her mage abilities just as a way to be a better thief.

Canlinnia’s Mouse*
(Divination)
Level: 3
Range: 0
Components: V, S
Duration: 3 rounds
Casting Time: 3
Area of Effect: 10-foot cube/level
Saving Throw: None
This spell is used to be able to quickly determine the three most valuable items (or group of similar items like coins or gems) within a room or the area of effect. When cast, a small, vaguely mouse-shaped glowing form appears and rapidly skitters around the room ending in the location nearest to the most valuable item in the room (or area of effect if the room is larger than the maximum area of effect) as would be determined by the caster. The caster can determine this by specifying an item, type of item, general type, or anything (“map of city sewer system”, “magic weapons”, “magic item”/”gems”/”coins”, or “anything valuable”). This would be the value to the caster and not to the owner. As an example, a family heirloom chair may be priceless to the owner but would be considered a ratty, old chair to the caster.

The mouse will get as close as it can to the item while remaining visible to the caster so that if it is in a container or hidden in a secret location, the mouse will be pointing to the location within the container. It may indicate the possibility of a secret or concealed door or an invisible container. The only way to prevent the mouse from finding an item is for it to be protected from divination magic. Secret or concealed doors will only be indicated as long as the item is within the area of effect and the opening is contiguous with the room. If the item is on the other side of a solid wall with the door not in the current room, the mouse will not find it.

The most valuable item is located at the end of the first round, the second at the end of the second round, and the third at the end of the third round. The spell does not include items already in possession of the caster so that the spell could be cast again after the first 3 rounds to find more items or, if interrupted in getting them, to find the same ones again.

Edit: added spell level. Sorry about that and thanks for pointing that out.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

Edited by - TheIriaeban on 03 Aug 2018 22:53:18
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TheIriaeban
Seeker

USA
46 Posts

Posted - 27 Jul 2018 :  19:33:01  Show Profile Send TheIriaeban a Private Message  Reply with Quote
In honor of the impending lunar eclipse, the gnome illusionist (and some would say thief) Rosalund Gillygand has granted a peek into her spell books. When asked to provide something that embodies the Gnome point of view, she immediately turned to the pages containing this:

Hondelroon’s Absurd Orations* – Gnome
(Alteration, Illusion)
Level: 2
Range: 10 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: One Creature
Saving Throw: Negates
Created by a gnome, the target of the spell (if the save attempt is unsuccessful) will produce random sounds anytime it does anything to create one. It could be from trying to talk, whisper, walk in armor, step on leaves, or even sneeze. Any sound created is replaced with a random sound such as a chicken clucking, a horse neighing, a hammer hitting an anvil, a waterfall, or even the wind (the DM would determine the sound produced).

During this time, communication with the recipient of the spell would be very difficult. ESP and the like would still work as well as reading lips and hand gestures but being able to carry on a conversation would be very time consuming. The spell only affects sound produced by the recipient and not their hearing. They would hear other people and sounds normally. Timely communication during combat would effectively be eliminated.

For spellcasters, this would prevent them from casting any spell with a verbal component. A vocalize spell would allow them to still cast spells but they would need to make a check versus Wisdom to be able to concentrate enough to be able to cast a spell while possibly quacking like a duck.

Given the gnomes' affection for making their enemies look like fools, this was one of Hondelroon’s most popular spells.

Doing some research of my own, this link will provide an example of the spell's effect: https://www.youtube.com/watch?v=fXFxCcApgFI

Edit: added spell level. Sorry about that and thanks for pointing it out.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

Edited by - TheIriaeban on 03 Aug 2018 22:54:34
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 02 Aug 2018 :  06:11:49  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by TheIriaeban

In honor of the impending lunar eclipse, the gnome illusionist (and some would say thief) Rosalund Gillygand has granted a peek into her spell books. When asked to provide something that embodies the Gnome point of view, she immediately turned to the pages containing this:

Hondelroon’s Absurd Orations* – Gnome
(Alteration, Illusion)
Range: 10 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: One Creature
Saving Throw: Negates
Created by a gnome, the target of the spell (if the save attempt is unsuccessful) will produce random sounds anytime it does anything to create one. It could be from trying to talk, whisper, walk in armor, step on leaves, or even sneeze. Any sound created is replaced with a random sound such as a chicken clucking, a horse neighing, a hammer hitting an anvil, a waterfall, or even the wind (the DM would determine the sound produced).

