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Delnyn
Senior Scribe

USA
598 Posts

Posted - 05 Apr 2020 :  16:01:56  Show Profile Send Delnyn a Private Message  Reply with Quote
Featless Scroll Scribing


The caster must have fresh writing implements, paper/vellum on which to scribe the spell and access to an alchemical lab to create the ink-which is a process in itself. All materials and ingredients as with potions must be fresh and unused. The cost for materials is 50 gp X spell level X effective caster level (double the cost using the Scribe Scroll feat), plus material costs for any spells to be put into the scroll. The XP cost is 1/25 the market price as for the feat, plus any XP costs for the spells put into the scroll.

Creating the ink requires (spell level +1) ranks in Craft(alchemy). The caster need only attend the ink creation for one hour, after which he or she leaves the concoction to sit for the rest of the day, plus (spell level + effective caster level) additional days. The ink must be left strictly alone during that time, or else it is ruined and all money, ingredients and time are wasted.

The caster may scribe the spell once the ink is ready. The process requires (spell level + 1/2 effective caster level-round up) ranks in Craft(calligraphy) and one day per spell level. The caster must not be interrupted at any point during this time, or else the scroll is ruined and all resources effort and time are wasted.

This technique cannot work on epic spells, nor on spells increased above 9th level by metamagic feats. This is another more advanced technique, however, that allows for 10+ level spells advanced by metamagic. This other process is longer, more expensive and more demanding of knowledge and effort.
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Delnyn
Senior Scribe

USA
598 Posts

Posted - 11 Apr 2020 :  17:34:06  Show Profile Send Delnyn a Private Message  Reply with Quote
The next spell was inspired by a Gargauth-granted spell in Powers & Pantheons, pages 25-26.

EDIT: I reduced the level of the spell from 5 to 4, added a joke descriptor "Screwjob", and inserted some additional wording about benefits and costs of the spell. The spell lowering was to reflect Gargauth wanting the spell to be more available, but also reflect the 2e to 3e maximum cleric spell level jumping from 7 to 9.

EDIT 2: I added verbiage about the consequences of someone trying the raise/reincarnate/resurrection stunt. At the bottom are rules about corrupting and sacrificing people of power. At the bottom is a note about the rewards of stopping Elminster.

Astaroth's Augmentation



Transmutation [Evil,Lawful, Screwjob]
Level: Clr 4
Components: V,S,M
Casting Time: 1 minute
Range: Personal
Target: You (or one willing recipient; see below)
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell allows the caster to call upon Gargauth's power to permanently increase his or her abilities. Gargauth extracts a dear price for this boon. Woe to the caster who fails to fulfill or deliberately circumvent the bargain.

Astaroth's Augmentation gives the caster a +1 inherent bonus to any ability score of choice, which is permanent as long as the caster abides by Gargauth's terms. In return for the bonus, the caster must corrupt a person of power or sacrifice a sentient being every three months. Much like other Faustian pacts, the augmentation prohibits the caster from disclosing the existence of the obligations to unauthorized personnel unless Gargauth explicits says otherwise. The terms also prohibit the caster from being raised, reincarnated or resurrected from the dead. These restrictions are intended to prevent meddlesome clerics and paladins from trying to redeem the caster's soul.

The spell also establishes a link between Gargauth and the caster that extends across planes, through antimagic fields, dead magic or wild magic zones and even effects as powerful as mind blank. Gargauth may scry on the caster at will, read thoughts and automatically succeed on Sense Motive checks. While the spell is in effect, the caster emanates an aura of law and evil as if an outsider of the caster's character level. The caster will be unable to detect either the (one-way!!) scrying link or the aura by his or her own efforts.

If the caster fails to carry out the obligations or attempts to circumvent the prohibitions for any reason, he or she suffers 3 points of ability drain in the augmented ability, for a net loss of 2 points in the affected ability. The drain ends the obligation, but the caster is typically too foolish or desparate at this point to accept the loss and move on with life. Gargauth may forcibly end the spell and its obligation(s) at any time, imposing any all penalties in the process. For each obligation failed by caster or forcibly ended by Gargauth, the caster receives a bestow curse (Will DC 25 +1 per previous failure), who ability penalty stacks with the end of the spell. Gargauth always curses the ability specifically augmented by the spell. See below for the consequences of an ability going below 0.

The caster may use this spell multiple times, whether to increase an already augmented score (to a maximum +5 inherent bonus), to increase another ability (also to a maximum +5 inherent bonus), or to offset ability drain (still a +5 inherent bonus maximum, but taken from the newly reduced score). Each casting requires its own additional corruption or sacrifice. Failure to fulfill any commitments results in ability drain(s) for the failed commitments. If a character is somehow raised, reincarnated or resurrected, Gargauth considers the character is willfully noncompliant with the bargain and the Constitution loss stacks with any Constitution drain possibly caused by this spell. See below for the result if Constitution drops to 0 or lower, as opposed to the typical failure of such spells.

