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Thraskir Skimper
Learned Scribe

189 Posts

Posted - 11 Aug 2018 :  21:48:36  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
You can add a saving throw if you like for the Vorpal or Heart Stab. Could also make the 'vorpal' equal to the critical threat. Obviously a Club doesn't have a Vorpal hit option.

Thay Red
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Thraskir Skimper
Learned Scribe

189 Posts

Posted - 11 Aug 2018 :  21:58:14  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

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.




Ever think of making this an Ioun Stone?

This seems to be a Circle magic kind of item just limited in scope and a bit longer.

Thay Red

Edited by - Thraskir Skimper on 13 Aug 2018 01:00:56
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Thraskir Skimper
Learned Scribe

189 Posts

Posted - 11 Aug 2018 :  22:11:50  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Folding Door.

This is like a Portable Hole only it is a 6 foot diameter cloth that attaches to a wall and is 12 feet long with a curtain half way in the tunnel.

It is 12 feet long reguardless how thick the wall is but only works on walls 12 feet thick or less. The curtain is strung across the tunnel and opens from either side.

You can grab the edge on the wall on either side and pull it down, doing so with anything or anyone inside dumps them on the other side of the tunnel.

The cloth edge is sticky enough to stick to any wall.

If the wall is more than 12 feet thick it doesn't function at all.

The wall doesn't have to be flat or horizontal.

The curtain in the centre blocks light and sight lines.

Thay Red

Edited by - Thraskir Skimper on 11 Aug 2018 22:13:36
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LordofBones
Senior Scribe

817 Posts

Posted - 12 Aug 2018 :  16:30:06  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

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.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.
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Thraskir Skimper
Learned Scribe

189 Posts

Posted - 13 Aug 2018 :  00:59:55  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

quote:
Originally posted by Thraskir Skimper

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.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.



Look up premonition a Divination spell that peers into the future. Or other future predication divinations or even divine spells which might work in an anti magic spell. Etc... All clearly divination magic not transmutation not abjuration.

Thay Red
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Wooly Rupert
Master of Mischief
Moderator

USA
31389 Posts

Posted - 13 Aug 2018 :  01:23:17  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper


Look up premonition a Divination spell that peers into the future. Or other future predication divinations or even divine spells which might work in an anti magic spell. Etc... All clearly divination magic not transmutation not abjuration.



Yet all of those spells are just looking... You yourself said it took more than just looking. From your own words, emphasis mine:

quote:
Originally posted by Thraskir Skimper


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.


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LordofBones
Senior Scribe

817 Posts

Posted - 13 Aug 2018 :  03:19:06  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by LordofBones

quote:
Originally posted by Thraskir Skimper

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.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.



Look up premonition a Divination spell that peers into the future. Or other future predication divinations or even divine spells which might work in an anti magic spell. Etc... All clearly divination magic not transmutation not abjuration.



Are...are you being this obtuse on purpose?

Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. (d20 SRD)

Premonition: This spell grants you a powerful sixth sense in relation to yourself. (d20 SRD)

Celerity: You borrow a slice of time from the future, pulling it into the present so that you can act. (PHB 2) School? Transmutation.

Time Stop: This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. (d20 SRD) School? Transmutation.

The alteration of the flow of time and the manipulation of the time stream are the purview of Transmutation. Even Teleport Through Time, which appeared on the WotC website, is a Transmutation spell with the teleportation descriptor.

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TheIriaeban
Seeker

USA
31 Posts

Posted - 14 Aug 2018 :  19:21:00  Show Profile Send TheIriaeban a Private Message  Reply with Quote
Joyous Communion of Laughter! I know, I know, it was really yesterday but I was invited by a couple of gnomes to join them and well, I had never had Burduskan Dark before. Well, any way, we got to talking and Marabelle convinced Roselund to show me another page in her spellbook. In honor of the holiday, I present you:

Garl’s Gift – Gnome
(Alteration)
Level: 5
Range: 50 yards
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: 1 10-foot by 10-foot by 10-foot cube/level
Saving Throw: Special
This spell causes all weapons held by creatures hostile to the caster in the area of effect to become a very soft, sponge like material. This will lead to weapons that are longer than 1 foot in length to actually droop when held upright. Non-magical weapons do not get a saving throw but magical ones do get one vs. magical fire with a bonus of +1 per plus of the weapon.