During this time, communication with the recipient of the spell would be very difficult. ESP and the like would still work as well as reading lips and hand gestures but being able to carry on a conversation would be very time consuming. The spell only affects sound produced by the recipient and not their hearing. They would hear other people and sounds normally. Timely communication during combat would effectively be eliminated.

For spellcasters, this would prevent them from casting any spell with a verbal component. A vocalize spell would allow them to still cast spells but they would need to make a check versus Wisdom to be able to concentrate enough to be able to cast a spell while possibly quacking like a duck.

Given the gnomes' affection for making their enemies look like fools, this was one of Hondelroon’s most popular spells.

Doing some research of my own, this link will provide an example of the spell's effect: https://www.youtube.com/watch?v=fXFxCcApgFI




What Spell level is it?

Thay Red
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LordofBones
Senior Scribe

833 Posts

Posted - 02 Aug 2018 :  07:39:07  Show Profile Send LordofBones a Private Message  Reply with Quote
Thraskir, you need to format your spells and make them clearer. Memory probe has no spell school, no material component listed and no casting time. I...really can't think of any situation where a 5th level spell is justified in dealing 1 hit point of damage per round. I mean, it doesn't actually do anything else, and a turn is simply too long for level drain to come into play.
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 04 Aug 2018 :  05:47:19  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Vorpal Parry.

5th level spell used as a Tattoo spell.
Abjuration
Range 10 feet or Short.
Duration 1rnd/3lvl.


Strength check d20 plus strength vs d20+5 plus caster level.

This spell is set as a defensive tattoo spell that is cast at will with but a thought. 1 segment.

The spell simply steals a sword from someone who is holding a sword or potentially other weapon, at your throat or threatening you will it. Wielder must roll a D20 check plus their strength vs a d20 roll plus 5 plus caster level each round. If they make the check the weapon is twisted in their grasp and they spend that round wrestling with the blade. If they fail the sword is transformed into a Dancing Sword or weapon and strikes the Mage opponents as an 8th level Fighter plus 1 level for every 5 caster levels. The Mage only needs to extend minimal concentration equal to one weapon attack or delay spells by 1 segment per round. The Sword will have a vorpal hit 25% of the time 16-20 of a d20. Decapitating or impaling its opponent causing death.

Skimper was enjoying his Beshaba Beer at the bar when the bounty hunter group showed up. The lead bounty hunters' sword slid out of his sheath held with a light touch he held it up toward Skimper. His shock radiated across his face when it jumped up at him striking him in the jaw, flexed past his shoulder and took his partners head clean of her shoulders, the two holding the net stared in disbelief as the sword struck one then the other. Jake the thief sitting at his booth grimaced with disgust as the sword slide to its hilt into the chest of the second net carrying thug. He just stood staring in disbelief until he crumpled to the floor. The Lead bounty hunter turned his back on Skimper watching his sword dance all about. He managed to grab it as it slide through his armour burying itself into his chest. He landed badly on a table pinned by his sword in hand, impaled through his armour, chest to the table. What he saw as he passed was even worse as his dead friends even Headless Hellen, stood up bowed to Skimper who was waving a hand having just animated these dead. Such is the life of the Thay hunting bounty hunters.

Yes, the best defense is a strong offense.

Thay Red

Edited by - Thraskir Skimper on 07 Aug 2018 04:41:34
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 04 Aug 2018 :  05:50:03  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

Thraskir, you need to format your spells and make them clearer. Memory probe has no spell school, no material component listed and no casting time. I...really can't think of any situation where a 5th level spell is justified in dealing 1 hit point of damage per round. I mean, it doesn't actually do anything else, and a turn is simply too long for level drain to come into play.



Divination. Material component is 6 Gold pieces that are attached to each finger / thumb tip and one in the palm of a glove while carrying holding a small animals brain. Casting Time: 1 round.

Thay Red

Edited by - Thraskir Skimper on 07 Aug 2018 04:47:44
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LordXenophon
Learned Scribe

USA
129 Posts

Posted - 06 Aug 2018 :  13:39:02  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
Hondelroon’s Absurd Orations just looks like a more comical variant of Confuse Languages, the reverse form of Comprehend Languages. It should be a first level spell, maybe second at worst.