Nothing short of a wish, miracle, artifact or divine intervention may remove the obligation(s) without preventing ability drain. The caster may end all obligations at any time and willingly accept the ability drains, but if any ability score drops to 0 from the ability drains, the caster is transformed into a lemure and transported to Avernus. His or her gear and possessions are randomly teleported across Faerun. As a 4th level clerical spell, however, Astaroth's Augmentation requires a minimum Wisdom score of 14 to cast. Draining Wisdom below 14 makes the caster unable to cast the spell, and his or her usefulness to Gargauth may be compromised. This results in a bestow curse (Will DC 25 + 1 per previous failure).

If your campaign uses the book Fiendish Codex II: Tyrants of the Nine Hells, each casting of this spell gives 1 corruption point to the caster, or 1 obeisance point if the caster is already evil. These points do not include corruption or obeisance points incurred fulfilling the terms of the spell.

A cleric of Gargauth may cast this spell on a willing recipient. The recipient faces all the responsibilities, (usually) not the caster. Even if the cleric repeatedly casts Astaroth's Augmentation on recipents who fail, Gargauth still gets servitor lemures. The cleric faces no retribution from Gargauth unless the target was specifically intended to succeed on a mission decided by Gargauth (not necessarily the cleric). If that case, both the cleric and the recipient face the same consequences.

The material components for this spell include three yellow feathers and powdered ruby worth at least 25 gp. The holy symbol need not be dedicated to Gargauth, unless cast by a cleric of Gargauth on behalf of a willing recipient.

Corrupting People of Power

Corruption means shifting the victim one alignment step closer to evil in not evil and then one step closer to law if already evil.

The following holds if the caster converts the victim to knowingly and willingly worship Gargauth. For every step in alignment shift as described above, the caster receives a one day extension until his or her next mandatory service. For every level or hit dice in a non-divine spellcasting class, the caster receives an additional one day extension. For every level or hit dice in a divine spellcasting class that does not grant an alignment aura, the caster receives an additional two day extension. For every level or hit dice in a divine spellcasting class that does grant an alignment aura such as cleric or paladin, the caster receives an additional month extension.

Sacrificing People of Power
The caster must sacrifice one victim whose character level or hit dice equals or exceeds the caster's own character level. If the sacrifice is good-aligned and is neither an outsider nor of a class that radiates a strong alignment aura, then add 2 to the effective hit dice or character level. If the sacrifice is good-aligned and is either an outsider or of a class that radiates a strong alignment aura, then add 6 to the effective hit dice or character level.

If the sacrifice is a baatezu not already in Gargauth's service, double the hit dice. These sacrifices help Gargauth absorb the essence of any baatezu he permanently destroys on the Prime Material Plane. Not that he would tell anyone else.

As an alternative, Gargauth allows the caster to sacrifice three victims, each of whose character level or hit dice (round up) is half the caster's character level.

NOTE: Gargauth has a burning grudge against Elminster for the setting a trap at the Sign of the Silver Harp back in 1022. To incentivize Elminster's comeuppance, Gargauth offers a one year extension on mandatory services required by the spell to Elminster's sacrifice. If the caster somehow converts Elminster to worship Gargauth , the caster will also have any and all ability drains and curses caused by this spell to be unconditionally removed. Good hunting!

Edited by - Delnyn on 13 Dec 2020 13:44:38
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Wooly Rupert
Master of Mischief
Moderator

USA
35679 Posts

Posted - 11 Apr 2020 :  18:23:39  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Again, not a rules person... But 3rd level for a permanent ability boost? That seems low, to me, even with the required sacrifices.

Personally, I think I'd make it 5th or 6th, and add some more caveats about having to stick with Gargauth's goals. Maybe the sacrifice and something akin to a paladin's alignment restrictions -- not as stringent, of course, but something like that as an inspiration.

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Kentinal
Great Reader

4614 Posts

Posted - 11 Apr 2020 :  19:42:18  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Again, not a rules person... But 3rd level for a permanent ability boost? That seems low, to me, even with the required sacrifices.

Personally, I think I'd make it 5th or 6th, and add some more caveats about having to stick with Gargauth's goals. Maybe the sacrifice and something akin to a paladin's alignment restrictions -- not as stringent, of course, but something like that as an inspiration.



It is a trap, the deity (Gargauth) is providing level adjustment. The spell level should be higher if it was not a trap. The boost of course is not permanent however could last for years.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Delnyn
Senior Scribe

USA
598 Posts

Posted - 12 Apr 2020 :  05:15:47  Show Profile Send Delnyn a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Again, not a rules person... But 3rd level for a permanent ability boost? That seems low, to me, even with the required sacrifices.

