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T O P I C    R E V I E W
The Sage Posted - 28 Apr 2003 : 13:03:11
You cautiously approach the old ramshackle magic-shop at the end of the alley. Looking around you notice that the shop itself is kept in perpetual darkness thanks to the shadows cast by the large number of other taller buildings surrounding the shop. Looking down at the scrap of parchment in your right hand you again read the directions scribbled down by the partially-drunk blacksmith you consulted, for the location of the old magic shop.

"Down the main alley, it 'tis, look for the shop that sits in shadows", you read, as you repeat the directions again mentally making sure that you have found the right place and not been lead astray by an old-drunks' foolish and unreliable memories.

You crumple up the scrap of parchment and once again look up at the shop. There appears to be no candles or laterns lit to indicate that the shopkeeper is inside, but you have the strange feeling of some sort of presence that seems to be emanating from the premises. However at this early hour of the evening it seems unlikely that the owner would be inside.

Still you step up to the main shop door and, as if by magic, the door opens allowing you entry. Looking inside you see that the shop is much larger than it appears from the outside.

"What type of strange magic is this", you think as you continue on past the threshold and into the main shop itself.

You are startled as a small hunched-over goblin approaches you from the left of the store. Quickly reaching for your weapon, you then pause as you realise the goblin's aged appearance. Concluding that this poor creature would not be much of a threat, you regain your composure as the goblin begins to speak, slowly looking you over.

"Greetings to you", the goblin says in what seems to be perfectly articulated Common.

You watch as his yellow eyes slowly pass over your well-proportioned frame.

"My name is Grel, and I am the proprietor of this fine establishment. We offer much in the way of magical services, from quills and parchment to spells and magical items". You smile without realising it as the goblin mentions your main intention for being here.

"It is magical items you seek, then, well come with me, we have much to offer...", he says as he limps off towards the backwards area of the store, he then stops, turning around to meet your gaze.

"...for the right price of course". He laughs bitterly as he continues on his way. Unsure of what to expect, you follow anyway, excitement beaming on your face at the anticipation of what you will soon find.




Greetings,

The main purpose of this post is to establish a thread where I will post some of my homebrew designed magical items for the FR campaigns that I run. Included in the inventory for this "shop" will be spells, magical items, wands, and the all important - wizards' staff.

I encourage all types of feedback, both postive and negative, comments, criticisms, and suggestions for improvement.

So let's begin...



30   L A T E S T    R E P L I E S    (Newest First)
Delnyn Posted - 02 Mar 2024 : 16:12:38
Scribes,
My old PC used the following weapon back in the early to mid 1980's. I tried to convert the weapon to 5th edition rules, although I admit I am far from a subject matter expert in this regard.

Light hammer, rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Against minotaurs, the bonus increases to +3. You are immune to the maze spell. Once per tenday (or week), the hammer may cast find the path.
Delnyn Posted - 19 Aug 2023 : 01:26:24
quote:
Originally posted by LordXenophon

quote:
Originally posted by TBeholder
How it's much of a "limit"? Creation of permanent, portable, transferable magic items is the most powerful application of permanency.




Not even close. The most powerful documented application of Permanency was the successful use of it, by the Symbul, to make her Shape Change spell permanent.


This smacks of Chosen Cheater of Mystra shenanigans. Permanency spell got external boost.
Vinzor Burrow Posted - 16 Apr 2023 : 11:07:59
Whipped this together with the help of chatgpt:

Amulet of Undying Hope
Rarity: Legendary

Attunement: Attuning to this amulet requires a ritual that takes 1 hour to perform and can only be performed by a creature capable of casting divine magic.

Description: This amulet is made of a dark, polished metal and adorned with a small, glowing gemstone.
Activation: The wearer of the amulet can activate it by speaking a command word and touching the gemstone. The amulet can be used once per day. When activated, it can cast the death ward spell on up to five creatures of the wearer's choice, granting them temporary immunity to death from certain effects.
TheIriaeban Posted - 09 Oct 2022 : 19:20:47
This 2e but should be easy enough to adjust for other editions.