Natural weapons of creatures such as claws and teeth are not affected but a spear made from bone would be affected. Ammunition is affected if it is manufactured like arrows, bolts, and sling bullets but natural stones would not be. Weapons that are already flexible, such as a rope or whip, are also transformed but are weakened. If used in the normal manner for these items, any character restrained by one has a 7% chance per point of strength of breaking the item (an affected sling would break if used based on the user’s Strength). When the spell duration ends, the broken weapon will remain broken.

All weapons in the transformed state are incapable of causing even subdual damage. If a magic weapon is transformed, it will lose all magical properties while affected by the spell (a sponge vorpal blade couldn’t cut soft cheese much less anything else). A dispel magic spell can change a weapon back to normal but only one weapon can be affected per casting of the spell.

This spell was created by Hondelroon Harkenhill, a very powerful gnome illusionist from over 2 centuries ago.


"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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LordXenophon
Learned Scribe

USA
129 Posts

Posted - 15 Aug 2018 :  13:35:19  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
I'm giving Garl's Gift to a dragon.

Disintegration is in the eye of the Beholder.
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LordXenophon
Learned Scribe

USA
129 Posts

Posted - 15 Aug 2018 :  13:43:11  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

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.




This spell is Wild Magic. Since a Wild Encantatrix would be extremely rare, I would drop Meta-Magic and just make it Wild Alteration.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 15 Aug 2018 13:52:39
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LordXenophon
Learned Scribe

USA
129 Posts

Posted - 15 Aug 2018 :  13:50:30  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

quote:
Originally posted by Thraskir Skimper

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.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.



Pulling things to you, from somewhere or somewhen else, can also be Conjuration.

And Traskir, you don't have to defy all the Laws of Magic to make this spell. All you have to do is to specify, in the spell description, that it can penetrate an Anti-Magic Shell. Just by specifying the target spell by name, you create a valid exception to the more global immunities of the Anti-Magic Shell.

However, by my calculations, according to the Laws of Spell Design, this is a True Dweomer.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 15 Aug 2018 13:57:44
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Thraskir Skimper
Learned Scribe

189 Posts

Posted - 16 Aug 2018 :  03:45:16  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Lesser Wand of Quarrels.

This is a First level lesser wand that fires a quarrel a non magical quarrel or light crossbow bolt.

It is similar to a Melf's acid arrow, without the acid.

It fires a normal non magic light cross bow bolt, it contains when new 20 quarrels and any class even 0 level characters can use it just by pointing it and saying fire.

It fires with the skill of a 5th level fighter proficient in firing a light crossbow. The wand holder just needs to point in the general direction and visual its target and say fire.

Cost to make is 100gp, a light crossbow bolt which is transformed into a small wand.

A 1st level transmutation spell called quarrel is cast. Casting time 1 round.
The spell is only useful for making these lesser wands.

The wand may be used in place of a normal attack. It can be used as many times as you have attacks until it is empty.

It may be recharged as note above but for only 50gp.

The gold dissolves when the spell is cast new or on recharge.

Thay Red

Edited by - Thraskir Skimper on 16 Aug 2018 03:46:58
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Thraskir Skimper
Learned Scribe

189 Posts

Posted - 18 Aug 2018 :  08:40:09  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Potion of Distinction

Drinking this blue potion causes the imbiber to gain an otherwise indescribable prestige or distinction to ones look or interaction. Gate Guards are impressed, Bank officials are impressed with your dress, city officials approve of your interactions.

The potion has a transformation effect

There is no save to this effect

How this effect performs is up to the DM but should be a single automatic approval or a mass general approval.

Thay Red
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Thraskir Skimper
Learned Scribe

189 Posts

Posted - 22 Aug 2018 :  09:36:48  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Aerial

This is a powerful potion that transforms the imbiber into an Aerial Mage. The potion is blue.