Personally, I think I'd make it 5th or 6th, and add some more caveats about having to stick with Gargauth's goals. Maybe the sacrifice and something akin to a paladin's alignment restrictions -- not as stringent, of course, but something like that as an inspiration.



Making this a 5th or 6th level spell is totally fine with me. I used 3rd level because that was the level used in the sourcebook. For caveats, where you thinking about restrictions on acceptable sentient beings to sacrifice - such as children or a paladin?

That said, keeping the spell level somewhat lower than expected as a way to spread the spell among a larger pool. Think of Gargauth as the drug pusher who gives a super cheap first fix to get you hooked.
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Wooly Rupert
Master of Mischief
Moderator

USA
35679 Posts

Posted - 12 Apr 2020 :  05:40:14  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

quote:
Originally posted by Wooly Rupert

Again, not a rules person... But 3rd level for a permanent ability boost? That seems low, to me, even with the required sacrifices.

Personally, I think I'd make it 5th or 6th, and add some more caveats about having to stick with Gargauth's goals. Maybe the sacrifice and something akin to a paladin's alignment restrictions -- not as stringent, of course, but something like that as an inspiration.



Making this a 5th or 6th level spell is totally fine with me. I used 3rd level because that was the level used in the sourcebook. For caveats, where you thinking about restrictions on acceptable sentient beings to sacrifice - such as children or a paladin?

That said, keeping the spell level somewhat lower than expected as a way to spread the spell among a larger pool. Think of Gargauth as the drug pusher who gives a super cheap first fix to get you hooked.



I was thinking more of a thing where they had to periodically do other things to push Gargauth's agenda, and/or refrain from certain activities that run counter to his interests.

Again, I'm not a rules person, but it just seems to be that permanently boosting an ability score, for an infrequent thing you're prolly inclined to do anyway, seems kinda powerful. And yeah, I get that it's not permanent in that it can be revoked -- but with the relatively low maintenance cost, it can conceivably be maintained for years, even decades. A boost that can last literally the rest of your life is close enough to permanent that I'm calling it that.

However, given that it's canon as a 3rd level spell, I'll quibble no further. That seems powerful to me, but it was written that way by someone much more experienced in all things gaming.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
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Delnyn
Senior Scribe

USA
598 Posts

Posted - 12 Apr 2020 :  05:59:37  Show Profile Send Delnyn a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert
I was thinking more of a thing where they had to periodically do other things to push Gargauth's agenda, and/or refrain from certain activities that run counter to his interests.

Again, I'm not a rules person, but it just seems to be that permanently boosting an ability score, for an infrequent thing you're prolly inclined to do anyway, seems kinda powerful. And yeah, I get that it's not permanent in that it can be revoked -- but with the relatively low maintenance cost, it can conceivably be maintained for years, even decades. A boost that can last literally the rest of your life is close enough to permanent that I'm calling it that.

However, given that it's canon as a 3rd level spell, I'll quibble no further. That seems powerful to me, but it was written that way by someone much more experienced in all things gaming.



Don't worry. This spell should be thought of as an elaborate Faustian pact some mortal negotiates with a baatezu. Such pacts typically have restrictions against disclosing the existence of the pact to unauthorized parties-especially clerics and paladins. They also have prohibitions against raises and resurrections. Another nasty part of these pacts is once the mortal fulfills his or her end of the pact, the baatezu engineers the port mortal's demise....unless the mortal has proven his or her usefulness to advance diabolic interests.

I can put these details in the spell description. Think of the caster as volunteering to a no-save geas/quest imposed by Gargauth. Another point I will mention is that corruption points incurred from just casting the spell do not account for corruption points incurred from fulfilling the requirements, such as murder or gratuitous torture. The rough rule of thumb as mentioned in The Fiendish Codex II is a mortal is truly damned once he or she gets 9 corruption points, for any reason relevant or not relevant to the spell-induced pact.
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cpthero2
Great Reader

USA
2259 Posts

Posted - 27 Oct 2020 :  04:09:03  Show Profile  Visit cpthero2's Homepage Send cpthero2 a Private Message  Reply with Quote
Senior Scribe Delnyn,

I really like this. The thing that makes this so powerful is the significant roleplay opportunities with this spell.

quote:
In return for the bonus, the caster must corrupt a person of power or sacrifice a sentient being every three months. Much like other Faustian pacts, the augmentation prohibits the caster from disclosing the existence of the obligations to unauthorized personnel unless Gargauth explicits says otherwise. The terms also prohibit the caster from being raised, reincarnated or resurrected from the dead. These restrictions are intended to prevent meddlesome clerics and paladins from trying to redeem the caster's soul.