Mantle Blade: A mantle blade is a very rare elvenblade that has been enchanted to tie into and enhance the wielder’s Cormanthan mantle. This blade will not function (beyond just being an elvenblade with no bonuses) for anyone that is not an elf or half-elf. The bonus for the weapon is rolled for like any other magic sword ignoring any result indicating a cursed weapon.

If the elf or half-elf is currently protected by a Cormanthan mantle, the sword has the following functions:
• If the weapon was not present during the creation/update of the Cormanthan mantle, the weapon can be tied into the mantle by the new wielder meditating for a full turn (if it is interrupted by anything, it has to be started over again). This does not take up an item tie in slot in any way. However, if the weapon is currently tied into someone else’s mantle, the new wielder will learn if the old wielder is still alive at the beginning of the process. The old wielder will also become aware of the process and can decide to oppose the new tuning. If this happens, each round during the one turn tuning period, each individual will roll a d20 and add in any Wisdom adjustment to the roll. Whomever has the highest roll is considered the winner for that round and whomever has the most wins during the turn has the weapon tied to them (if it is a tie at the end of 10 rounds, an additional, tie-breaker round is had, with the winner of that round gaining control of the sword). If the new wielder lost the tuning contest, they cannot try to attune the weapon to their mantle until they gain another level or experience. If the weapon is present during the casting of the Cormanthan mantle spell, there is no contest, and the old wielder can feel the link being severed but does not gain any more information (this process supersedes the requirement to gain a level before being able to reattune a weapon whose link had been broken).

• Once the weapon is tied into the wielder’s mantle, the range that items can be tied to the mantle increases by 20 times the current range with a minimum of 1 mile. As an example, a level 8 mantle wearer normally has a range of 80 feet. Since that is less than 1 mile (20 x 80 feet = 1,600 feet), the new range is 1 mile.

• As long as the weapon is within the mantle item tie in range, it can be summoned back to the wielders hand at will. This is a free action that does not provide an attack of opportunity, nor does it count against any actions in that round so that the wielder could cast a spell in the same round if desired. The summoning can happen even if the weapon is in someone else’s possession as long the weapon is still tied into the wielder’s mantle. If prevented, the wielder will know exactly where the weapon is relative to the wielder’s current location.

• The wielder gets one additional usage of each spell that is linked to the mantle per day. This additional usage is regained the next time the mantle “renews” itself. That day’s usage of any spell in the mantle comes first from the extra usage provided by the sword. The sword does not need to be drawn or even on the elf’s person as long as the weapon is within the tie-in range of the mantle.

Since an elvenblade is mentioned, here is the information for elvenblades:

Elvenblade: While this weapon was originally designed for the royal guard, elven blacksmiths were the ones who made it popular. The elvenblade has design elements from the common long sword mixed in with the chisled tip of a katana and the wider blade of the falchion. Together, these elements give the weapon a distinctive look with a base damage of 2d4 for small to medium targets and 2d6 for large. All elvenblades have the everbright treatment making them immune to tarnish, rust, or corrosion and the bonus is randomly determined like any magic sword (while ignoring any result that indicates a cursed item).

When wielded by an elf or half-elf, elvenblades have the following powers (if the Player’s Option rules are used):
• Based on the character’s dexterity score, their reaction adjustment is subtracted from the threat range of the weapon (a character with a Dexterity of 18 has a reaction adjustment of +2 giving a threat range of 16 to 20 instead of 18 to 20). If for some reason, the character’s dexterity is really low, a negative reaction adjustment has no effect.

• The character’s reaction adjustment is also used for the amount that a successful attack has to hit by for it to be considered a critical hit. Typically, the amount needed to hit by is 5 but, using the example character above, a +2 reaction adjustment would mean that the character would only need to hit by 3.