It lasts for 5 minutes allowing one to move (fly) at 60 mph. One is able to cast spells as a 5th level magic user during this time. Spells are tattoos and one knows how to cast and activate them. The drinkers hair falls out when the potion is consumed. Ones' armour if any falls off and a blue robe of energy surrounds one like a robe, this offers electrical resistance of 10 total points. The tattoo's are able to be cast in one round this allows up to 50 combat interaction to take place but one only has 4 cantrips, 4 1st level 2 2nd level and a 3rd level spell. A Blue potion transform one into an Electrical Mage. Spells noted are Sleep (which is deadly in aerial combat), Shock cantrip it is electrical version of acid splash x4, Chromatic Orb Electrical x2, Magic Missile x1, Sleep x1, Elemental Bolt Electrical x2, Lightning bolt x1. After five minutes one will feather fall to the ground. One will still have no hair but it will grow back as normal. One can move up to 5 miles or 1 less mile for every 1 to 10 combat rounds used. Any armour will be left where one drank the potion but one will be wearing a blue robe over any under clothes or non armour will be dyed blue.
If one was already wearing a non magical robe, it will be dyed permanently blue. You only end up in one robe. Magical robes are not changed but during the spell will be covered in blue energy.

The drinker of the potion will appear to be covered in electrical energy which will crackle from their eyes, fingers and feet.

Thay Red

Edited by - Thraskir Skimper on 22 Aug 2018 09:43:52
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LordXenophon
Learned Scribe

USA
129 Posts

Posted - 22 Aug 2018 :  13:56:52  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
Potion of Green

This potion makes you turn dark green. It affects not only the skin, but also hair, eyes, nails, even clothing and equipment. It lasts for about a day. Some adventurers have been using it as a substitute for a Cloak of Elvenkind.

Disintegration is in the eye of the Beholder.
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LordofBones
Senior Scribe

817 Posts

Posted - 22 Aug 2018 :  19:22:23  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

quote:
Originally posted by LordofBones

quote:
Originally posted by Thraskir Skimper

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.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.



Pulling things to you, from somewhere or somewhen else, can also be Conjuration.



Yes, but in the context of D&D, chronomancy falls under Transmutation. Teleport through Time is a transmutation spell, not a Conjuration spell.

Edited by - LordofBones on 22 Aug 2018 19:22:39
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TBeholder
Master of Realmslore

1702 Posts

Posted - 23 Aug 2018 :  20:47:35  Show Profile Send TBeholder a Private Message  Reply with Quote
Bolt of Cancellation.
Much like a rod of cancellation, but shot from a crossbow.
Because no one wants to go poke spheres of annihilation and other nasty things at arm's length (or even from throwing range).
Against targets other than magical effects, it's a blunt (type B, -1 damage) magical (+0) crossbow bolt.
Item saving throw vs. cancellation is easier (but of course a direct hit can damage them anyway).

quote:
Originally posted by LordXenophon

This potion makes you turn dark green. It affects not only the skin, but also hair, eyes, nails, even clothing and equipment. It lasts for about a day. Some adventurers have been using it as a substitute for a Cloak of Elvenkind.

So it's just a variant of potion of blending with badly limited effect, but prolonged duration?

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

USA
129 Posts

Posted - 24 Aug 2018 :  13:54:12  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
You're not really even blending. You're just green.

Disintegration is in the eye of the Beholder.
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LordofBones
Senior Scribe

817 Posts

Posted - 24 Aug 2018 :  19:17:25  Show Profile Send LordofBones a Private Message  Reply with Quote
That just seems oddly specific and niche. I guess it would be of use if you were trying to camouflage yourself as a bush or something, but I can't really think of any use for it other than something doable with presdigitation for a laugh.
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Wooly Rupert
Master of Mischief
Moderator

USA
31389 Posts

Posted - 24 Aug 2018 :  19:29:03  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I was assuming there was a bit of mockery in that item description.

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Candlekeep - The Library of Forgotten Realms Lore
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dazzlerdal
Great Reader

United Kingdom
4063 Posts

Posted - 24 Aug 2018 :  19:32:26  Show Profile Send dazzlerdal a Private Message  Reply with Quote
I like the odd and seemingly useless magic items. For every successful formula there must be a hundred failures.
Someone may have wanted to create a potion of blending but his efforts came to naught but green. I'd make it a lot cheaper and easier to make the potion of greenness, it's there if people want to make it and it does have a few uses, but generally it's one of the less well publicised and used magical formulae

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sleyvas
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Posted - 24 Aug 2018 :  22:00:08  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

quote:
Originally posted by sleyvas

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.