Disintegration is in the eye of the Beholder.
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 10 Aug 2018 :  05:31:04  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Anti Magic Injunction
9th Level
Divination
Casting Time 2 rounds
Range up to 10" (100 feet under ground or 100 yards on surface)
V, S, M (any magic item that does not have charges)

This spell is only useful against anti magic shells or fields.
It cause a magic item with permanent effect to be permanently drained, said item then crumbles to a worthless dust. Anyone in the Anti Magic Shell / field experiences a magical inversion which causes a momentary magic injunction that results in a pure magic explosion, the shell contains the explosion but everything inside is utterly destroyed. Everything just ceases to exist. All items, persons, everything, with the possible exception of Artifacts that remain intact but lose all powers for 1 day per casters level, everything else is gone. Cannot be resurrected, revived or recovered not even with a wish. The Anti magic shell disappears with the contents of the Anti Magic Shell.

Thay Red

Edited by - Thraskir Skimper on 10 Aug 2018 05:33:00
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LordofBones
Senior Scribe

833 Posts

Posted - 10 Aug 2018 :  07:43:29  Show Profile Send LordofBones a Private Message  Reply with Quote
How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.

Edited by - LordofBones on 10 Aug 2018 07:44:44
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Wooly Rupert
Master of Mischief
Moderator

USA
31591 Posts

Posted - 10 Aug 2018 :  10:00:41  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.

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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 10 Aug 2018 :  14:48:20  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.



Why wish is a 9th level spell. It isn't more powerful it is only different.

Thay Red
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Wooly Rupert
Master of Mischief
Moderator

USA
31591 Posts

Posted - 10 Aug 2018 :  15:23:22  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by Wooly Rupert

A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.



Why wish is a 9th level spell. It isn't more powerful it is only different.



If something cannot be undone by a wish, then it is more powerful than wish.

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

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sleyvas
Great Reader

USA
7509 Posts

Posted - 10 Aug 2018 :  16:29:33  Show Profile Send sleyvas a Private Message  Reply with Quote
Thematically only, I'll give you some props for the description of Memory Probe. I don't like it being a hand mind you. It should be your head. But the picture that it raises is an interesting one and could stand to use some development.

Your idea behind vorpal parry is one that bears merit as well, but its absurdly out of balance, especially given that its taking over a weapon in someone else's control. I could buy more that you enchant a weapon such that if it attacks you, it resists the attempt... but ripping it out of its owners hands and chopping their head off 25% of the time is a bit beyond my belief.

I'm gonna dig up some of my old 2nd edition spells for ideas, as I recently saw that I had them in some files.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
7509 Posts

Posted - 10 Aug 2018 :  16:36:03  Show Profile Send sleyvas a Private Message  Reply with Quote
This is from WAAAYYY long ago during second edition, so I'm guessing about 20 years ago? I'm kind of posting these just to show some of my old ideas. Some of this has been improved upon in later editions and newer rules. Some things actually became feats in newer editions, etc.. This particular spell, I created a prestige class for 3e that focused on defeating anti-magic effects, rather than it being a spell that everyone could learn (thus it became a rarer and more special ability).

Sleyvas’ Magic Backup (abjuration, meta-magic, artifice)
Level: 7
Range: 0
Duration: 1 day/ 6 lvls
Area of effect: caster
Components: v,s,m
Casting time: 1 turn
Saving throw: None