Man, this really is a huge price to pay. The kinds of intrigue you could pull off with this, are amazing. The jilted lover who just needs to be a little stronger, charming, smarter, etc., making this Faustian deal to get the love of his life, and now is a possible murder-for-hire in the Court, or somewhere else of significance. Very cool man. I love this. I am totally stealing this for my campaigns! ;)

Best regards,


Higher Atlar
Spirit Soaring
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Manuel.Hawkins
Acolyte

1 Posts

Posted - 05 Nov 2020 :  13:57:46  Show Profile Send Manuel.Hawkins a Private Message  Reply with Quote
This reminds me of the ancient legends of the Greeks. See here:
https://dragon-vibe.com/blogs/dragon-blog/dragons-in-greek-mythology
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cpthero2
Great Reader

USA
2259 Posts

Posted - 06 Nov 2020 :  07:16:18  Show Profile  Visit cpthero2's Homepage Send cpthero2 a Private Message  Reply with Quote
Acolyte Manuel.Hawkins,

quote:
This reminds me of the ancient legends of the Greeks. See here:
https://dragon-vibe.com/blogs/dragon-blog/dragons-in-greek-mythology


That (100) headed dragon was awesome, and hilarious to behold. Some confusing date nights for sure! lol

Best regards,



Higher Atlar
Spirit Soaring
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Delnyn
Senior Scribe

USA
598 Posts

Posted - 15 Dec 2020 :  00:20:19  Show Profile Send Delnyn a Private Message  Reply with Quote
Here is another Gargauth-related spell taken from Powers and Pantheons, page 26. Like Astaroth's Augmentation, Gargauth grants this spell to clerics of other faiths. Whether such people are pleased with the final outcome is of course a different story.

Mask of Gargauth



Transmutation [Evil,Lawful, Screwjob]
Level: Clr 4
Components: V,S,M, DF
Casting Time: 1 minute
Range: Personal
Target: You (or one willing recipient; see below)
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell works as an alter self spell, except with a much longer duration. Unbeknownst to the caster, the spell causes 1 point of Charisma drain for every three days the spell is in operation. Mask of Gargauth hides the Charisma drain until the spell ends, whether by will of the recipient or involuntarily. However, the original Charisma score still applies when interacting with servants of Gargauth or Gargauth himself.

The caster must wait at least three days after Mask of Gargauth ends before casting the spell again. For each day the caster does not wait, the recasting inflicts 1 point of Charisma drain. This drain is cumulative with any Charisma drain that occurs with a spell lasting longer than three days, and is cloaked by the recast spell until it expires. The caster does not necessarily know about this detail except through bitter experience or through diligent research.

The spell also establishes a link between Gargauth and the caster that extends across planes, through antimagic fields, dead magic or wild magic zones and even effects as powerful as mind blank. Gargauth may scry on the caster at will, read thoughts and automatically succeed on Sense Motive checks. While the spell is in effect, the caster emanates an aura of law and evil as if an outsider of the caster's character level. The caster will be unable to detect either the (one-way!!) scrying link or the aura by his or her own efforts.

If the person under the spell's effect performs an action that Gargauth deems offensive, Gargauth will forcibly terminate the spell, inflicting potential Charisma drain and a bestow curse that also targets Charisma. If the caster's Charisma reaches 0, he or she immediately transforms into a lemure and his or her possessions are randomly teleported throughout Faerun. A cleric of Gargauth may cast this spell on behalf of a willing recipient. In this case, the recipient, not the caster, faces the risks of Charisma drain.

The material component of this spell is an unblessed broken horn manifested by Gargauth. The divine focus is necessary only if a cleric of Gargauth is casting the spell on behalf of another.
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Delnyn
Senior Scribe

USA
598 Posts

Posted - 15 Dec 2020 :  01:03:14  Show Profile Send Delnyn a Private Message  Reply with Quote
Here is another Gargauth-related spell taken from Powers and Pantheons, page 26. Like Astaroth's Augmentation, Gargauth grants this spell to clerics of other faiths. Why in the Nine Hells anyone, especially a cleric of another deity, would want to get Gargauth's attention is a great question.

Call Upon Gargauth



Conjuration (Calling) [Evil,Lawful, Royal Screwjob]
Level: Clr 9
Components: V,S,M, DF
Casting Time: 1 hour
Range: Personal
Target: You
Duration: Special
Saving Throw: None
Spell Resistance: No

Call Upon Gargauth enables the caster to contact Gargauth, whether he is on Toril, elsewhere in Realmspace or in the Outer Planes. The spell also establishes a link between Gargauth and the caster that extends across planes, through antimagic fields, dead magic or wild magic zones and even effects as powerful as mind blank. Gargauth may scry on the caster at will, read thoughts and automatically succeed on Sense Motive checks. While the spell is in effect, the caster emanates an aura of law and evil as if an outsider of the caster's character level. The caster will be unable to detect either the (one-way!!) scrying link or the aura by his or her own efforts.