This spell is Wild Magic. Since a Wild Encantatrix would be extremely rare, I would drop Meta-Magic and just make it Wild Alteration.



Bear in mind, the incantatrix did not EXIST in 2nd edition, and this was written up for 2e. Also, incantatrixes are not the masters of metamagic, but they are highly proficient at it. Many magics study the concepts of metamagic. It was "meta-magic" during that 2e era because it was "modifying the magic". That being said, I could also see it having it be a wild magic spell due to the random aspect, as long its not ONLY wild magic. That's a good point.


Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
7374 Posts

Posted - 24 Aug 2018 :  22:59:25  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

[quote]Originally posted by Thraskir Skimper

<Sleyvas snipping all the back and forth>

[quote]

Are...are you being this obtuse on purpose?




Honestly LordOfBones, I think he is. It seems to be his method.

What he's talking about with "bringing back some spellplague" to escape... he's making a reference to Yaphyll and the spell she cast that enabled her to escape Thakorsil's seat. Szass Tam basically ordered her to cast her "most powerful divination known to your order no matter the peril to your mind, body or soul" to tell him the outcome of some plans. Since she was in Thakorsil's seat, she was forced to complete the action.

So, she used a lot of drugs and poisons on herself to reach a high level of enlightenment. She then cast a spell which "splits herself in two and sends one half into tomorrow". NOTE: she says tomorrow, but she means "the future" as the next day isn't the spellplague. She is temporarily seeing the future with clarity and offers up advice. Then she starts spouting these unclear prophetic divinations that we all now recognize as hints to the coming spellplague, death of Mystra, Cyric and Shar's involvment, the shattering of the world tree, etc... all while surrounded with blue fire.

It should be noted as well in the novel that Tam actually wants to save Yaphyll as she is a good resource, and he "spoke the words to dissolve the crystal pyramid"... or in essence, he removed the runes of chaos that were primarily binding her to Thakorsil's seat... so the bit of spellplague that apparently seeped back to her past self unexpectedly didn't necessarily do as much as people think in freeing her, but it did enough to allow her to stand up. Tam then simply touched her with his lich's paralyzing touch and she died because of all the drugs and poisons in her system, or possibly because the spell would do exactly that (i.e. kill the past half and keep the future half alive). It is a bit unclear WHAT her spell does exactly, and its meant to be so. For my part, I'm actually using this unclearness to actually send Yaphyll to Abeir during the spellplague years (as in her "future" self ends up travelling somewhere that transfers when the spellplague hits).

The one thing I would also stress here is that the viability of recreating that scenario should be implausible. It happens the one time due to the extremely unpredictable factors of the spellplague. Its not something someone can plan "yeah, I'm gonna do this".



Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
7374 Posts

Posted - 24 Aug 2018 :  23:06:54  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

Potion of Green

This potion makes you turn dark green. It affects not only the skin, but also hair, eyes, nails, even clothing and equipment. It lasts for about a day. Some adventurers have been using it as a substitute for a Cloak of Elvenkind.



Side Effects of Potion: Spelljammer Captains from other crystal spheres are suddenly drawn to you if you are a member of the opposite sex. If you are female, you are inexplicably driven to wear scanty bits of clothing, especially bikinis, and you gain a +10 bonus to all dancing skill checks.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
7374 Posts

Posted - 24 Aug 2018 :  23:07:39  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

Potion of Green

This potion makes you turn dark green. It affects not only the skin, but also hair, eyes, nails, even clothing and equipment. It lasts for about a day. Some adventurers have been using it as a substitute for a Cloak of Elvenkind.



Side Effects of Potion: Spelljammer Captains from other crystal spheres are suddenly drawn to you if you are a member of the opposite sex. If you are female, you are inexplicably driven to wear scanty bits of clothing, especially bikinis, and you gain a +10 bonus to all dancing skill checks.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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