This spell instills a former lich’s phylactery (which has had its magic jar spell removed) or a 9th degree spell vessel of a Zakharan or Lantanese Mechanician’s clockwork creation with pure magical energy. This item is then instilled with a pool of magical energy which can be used to power ongoing magical effects which affect the caster, or to cast new spells which affect the caster, or to cast instantaneous touch based spells (shocking grasp, chill touch, etc..) on those which the caster comes into contact with. This energy only comes into play whenever the caster is exposed to an area of dead magic, anti-magic (anti-magic shell, Mord’s disjunction, etc...), BUT NOT spell-type inhibiting magic (sphere of wonder, spell engine, etc...). This spell works by making the caster’s spells tied to the magic of the aformentioned item. In essence, he creates a temporary construct of magic, however, it’s “magic” is focused only around the caster. However, this provides only one round worth of backup power, and only affects up to double the caster’s level in spell affects. However, if the anti-magic affect were one which lasted only one round, then the spell would stay in effect in the next round (for instance, an elemental aura exposed to dispel magic would be powered for one round, then it would continue working the next round. However, if it had been an anti-magic shell, he would have lost all magical ability the following round). EXAMPLE: a 18th lvl spellcaster is hit by a Mord’s Disjunction. He can keep up to 36 lvls worth of spells active: He decides to keep his contingency (6th lvl) with its teleport (5th lvl) active, as well as his mind blank (8th lvl) and a fireshield (4th lvl), as well as casting a vampiric touch (3rd lvl) spell. This adds up to 26 spell levels (leaving room for 10 more spell levels), but if he’d had up a chain contingency, he would have probably lost it and its stored effects (it being 9th lvl and containing two other probably high lvl spells).

There is one very important addendum to this spell: all spells which are to be powered by this spell effect must be tied to the magic of the artifact aforementioned. For example, when casting the magic battery, he must choose which spells will be tied to the effect (within the spell level limits). Thus, in the aforementioned example, the character had chosen to tie 26 spell levels to the item. If he were inside an anti-magic shell, he could cast no other spells, except those which were tied to the item. If said spells wear out (i.e. duration ends) before the magic battery ends then he may cast the same magic and reinsert its ties to the item again (EXAMPLE: keeps a mind blank tied to the item. This spell wears out the next day. He may again cast a mind blank and tie it to the item. However, he could not tie a different 8th level spell to the item just because the previous had been lost in the link). Also, this linking of spells to the item has a serious drawback. If the item is taken more than 30 feet from him, all existant linked spells are ruined, and all spells waiting to be cast are erased from his memory.

As an interesting aside, while exposed to an area of anti-magic, the spellcaster is not hindered by any existing spell effects in the area in which he was exposed (unless they too would work normally in anti-magic), just like a construct would be. He is only affected by his own personal magic which has been tied to the artifact. Thus, if he was in an area in which a wall of force had existed, but someone cast an anti-magic shell, then he could walk through the wall of force with his spells up, because the wall of force is hindered by the anti-magic shell and cannot draw on the magical energies stored in his item.

Finally, this magic does turn the caster in essence into a magical construct. Spells which can be used to control such creatures (any spell which allows someone to control a golem for instance), though not spells which affect undead, can be used against the artifact which controls these spells. While THE CASTER cannot be controlled as such, his linked spells could be. Thus, they could be forcibly dropped by anyone who gains control of the artifact to which they are tied, or unreleased spells could conceivably be stolen from the mind of the original caster and given to the new controller of the artifact through the link.




Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
7509 Posts

Posted - 10 Aug 2018 :  16:38:50  Show Profile Send sleyvas a Private Message  Reply with Quote
again, concept is 20 years old. It was created to defeat very specific types of effects. It could use some better wording, but essentially the idea was to modify a spell so that it could occur in areas which normally would stop the effect.

leyvas’ Random Dweomer Mutation (alteration, meta-magic)

Level: 8
Range: 0
Duration: 1 hour/lvl
Area of effect: spells on caster
Components: v,s,m
Casting time: 1 round per spell on caster
Saving throw: None

This spell causes a simple dweomer to combine with each of the personal spells on a caster (such as elemental aura, spelltrap, non-detection, etc....). This dweomer does NOT replace the spells normal dweomer, it simply works in addition to the caster’s normal dweomers. Thus, a spell of mind blank would show up as abjuration & mentalism PLUS this additional dweomer. Because of this, this spell cannot be used to, say, bypass an area which specifically prohibits scrying magics. Its main use lies in bypassing spells which passively allow spells with specific dweomers involved.

This dweomer constantly mutates unintelligently, though it will only mutate into forms of dweomers which are allowed within an area (i.e. in the area of a spell engine which allows only abjuration magics, it would only mutate into abjuration dweomers). Also, these dweomers never fully form enough to the point that the magic inherent is released (for instance, if it were randomly forming a “magic missile” like dweomer it molds the dweomer up until the point at which the magic actually begins to take effect in the real world). There is a very important difference between specifically prohibited and passively allowed magics. Specifically prohibited magics are those which “will not allow magics that contain a dweomer of a specific type to function” (EXAMPLES: anti-scrying magics, proof from teleport, etc.....). Thus, a teleport spell would have a “teleport” dweomer associated with it in addition to the random dweomer, and even with the random element attached it will not function in said area. Also, the caster need not fear that his elemental aura would suddenly develop a “teleport” dweomer and cease to function in an area proofed from teleport.