Gargauth may answer the call if he sees fit. He is not under any compulsion, although he may try to trick the caster into believing otherwise. If using the rules from Fiendish Codex II, any non-evil spellcaster immediately gains two corruption points just for casting this spell. Keep in mind Gargauth is exceptionally crafty when making deals, even by archdevil standards.

The material component of this spell is an unblessed broken horn manifested by Gargauth. The divine focus of a god other than Gargauth is consumed as any other material component.
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cpthero2
Great Reader

USA
2259 Posts

Posted - 15 Dec 2020 :  06:34:32  Show Profile  Visit cpthero2's Homepage Send cpthero2 a Private Message  Reply with Quote
Senior Scribe Delnyn,

I really like the hidden CHA drain. That is quite cool. Adds that awesome element of mystery to the magic behind it all. Very nice!

Best regards,






Higher Atlar
Spirit Soaring
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Delnyn
Senior Scribe

USA
598 Posts

Posted - 18 Dec 2020 :  00:43:29  Show Profile Send Delnyn a Private Message  Reply with Quote
Reader cpthero2,
Gargauth deliberately witholds much critical information about his granted spells, even from his own clerics. To others who approach a Gargauthan agent hoping to acquire some benefits, caveat emptor!

quote:
Originally posted by cpthero2

Senior Scribe Delnyn,

I really like the hidden CHA drain. That is quite cool. Adds that awesome element of mystery to the magic behind it all. Very nice!

Best regards,







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PattPlays
Senior Scribe

351 Posts

Posted - 18 Dec 2020 :  10:46:55  Show Profile  Visit PattPlays's Homepage Send PattPlays a Private Message  Reply with Quote
I open up this thread randomly and I am immediately met by Gargauth content.

My web of mysteries pulls me back in.. it is unavoidable..

I actually found Astaroth's spell in that one magazine article and found it fascinating. I plan to include it and one of Gargauth's spells from P&P in my campaign somewhere. I wonder what would happen if someone cast Call Upon Gargauth in the Present Age.. I still am dumbfounded as to how I should interpret these spells when the Shield of the Hidden Lord is still a thing.


Senior Scribe Delnyn, "Making this a 5th or 6th level spell is totally fine with me. I used 3rd level because that was the level used in the sourcebook. For caveats, where you thinking about restrictions on acceptable sentient beings to sacrifice - such as children or a paladin?That said, keeping the spell level somewhat lower than expected as a way to spread the spell among a larger pool. Think of Gargauth as the drug pusher who gives a super cheap first fix to get you hooked."

I honestly love it as a third level spell. Nothing makes your players double-take more than something being exceedingly overpowered on the surface. One would hope it could make them suspicious. This stat boosting spell is the one I was talking about earlier in this post. I just love that, with Baldur's Gate Descent Into Avernus out for 5e D&D, we have hooks for using and abusing these classic spells in a way that can direct a party unwittingly into a whole different campaign module's territory. Still wondering about Gormauth Souldrinker..

:The world's greatest OOTA fan/critic: :"Powder kegs within powder kegs!": :Meta-Dimensional Cheese: :Why is the Wand of Orcus just back?: :We still don't know the nature of Souls and the Positive Energy Plane: :PC on profile, Aldritch Elpyptrat Maxinfield: :Helljumpers, Bungie.net: :Rock Hard Gladiator, RIP Fluidanim, RIP Pluto: :IRC lives:


https://thisisstorytelling.wordpress.com

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Delnyn
Senior Scribe

USA
598 Posts

Posted - 20 Dec 2020 :  17:43:06  Show Profile Send Delnyn a Private Message  Reply with Quote
Part Plays,
Going by Descent Into Avernus, I would presume Call Upon Gargauth would not work as usual. Instead, I would recommend telepathic messages being sent from Gargauth to go to some place and await further instructions.
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PattPlays
Senior Scribe

351 Posts

Posted - 20 Dec 2020 :  22:17:47  Show Profile  Visit PattPlays's Homepage Send PattPlays a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

Part Plays,
Going by Descent Into Avernus, I would presume Call Upon Gargauth would not work as usual. Instead, I would recommend telepathic messages being sent from Gargauth to go to some place and await further instructions.



Thanks for the response, though I think there is some deeper lore with the Pit of Gargauth on this. It appeared to me in my various Gargauth research here and in old tomes (still seeking Gormauth Souldrinker lore!) that both Shield Gargauth and a physical Gargauth have existed simultaneously, with one Gargauth being seen flying northward to cause a mess while the Shield's backstory is almost completely fan theory and conjecture. There is very little in the way of clear distinction between the two sides of his being. In the same edition you will have these divine calling spells and have well established lore about the grand cults of the Hidden Lord, repeatedly said to be Gargauth from inside the shield. I haven't' seen anyone able to clear this up, it's been all theory as to how he's in two places at once. Many people cite stories about his Pit beneath a certain city in the heartlands.