The combined outcome of the above powers means that, for an elf or half-elf, this weapon would be more likely to get a critical hit than a regular weapon. The maximum adjustment made is 3 points no matter how high the
character’s Dexterity/reaction adjustment may be.
TBeholder Posted - 06 Oct 2022 : 01:58:35
Almost forgot!
Alarm token for a flying dagger (or death dart) construct.
Typically a little bell, a ring (that does not count against magical ring limit, as it's merely there for convenience) or earring, linked with a ring put on the pommel of the construct. When the construct activates, the token attracts attention with a sound or "buzzing" sensation on the wearer's skin, and continues to do report the construct's status this way.
Variants: 1 activation per day or with multiple charges and rechargeable.

Beam-globes.
The basic beam-globe looks and functions just like a common glowglobe (including the pseudo-curse link). It also can be commanded to shoot (as if a ranged attack by the user) beams like those of a radiance quasielemental, of the color chosen by the user. Charges are limited, but regenerate 1 per hour.
A summoned quasielemental is used in the creation process (repeatedly shooting beams).

Guard-globe is a semi-autonomous beam-globe, linked with a control ring.
This ring uses charges, typically either one activation per day automatically regenerated or rechargeable (commonly with Prismatic Eye spell).
The control ring can be used in two ways:
- worn by the user, in which case the globe acts much like an easily transferable beam-globe; or
- put on the pommel of a flying dagger (or death dart) construct, in which case the globe activates when the primary construct does, to attack its current target (while avoids hitting the construct or other visible intervening objects), lying or hanging dormant until then. If the ring and/or primary construct is destroyed or disabled, the globe will keep attacking the same target as long as it's in sight, but will not re-acquire on its own. A guard-globe slaved to a construct can be also pre-set for keeping certain altitude, cycling through a specific sequence of beams (to disable beams dishing out heat and electric damage in a flammable environment, or beams dangerous only to plant/fungal monsters or undead if such intruders are deemed unlikely) and brightness levels when active and inactive. It floats to wherever it was before the activation.
An active guard-globe avoids contact with other objects, unless ordered otherwise by the user via control ring.
The ring and the globe have simplified version of mutual location: the globe can do so on its own and float toward the ring (while avoiding collisions) when ordered, and the ring upon command lets the user sense direction to the globe. Either part of the set can be used to pinpoint (or scry) another with spells.

A globe can be linked to two control rings. In this case they usually are specialized: one works only for the user (with a gem), another for a guard construct (plain). If both rings are in use, the user receives alarm on construct activation and general status of both construct (inactive/moving/attacking) and globe (including the current beam color, using a gem), it also allows the user to override the guard mode and order the globe directly or choose a specific beam type and leave it to act on its own.

Improved variants:
- Mirror Image spell as a defense, on command or on triggered activation.
- or Image Trap spell (Mirror Image, but with decoys emitting Color Spray-like beam in the direction of attack when popped).
- glassteeled globe.
- the ring allows its owner to look through the globe.
- blinding flash as an additional attack type (i.e. can be selected instead of a beam).
- aggressive defense: uses selected beam(s) to free itself if touched by anything other than the ring-wearer while "armed" (usually left on yellow, as corrosive damage does the job in most cases).
- linkages to other types of guardian constructs.

Attempts to significantly enhance damage are mostly unsuccessful, in that spells like Prismatic Spray tend to destroys an item, often on the first discharge.

And on the subject of glowglobes...
Fog-light globe:
A reinforced glowglobe (controlled via touch or a token more often than pseudo-curse attunement), that does not float in air, but has Fog Light spell (Dragon #235), Adhesion (on command, indefinitely), and a self-cleaning cantrip. Intended for ships, of course.
TBeholder Posted - 07 Apr 2022 : 03:32:26
[Redacted]'s Stinging Wyvern
Level: 4?
Range: Touch. Target: 1 javelin.
Duration: 1 round/CL
Components: VSM, M: a palm-sized piece of wyvern's wing membrane (fresh or preserved in any way that keeps it as organic material).
Effect:
Transforms one javelin or other throwing spear when hurled into a wyvern, fearless and attacking whichever targets the caster chooses (as usual, "sting and bite"/"sting or bite" depending whether on the ground or in flight). The sting does not produce venom, but retains any poisons already on the javelin. If the javelin was magical, the wyvern's sting attack has the same effects; range multiplier (if any) is applied to the wyvern's speed; if it has drastic or transformation effect (such as javelin of lightning), the wyvern is destroyed when it hits, but there are still benefits of range and guidance. Other attacks don't have bonus (but count as magical and +2 for weapon immunity purpose due to construct's HD). If the spear is magical and reusable, it's left behind after the wyvern disappears, return to the thrower (not caster) if returning, counts as a missed throw if every stinger attack missed.
Needs an actual corporeal weapon, not magical effect. Works with spells that enhance the spear (such as Enchanted Weapon or Firebrand, rather than transforming it into something else or animating) or that can affect both the inanimate object and construct, but unlike magic item properties those work to their own duration rather than the construct's entire lifetime (e.g. if Muffling Blow was cast on the javelin, the first target hit by the construct cannot shout an alarm during the next round and drops noiselessly if killed, but that's all), and can be separately dispelled even if the wyvern wasn't.