Passively allowed magics are those which “allow magics so long as part of its dweomer is of a certain type”. Examples of spells which function in this manner are sphere of wonder and spell engine. For instance, if a sphere of wonder were made to only allow spells which had a “geas”-type component, then the random dweomer is forced to stay within the bounds of “geas” type magics. However, there is a chance that the magic controlling this shifting dweomer is ruined before it mutates to an appropriate type (50% chance), and each personal spell should be thusly checked.

There is one drawback to this spell. As the dweomers are shifting all the time, at any given time the caster will have hundreds of types of minor dweomers form around him continuously. Thus, if the caster entered an area which didn’t specifically prohibit a certain type of spell, AND there were a spell that reacted if magic of a certain kind went off, there is a 1% chance per spell on the caster that he triggers said spell. For instance, if there were some kind of warding that sounded an alarm if scrying magic is present, and the person passing through has 10 spells on himself, then there is a 10% chance he’ll set off the alarm. Of course, non-detection may protect against such spells which DETECT for such magics rather than being TRIGGERED by such magics.

The material component of this spell is an object which has had a magical aura (such as Nystul's magical aura) on it, or which has been exposed to Underdark radiations for an extended period of time.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
7509 Posts

Posted - 10 Aug 2018 :  16:41:06  Show Profile Send sleyvas a Private Message  Reply with Quote
again, 20 year old idea, and the feats that improve on craft contingent spell, as well as some prestige classes I wrote for 3e I think make this more balanced. However, posting it for ideas


Flarik's Spellband (abjuration, geometry, necromancy)
9th lvl wizard spell
Range: 0 Components: V,S,M
Duration: special Casting Time: 1 turn + special
Area of Effect: Special Saving Throw: None
Subtlety: +7 Knockdown: None
Sensory: : Medium visual Critical: None

This spell was developed by Flarik as an alternative to the rumored Halruaan "Sash of Spells". This potent spell betrays its presence by a diagonal line of radiance on its caster's body (hence its name). The glow of a Flarik's Spellband shines through clothing, magical darkness, and disguises, and it simply cannot be hidden. The casting of a Flarik's Spellband requires: a sash, a paint brush, and a bit of the caster’s own blood mixed with paint. With a word and a gesture, the caster transforms the sash into a magical band of radiance, upon which he begins to paint the necessary runes upon the hanging mystical sash. In order to discover the necessary rune for a spell, the spellcaster must spend no less than one week per spell lvl reinterpreting the given spell (note, those who have access to the school of geometry reduce this task to one day per spell lvl, and geometry specialists do not need to spend any time). The spellcaster may put as many spell levels of spells as he has levels himself (ie an 18th level geometer could put in 18 lvls of spells), but no more than 10 spells may be cast into the Spellband. The Spellband receives wizard spells of 5th lvl or less cast into it during this time at a rate of one spell per round. Such spells must be cast normally with any usual material components, but the radiance serves as their target. Whatever the normal area of effect or result of a spell, it is swallowed by the radiance forming the aforementioned rune to appear upon the sash. (If two or more spells are cast into the radiance on the same round, all such simultaneous spells are lost, dissipating harmlessly, but they have no effect on spells already absorbed by the radiance, or on its absorption in rounds to come.). Note that those with access to the school of geometry MAY recognize the rune, and thereby know what spells are stored in a Spellband (spellcraft roll required).

If two copies of the same spell are cast into it, the Spellband itself generates a third 'free" copy of the spell, increasing its capacity beyond the normal 10 spells (and not counting against the total number of spell levels). (It is possible to fill the Spellband with 10 copies of the same spells-usually magic missile, dispel magic, fireball, or lightning bolt-and gain five extras).

When the casting ends, the radiance drifts quickly around the caster's body and joins its two ends; the Flarik's Spellband is ready to use. However, it draws a small portion of the caster’s life force in order to keep it active (each morning the caster suffers 1d4 points of damage, which he may restore with other magics or through rest) , and 1 hp per spell cast into it (not including "duplicates) which CANNOT be healed until the sash is gone.