:The world's greatest OOTA fan/critic: :"Powder kegs within powder kegs!": :Meta-Dimensional Cheese: :Why is the Wand of Orcus just back?: :We still don't know the nature of Souls and the Positive Energy Plane: :PC on profile, Aldritch Elpyptrat Maxinfield: :Helljumpers, Bungie.net: :Rock Hard Gladiator, RIP Fluidanim, RIP Pluto: :IRC lives:


https://thisisstorytelling.wordpress.com

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cpthero2
Great Reader

USA
2259 Posts

Posted - 21 Dec 2020 :  19:53:04  Show Profile  Visit cpthero2's Homepage Send cpthero2 a Private Message  Reply with Quote
Senior Scribe Delnyn,

You should consider posting a listing of all your Gargauth information in one post somewhere. I know you've done quite a bit of research on that! :)

Best regards,





Higher Atlar
Spirit Soaring
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PattPlays
Senior Scribe

351 Posts

Posted - 22 Dec 2020 :  02:58:48  Show Profile  Visit PattPlays's Homepage Send PattPlays a Private Message  Reply with Quote
quote:
Originally posted by cpthero2

Senior Scribe Delnyn,

You should consider posting a listing of all your Gargauth information in one post somewhere. I know you've done quite a bit of research on that! :)

Best regards,







I posted in the Questions for Ed Greenwood thread about Gormauth Souldrinker. Until I hear more on that topic, I don't have anything. I even emailed a user here about it all and they made it clear that I wasn't asking anything specific enough of them. If I can't talk theory without sounding incomprehensible and unhelpful, then I'll just bite my tongue on that topic until I get more information.
City of Splendors just rocks my world with this throwaway Gormauth Souldrinker stuff..


EDIT: Wait- ohh... I asked Ed about the Pit of Jhaam and Ghaunadaur's Garden.

Yeah, I have to ask someone oh the old school development team about Gormauth Souldrinker. Uhg! Too much to juggle. No wonder I can't arrange a theory that makes sense. In City of Splendor there is an old shrine claiming to be an old alias of Gargauth, but it's a title that has belonged to Ghaunadaur (with no info given) since 2e. My Gargauth collection is.. far too spotty to compile yet.

:The world's greatest OOTA fan/critic: :"Powder kegs within powder kegs!": :Meta-Dimensional Cheese: :Why is the Wand of Orcus just back?: :We still don't know the nature of Souls and the Positive Energy Plane: :PC on profile, Aldritch Elpyptrat Maxinfield: :Helljumpers, Bungie.net: :Rock Hard Gladiator, RIP Fluidanim, RIP Pluto: :IRC lives:


https://thisisstorytelling.wordpress.com

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Edited by - PattPlays on 22 Dec 2020 03:19:03
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PattPlays
Senior Scribe

351 Posts

Posted - 22 Dec 2020 :  03:27:41  Show Profile  Visit PattPlays's Homepage Send PattPlays a Private Message  Reply with Quote
Here's something I stuck in a Netherese arcanist's tomb, thanks to 3rd edition's Fiend Folio.

Jar of Shadow Asps Wonderous, Rare, Possible to be attuned with.
This is a heavily modified and enchanted snake-charmer's jug with general proportions similar to an Alchemy Jug. It has a finely crafted metal plug that forms a releasable airtight seal on the top of the item. It exudes Conjuration and Shadow magic. The inside of the jug is always cloaked in darkness.

You can use an action to open this jug. When this jug is opened, a Giant Poisonous Snake emerges and attacks the nearest creature not attuned to the object. This snake has a striking black and gray color scheme and the poison it delivers deals strength damage. When this snake reaches zero hit points, it dissolves to ash. A Shadow is summoned immediately following this and it attempts to hide and attack creatures when as soon as the situation allows for an ambush, if it can flee the current combat. A new snake appears inside the jug in 24 hours or at the next day's dusk hour, as long as the lid is closed and sealed shut. A creature attuned to the object can use a bonus action to control the snake, which is non-hostile to them. The shadow released after the snake dies is always hostile and does not know or care who is attuned to the object.


Just a fun little thing.

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Delnyn
Senior Scribe

USA
598 Posts

Posted - 01 Jan 2021 :  20:22:07  Show Profile Send Delnyn a Private Message  Reply with Quote

Here is the last Gargauth-related spell taken from Powers and Pantheons, page 26. Unlike the other spells posted, Gargauth only grants this spell to his own clerics and does not receive the screwjob descriptor. The unwilling recipient of this spell will beg to differ with me.

Spiritual Corruption



Enchantment (Compulsion) [Evil, Lawful, Mind-Affecting]
Level: Clr 8
Components: V, S, M, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One non-evil living creature
Duration: Special
Saving Throw: Will negates (see below)
Spell Resistance: Yes

Spiritual corruption is an insidious enchant that weakens the conscience of its victim. The effects of this spell may only be prematurely ended by magic at least as powerful as limited wish, an artifact or divine intervention. Dispel magic, break enchantment or similar spells will not work. The spell has no effect on constructs, elementals, undead or any evil creature.