Level 4? Iron Maiden is level 4, has range and makes a much tougher construct with SLA, good Int and meaningful communication, but also limit on memorization. Maybe, double the duration?

A more powerful derivative of Tenser’s Hunting Hawk (L2 Alteration; Duration: 1 round/CL; Components: VSM, M: a wing feather) which transforms 1 arrow (except arrow of slaying) upon shot into a hawk that swoops (charges) the target, then attacks whatever the caster orders (if the arrow was magical its bonuses apply to normal hawk's attack, every round) until slain or out of duration.
Inspired by Bag of Beans effect.

[Redacted]'s Freezing Wyvern
Level: 6?
Duration: 2 rounds/CL ?
Components: VSM; M: a palm-sized piece of wyvern's wing membrane (fresh or preserved in any way that keeps it as organic material); a scale from white dragon or a piece of hide from winter wolf; 2 translucent gems (500 gp each) for eyes (not consumed).
Effect:
Creates a wyvern. The wyvern can detect invisible objects and breathe a cone of cold (for 6d4+6 hp damage) every other round. When slain or the duration expires, it transforms into harmless blue smoke, but leaves the gems behind.

Inspired by Dragon magazine #171 version of Bag of Beans (effect #40).
TheIriaeban Posted - 25 Mar 2022 : 14:24:59
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by TheIriaeban

quote:
Originally posted by Wooly Rupert

Rary's Mnemonic Enhancer was a 4th-level spell. Based on that, I'd make Thander’s Learning Light 4th at the lowest, more likely 5th. Reducing spell memorization times is huge, especially in 2E when it could take hours for a wizard to top back off, RAW.



I would argue that Rary's is more powerful. It allows you to memorize more spells than what you would normally have so that is an actual increase in power.

All this spell does is allow you to basically speed read. It is a convenience is all. At level 5, it is going to take almost 2 full hours to memorize a full load of spells. Doing that in just under an hour allows more time for adventuring and allows the wizards of the group to be more flexible in spell choice from day to day as situations change.

Finally, I got the idea from the 8th level spell Spell Engine (WSC vol 3 pg 844). It can essentially be used as a permanent form of Learning Light and it will affect both wizards and priests. So, a temporary version that doesn't absorb magic and only affects wizards sounds to be about level 3 to me.







Rary's spell does up a caster's potential power, but it's by a set amount, and it's more useful to mid-level mages than higher level ones.

Still, I selected that one because it's a spell that affects spell memorization, as yours does.

I just did the math. A 12th-level wizard, fully tapped out, is going to need a full 11 hours to memorize spells, RAW. Shortening that to 5.5 hours is huge.

And that memorization time just gets longer and longer, as a wizard goes up in level -- by 16th level, it's over 19 hours to go from tapped out to full up. Sure, most wizards won't get tapped out, but a single 6th level spell takes an hour to memorize, under 2E rules.

That's why I think this spell is over-powered for 3rd level. It takes one effect of a 8th-level spell and has a huge impact on wizards, the higher they are in level.