One spell per round can be unleashed from the Spellband by its wearer. Such spells have a 'release' casting time equivalent to their lvl as the caster traces the geometric pattern in the air with his hands (higher lvl spells have more intricate runes). If the wearer of the Spellband is a spellcaster, she or he can also cast in the usual manner any one memorized spell during the same round SO LONG AS THEY HAVE A COMBINED casting time of 9 or less . Note, that this second spell always comes after the spellband release and adds the spellband’s release to its own initiative (for instance, a spellband wearer releases a lightning bolt (3rd lvl) from the band, he may cast any other spell which has a casting time of 6 or less. However, he may want to cast a "quick spell" for fear of interruption).

The death of the sash-wearer causes all stored spells in the Spellband to erupt spectacularly at random targets, often with strange results. Spells which dispel magic (ie Dispel Magic, Mordenkainen’s disjunction, etc...) cause the same effect to occur. Spells of anti-magic (Anti-Magic Shell, Maw of Chaos) have a chance (if Spellband wearer fails save v/s spell) of creating a permanent dead magic area centered 5 feet from where the caster stands, but if he makes the save, the spellband stays after leaving the area of anti-magic. The caster may wear only one spellband at a time, those attempting to cast another finds that the first erupts spectacularly as mentioned above.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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TheIriaeban
Seeker

USA
46 Posts

Posted - 10 Aug 2018 :  19:06:03  Show Profile Send TheIriaeban a Private Message  Reply with Quote
There has been a lot of spells lately. Thought I would toss in a magic item for something different.

Sansarrin: The result of a bet between elven and dwarven weaponsmiths, Sansarrin is one of the most rare of items: a magic warhammer made by elves. Made from adamantite, the head is everbright treated and covered with scroll work with the name Sansarrin etched into each side in Espruar. The haft is solid steel and wrapped in white dragon skin.

Sansarrin is intelligent with an Int of 14, an Ego of 10 and is NG in alignment. For a wielder it finds to be worthy (strangely enough, all of the wielders found to be worthy have been women), it will have the following powers:
• It is +5 to hit and damage and will do double damage in melee combat and triple damage when thrown.
• It has a range of 180’ and will teleport back to the wielder’s hand in the same round it was thrown. It will also immediately teleport back to the wielder if disarmed, dropped, or stolen.
• If the wielder is wearing gauntlets of ogre power and a girdle of giant strength, all bonuses for both items can be added to attacks utilizing Sansarrin (even when thrown).
• Anytime the weapon strikes a target and the roll is in the weapon’s threat range, a sunmote is created. These can have different effects depending on whether it happened in melee or ranged combat. A sunmote will remain for 5 rounds before it disappears back into the weapon. There is no limit on the number of sunmotes the hammer can generate.
o For melee combat, a sunmote will completely absorb or block a successful physical attack and then immediately disappear. That would be any attack that does not allow a saving throw so a sword blow or magic missile attack can be blocked. If the attack is the result of a spell, the spell is negated when it is blocked.
o For ranged combat, the sunmote will stay with the target and attempt to absorb 1d4 hit points for 5 rounds. A saving throw is allowed in each round with a success meaning no hit points were absorbed. At the end of the 5 rounds (or earlier, if the target dies), the sunmote will streak back to the weapon and the absorbed hit points will be passed on to the wielder as healing (the wielder cannot have more hit points from this transfer than they normally would).

There is one other limitation the weapon has: it will not allow itself to be wielded by a dwarf.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 11 Aug 2018 :  14:02:37  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by Wooly Rupert

A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.



Why wish is a 9th level spell. It isn't more powerful it is only different.



If something cannot be undone by a wish, then it is more powerful than wish.



It takes place inside and only inside an anti magic shell. Wishes don't work inside an anti magic shell. That makes the anti magic shell more powerful than a wish.

Second. This transforms the Anti magic into if you like the blue flames of plague magical explosion which is also more powerful than a Wish spell.

Now both being 9th level spells they are not more powerful than each other, they are just different. One only works inside an anti magic shell and one only works outside an anti magic shell.

The Spell Plague is way more than a 9th level spell unless contained in a shell of Anti magic only.