The target of the spell receives an initial saving throw to resist the effects entirely if spell resistance fails to stop the spell. Good creatures have a +4 circumstance bonus to the initial saving throw. Neutral creatures with respect to evil and good receive neither bonus nor penalty. The DM secretly rolls the save for non-outsiders, however, and the target is not necessarily aware he or she was ever targeted by spiritual corruption. Furthermore, the saving throw is not rolled immediately after the casting.

In the case of outsiders, however, saving throws are done immediately after the spell is cast. This alerts the victim of potentially hostile effects, whether the save succeeds or not. They may then take action to have the effect removed before the first temptation happens the next day. Native outsiders will know if they failed a save or not, if spell resistance failed or not, but not the nature of the effect. Extraplanar outsiders will recognize the spiritual corruption effect and how to remove the effect whether or not the save succeeded or failed. Gargauth does not tell his clerics about the exception with outsiders. They either learn through diligent investigative research (preferred) or through bitter-and fatal!- experience.

Within one day of the spell being cast, spiritual corruption tempts the victim with a minor moral dilemma of the DMís making. If the saving throw fails, the victim takes the morally suspect route. There is nothing to stop the victim from voluntarily failing the saving throw if he or she learns about the spellís effect.

If the saving throw failed on the first day, the victim will face a slightly more significant moral dilemma the following day, and the next saving throw will have a -1 penalty. If the saving throw succeeds, the victim will face a less severe moral challenge the following day with a saving throw at no penalty. If the saving throw fails, the victim will face a more severe moral challenge the following day and the next saving throw will have a -2 penalty.

This series of daily temptations fluctuates in terms of severity and penalty indefinitely until the victim makes a saving throw at no penalty or fails a saving throw at a -7 penalty. If the victim saves at no penalty, spiritual corruption ends, but the victim must still deal with the consequences of his or her immoral actions. An atonement spell with a quest assigned by casting cleric and restitution to wronged parties may be in order. If the victim fails the save at a -7 penalty, the spell ends but the victimís alignment permanently shifts to evil. The chaotic, lawful or neutral component of alignment remains the same. The victim also feels strongly drawn to the worship of Gargauth.

If using the corruption rules in Fiendish Codex II, the victim receives a number of corruption points equal to half the save penalty (rounded down) for each action compelled from a failed save.

The material component of this spell is an unblessed broken horn manifested by Gargauth.
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TBeholder
Great Reader

2173 Posts

Posted - 15 Jun 2021 :  23:09:00  Show Profile Send TBeholder a Private Message  Reply with Quote
How would the scribes stat this spell?

Ranting Mouth
Range: as Ventriloquism

An improved version of Ventriloquism, with added parts of Detho’s Delirium and Magic Mouth.
Like Magic Mouth, it has a buffer of 25 words and visual cantrip of moving lips (which can be adjusted to fit the illusory decoy or omitted).
A weak mind probe feeds it much like Detho’s Delirium, allowing to talk semi-autonomously as long as the caster is in range.
As such, the caster may direct it to talk on a given topic, and it will go on for a while even if the caster concentrates on another spell or is knocked out.
The primary purpose is to create a believable decoy with several spells of lower levels than Mislead or conceal spellcasting (as the caster is "still talking"), but it has many other applications such as magic items that compensate for speech defects (natural or not).

As a side effect, incoming mind probes (magical or psionic) fall into it as "the path of least resistance" and redirect "the reader".(*)
The invading probe is slowed down by the buffer if it retrieves answers in words, otherwise it receives an immediate response echoed by the mouth aloud after its current buffer runs out.
Ranting Mouth can be dismissed with a mental command, taking out the invading links (if any) with it.

The caster can change subject, notice change due to interference (before the result is spoken aloud) or dismiss unless concentrating on another spell at the moment; pause the mouth or continue on the current subject at any time.

(*) Dispel-like opposing roll? Saving throw? Hmm.

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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TheIriaeban
Senior Scribe

USA
933 Posts

Posted - 03 Oct 2021 :  15:43:03  Show Profile Send TheIriaeban a Private Message  Reply with Quote
As requested by The Arcanamach, a couple demi-human spells(2e):

Forced Reverie Ė Drow
(Alteration)
Level: 1
Range: 30 yards
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Due to the elves widely known resistance to sleep, the drow developed this spell specifically for their surface elven cousins. The spell works in all ways like the standard sleep spell except that it only affects elves and half-elves.

Slapping or wounding awakens affected creatures, but normal noise does not. Awakening requires one entire round. Magically enforced reverie opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).

The material component for this spell is a pinch of fine sand or a leaf from any kind of tree.