At 16th and higher levels, this question becomes moot. A wizard of that level can already do this by casting the 8th level Spell Engine spell from the Wizard's Spell Compendium. So, really, the base question is should a 5th or 6th level wizard be able to shorten their memorization times or should the spell be level 4 and you have to be level 7 or higher? And if the effect is limited, at what level does a wizard lose this capability only to regain it when they hit level 16 (this is assuming that a particular wizard even has access to these spells).
Wooly Rupert Posted - 25 Mar 2022 : 10:53:18
quote:
Originally posted by TheIriaeban

quote:
Originally posted by Wooly Rupert

Rary's Mnemonic Enhancer was a 4th-level spell. Based on that, I'd make Thander’s Learning Light 4th at the lowest, more likely 5th. Reducing spell memorization times is huge, especially in 2E when it could take hours for a wizard to top back off, RAW.



I would argue that Rary's is more powerful. It allows you to memorize more spells than what you would normally have so that is an actual increase in power.

All this spell does is allow you to basically speed read. It is a convenience is all. At level 5, it is going to take almost 2 full hours to memorize a full load of spells. Doing that in just under an hour allows more time for adventuring and allows the wizards of the group to be more flexible in spell choice from day to day as situations change.

Finally, I got the idea from the 8th level spell Spell Engine (WSC vol 3 pg 844). It can essentially be used as a permanent form of Learning Light and it will affect both wizards and priests. So, a temporary version that doesn't absorb magic and only affects wizards sounds to be about level 3 to me.







Rary's spell does up a caster's potential power, but it's by a set amount, and it's more useful to mid-level mages than higher level ones.

Still, I selected that one because it's a spell that affects spell memorization, as yours does.

I just did the math. A 12th-level wizard, fully tapped out, is going to need a full 11 hours to memorize spells, RAW. Shortening that to 5.5 hours is huge.

And that memorization time just gets longer and longer, as a wizard goes up in level -- by 16th level, it's over 19 hours to go from tapped out to full up. Sure, most wizards won't get tapped out, but a single 6th level spell takes an hour to memorize, under 2E rules.

That's why I think this spell is over-powered for 3rd level. It takes one effect of a 8th-level spell and has a huge impact on wizards, the higher they are in level.
Delnyn Posted - 25 Mar 2022 : 08:28:27
Does the disagreement about Learning Light focus on the memorization time of spells for a 5th level wizard versus the time required for an 18th+ level wizard? 2 hours for a 5th level wizard per TheIriaeban is not the same scale of time as days per assertion by Wooly.

Perhaps Learning Light as a 3rd level spell has a spell level cap and/or a caster level cap of number of spells allowed for expedited learning. I see both sides of the argument and I think a few more clarifications will make the spell workable for all parties.

Great job, TheIriaeban! I wish I thought of this spell when I played 2e.


TheIriaeban Posted - 25 Mar 2022 : 05:26:52
quote:
Originally posted by Wooly Rupert

Rary's Mnemonic Enhancer was a 4th-level spell. Based on that, I'd make Thander’s Learning Light 4th at the lowest, more likely 5th. Reducing spell memorization times is huge, especially in 2E when it could take hours for a wizard to top back off, RAW.



I would argue that Rary's is more powerful. It allows you to memorize more spells than what you would normally have so that is an actual increase in power.

All this spell does is allow you to basically speed read. It is a convenience is all. At level 5, it is going to take almost 2 full hours to memorize a full load of spells. Doing that in just under an hour allows more time for adventuring and allows the wizards of the group to be more flexible in spell choice from day to day as situations change.

Finally, I got the idea from the 8th level spell Spell Engine (WSC vol 3 pg 844). It can essentially be used as a permanent form of Learning Light and it will affect both wizards and priests. So, a temporary version that doesn't absorb magic and only affects wizards sounds to be about level 3 to me.



Wooly Rupert Posted - 25 Mar 2022 : 02:11:55
Rary's Mnemonic Enhancer was a 4th-level spell. Based on that, I'd make Thander’s Learning Light 4th at the lowest, more likely 5th. Reducing spell memorization times is huge, especially in 2E when it could take hours for a wizard to top back off, RAW.
TheIriaeban Posted - 25 Mar 2022 : 01:47:20
A 2E spell based off of one of the effects of a Spell Engine spell.