I also took into consideration it not draining an artifact nor destroying an artifact.

I just says if you want anti magic, you get a lot more of it than you bargained for. Poof!

Thay Red

Edited by - Thraskir Skimper on 13 Aug 2018 00:57:13
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 11 Aug 2018 :  14:17:15  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Thematically only, I'll give you some props for the description of Memory Probe. I don't like it being a hand mind you. It should be your head. But the picture that it raises is an interesting one and could stand to use some development.

Your idea behind vorpal parry is one that bears merit as well, but its absurdly out of balance, especially given that its taking over a weapon in someone else's control. I could buy more that you enchant a weapon such that if it attacks you, it resists the attempt... but ripping it out of its owners hands and chopping their head off 25% of the time is a bit beyond my belief.

I'm gonna dig up some of my old 2nd edition spells for ideas, as I recently saw that I had them in some files.




Telekinesis could do much of this even raising and dropping people or tables on people or weapons etc... The save vs strength with a D20 roll by both plus minus caster level and strength of a burly barbarian etc... Could add a save for the Vorpal part. But a Scimitar with feats offers a similar critical hit range, a Vorpal Scimitar has what for saves? None! A Save making Fighter is just wrestling with his sword or letting it go and drawing another, letting it go isn't a good idea with the Vorpal component. But the fighter wouldn't know that.

You could say you are adding temporary Intelligence to the sword.

Polymorph 'any object' could just transform the sword into a green hag for a few minutes or a vampire or a .... Something that fits in a pub.

Or you could just put your sword away and ask the wizard if you could have your favourite seat at the bar. Attacking Wizards, especially Red Wizards, is a bad idea.

Thay Red
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 11 Aug 2018 :  14:22:12  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Memory Probe is also meant to instill confessions in an others who are watching you probe their compatriots. Especially when the blood starts dripping out their ears and nose. You can corroborate these confessions with just one probe of one individual. Unless you want to know what went on behind the locked door that the fighter was standing outside of.

Thay Red
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Thraskir Skimper
Learned Scribe

195 Posts

Posted - 11 Aug 2018 :  14:31:00  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.



Divination as it is the only way to penetrate the Anti Magic Shell. Abjuration wouldn't do anything inside an Anti Magic Shell. But a peek into the Past or future to 'borrow' a bit of Spell Plague is a great way to dissuade fools from activating Anti Magic Shells and walking through magical barriers, creatures, demons, elementals, animals, etc... Throw everything you have at an anti magic shell and nothing happens until there is a blinding flash and everything inside it explodes.

Thay Red
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LordofBones
Senior Scribe

833 Posts

Posted - 11 Aug 2018 :  14:32:02  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by sleyvas

Thematically only, I'll give you some props for the description of Memory Probe. I don't like it being a hand mind you. It should be your head. But the picture that it raises is an interesting one and could stand to use some development.

Your idea behind vorpal parry is one that bears merit as well, but its absurdly out of balance, especially given that its taking over a weapon in someone else's control. I could buy more that you enchant a weapon such that if it attacks you, it resists the attempt... but ripping it out of its owners hands and chopping their head off 25% of the time is a bit beyond my belief.

I'm gonna dig up some of my old 2nd edition spells for ideas, as I recently saw that I had them in some files.




Telekinesis could do much of this even raising and dropping people or tables on people or weapons etc... The save vs strength with a D20 roll by both plus minus caster level and strength of a burly barbarian etc... Could add a save for the Vorpal part. But a Scimitar with feats offers a similar critical hit range, a Vorpal Scimitar has what for saves? None! A Save making Fighter is just wrestling with his sword or letting it go and drawing another, letting it go isn't a good idea with the Vorpal component. But the fighter wouldn't know that.

You could say you are adding temporary Intelligence to the sword.

Polymorph 'any object' could just transform the sword into a green hag for a few minutes or a vampire or a .... Something that fits in a pub.

Or you could just put your sword away and ask the wizard if you could have your favourite seat at the bar. Attacking Wizards, especially Red Wizards, is a bad idea.



Nobody cares about the telekinesis part, it's when you transform the sword into a dancing vorpal blade that's actually better than the vorpal weapon ability that's the problem.

The spell itself is flat-out bizarre.
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