GnomefireóGnome
(Illusion/Phantasm)
Level: 1
Range: Touch
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 6-inch by 6-inch area of stone or earth
Saving Throw: None
Hearth fires, culturally, were very important to gnomes. For the times that gnomes were unable to have a real fire to provide emotional comfort, this spell was developed. It simply creates the illusion of a small fire at the location touched. The area must be free of any plant matter and can be any earth or stone area. The illusionary flame produces no heat and only provides the amount of light equal to a torch. The area touched (the material component) is not harmed in any way

Edit: fixed typos

"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."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents

Edited by - TheIriaeban on 03 Oct 2021 15:47:45
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TheIriaeban
Senior Scribe

USA
933 Posts

Posted - 04 Oct 2021 :  00:48:31  Show Profile Send TheIriaeban a Private Message  Reply with Quote
Here are a couple more spells (2e), variations of which are probably in use at Candlekeep:

Improved Copy
(Evocation)
Level: 3
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 book or scroll
Saving Throw: None
An improve copy spell enables the caster to copy an entire book or scroll to another blank book or scroll of equal size or larger.

The spell is cast with the two books/scrolls sitting next to each other. Once the casting is complete, glowing streams starts to flow from the source material into the destination. This continues at a rate of 20 pages per round until the entire book or scroll has been copied into the destination. Portions of the source object cannot be selected; all is transferred.

If at any time during the process any parts are disturbed in any manner, the spell ends immediately. When this happens, none of the information from the source will be in the destination object. You either get all or nothing of the information contained in the book or scroll.

The transfer is permanent and is a perfect duplicate of the original. The spell cannot duplicate magical writings of any sort (if the source has any spell on it that scrambles or hides text, the spell fails immediately). This spell is not able create more than a single copy of a single work at one time. If multiple copies or multiple books are desired, it will require multiple castings of the spell.

The material components for this spell are the destination book/scroll and the source material, neither of which is harmed in the process.


Trestís Transcribed Treatise
(Evocation)
Level: 4
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: 1 book or scroll
Saving Throw: None
This spell is the same as the improved copy spell except as noted above and that it will translate the book from one written language to another. The destination language must be known by the caster as well as a proficiency in the subject matter of the book to be translated and copied. If the caster does not have the needed proficiency, a successful skill check must be made against the destination language or else the resulting work will be nothing but a useless jumble of words in both the source and destination languages. This does not damage the source book or scroll in any way. Magical writings of any type cannot be translated or copied by this spell.

The material components for this spell are the destination book and the source material, neither of which is harmed in the process. This spell was researched by Trest Muaj-Gadrok, a wizard of Warder rank with the Guardian Wizards Guild of Iriaebor.

"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."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents

Edited by - TheIriaeban on 04 Oct 2021 00:51:18
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TheIriaeban
Senior Scribe

USA
933 Posts

Posted - 04 Oct 2021 :  15:43:11  Show Profile Send TheIriaeban a Private Message  Reply with Quote
A couple of the most powerful spells(2e) I have come up with:

Alacrity IV
(Alteration)
Level: 9
Range: 0
Components: V, S, M
Duration: 4 turns + 4 rounds/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell is the same as the 3rd-level spell alacrity except as noted above and as follows: it affects spells of any level. Additionally, casting times of greater than 1 round are reduced by 80%, casting times of 1 round are reduce to a casting time of 2, casting times of 8-9 are reduced to 2, casting times of 2-7 are reduced to 1.

This spell was created by the archmage Rodushan Cablemnor.


Disjunction Injunction
(Abjuration, Enchantment)
Level: 9
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: 1 enchanted item
Saving Throw: None
When this spell is cast, the touched magical item is protected from being disjoined or nullified. Spells or effects that remove or dispel magic that are other than a dweomerbanish, eye of Mystra, or Mordenkainenís disjunction are completely ineffective. A dweomerbanish or Mordenkainenís disjunction will weaken an injunction but only enough so that a second dweomerbanish or Mordenkainenís disjunction will function normally (other magic dispelling spells are still ineffective). A disjunction injunction is completely ineffective against an eye of Mystra (no magic can protect against the Goddess of Magic).

Creatures who live on devouring magic will also have no effect on an item under the effect of a disjunction injunction. They will still detect the item as magical and may attempt to ďeatĒ it, but they will soon realize that they get nothing from it and will move on to some other item on the next round.

The spell can be made permanent on an item. If a permanent injunction is affected by a dweomerbanish or Mordenkainenís disjunction, the injunctionís protection is negated against a second casting of the listed spells for 2d3 rounds. After that, the injunctionís protection returns to normal unless a third casting of the listed spells is performed.

The material component is a piece of an item that used to have permanent magic on it that was affected by a dweomerbanish or Mordenkainenís disjunction. This spell was created by the archmage Rodushan Cablemnor of Iriaebor.

"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."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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