Thander’s Learning Light
(Alteration)
Level: 3
Range: 10 feet
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 1-foot/level radius
Saving Throw: None
This spell illuminates the area of effect with a light blue luminance that not only provides enough light to comfortably read written text but also provides the benefit of reducing the amount of time needed to memorize spells. The illuminated area is non-mobile and cannot be cast in a vehicle of any sort that is in motion (if it is attempted, the spell effect is anchored to the location the caster was at when the spell casting was complete with the vehicle and caster simply moving beyond the area of effect as dictated by the vehicle’s rate of movement).

For those within the lighted area, the amount of time required to memorize spells is reduced by half. The amount of rest required for spell memorization is not reduced. Similarly, it doesn’t allow a caster to memorize spells they couldn’t normally cast, nor does it increase the number of spells that can be memorized.

The light does not provide any benefit for non-magical writings beyond providing enough light to read them. It also does not provide any affect on being able to read any sort of writings that the reader wouldn’t already be able to read. Any symbols or the like are not inhibited or enhanced in any way.

The material component of this spell is a silver piece.

This spell is a common spell for members of the Guardian Wizards of Iriaebor. This spell was created by Thander Dawnstar, Lord High Mage of Iriaebor.

Edit: Fixed typo.
LordXenophon Posted - 24 Mar 2022 : 15:33:07
quote:
Originally posted by TBeholder
How it's much of a "limit"? Creation of permanent, portable, transferable magic items is the most powerful application of permanency.




Not even close. The most powerful documented application of Permanency was the successful use of it, by the Symbul, to make her Shape Change spell permanent.
LordXenophon Posted - 24 Mar 2022 : 15:23:08
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.



9th.
TBeholder Posted - 27 Jan 2022 : 02:30:49
Speleo Spells, from False Machine blog. Some toward the end are loonie, but not too bad.

Cryobrite Bridge - Creates a simple construction from very soft stone - can be walked upon, but not much else. It's not nearly Wall of Stone (or even Wall of Ice) grade material. Permanent, for however long it turns to be in practice.
Calcite Gap - The subject can walk through stalactites, stalagmites and suchlike sediments, with only minor resistance like they were shrubbery.
Heat Ghost - A decoy for infravision. If it leans against a wall, it warms up a little, etc. Can be used standalone or attached to an illusory creature from another spell (such as phantasmal force) to cover more senses at once.
Stone Steps - Reshapes a path up/down a slope into stairs, temporarily.
Speak With Air - As speak with stone, but for a volume of air that doesn't move around much.
Worthless Corpse - Sometimes merely playing possum does not cut it, so add a phantasm to keep the scavengers away.
Blood Into Rope - Creates a temporary mildly animated rope from the caster's own blood.
Hollow Head - Displaces the subject's brain into extradimensional pocket, may dodge mental attacks and use skull for smuggling.
Servant Skull - A very modest form of a minion (not specified whether it's undead or construct, and how much self-willed - though "Servant" implies not much). Just a skull, without powers beyond floating, but retains mind of the deceased (while simulacra and homunculi actually have hands). Thus utility is mostly limited to a DIY mimir, lookout or floating candelabra.
Skellygrab - Much like crawling claws, but not mindless and keeps some skill (i.e. hand of a thief is more useful). Can be used as animated grappling hook.
Terror Tubes - The subject devours nearby fear auras. Also, now being hit to guts creates a dangerous condition while wrapping the subject in stolen fear aura.
Spelogrowth - Stalactites and stalagmites in the area grow very fast. More finicky than wall of stone, but potentially versatile.
Piercer Cloak - Enchants a cloak, giving it a single use to quickly disguise as a piercer, with abilities of the monster.
Cone of Mould - Spray of spores, as Myconid.
Waterfall Caul - Wear a part of waterfall like a cloak. On the outside as wet, noisy and cold as the original spot in that waterfall, and may emit mist, but at least the caster is not chilled. Unattached incoming objects instead of passing through the water to the caster pass through the water into the original waterfall. Attached ones are still slapped down by the stream. Equivalent of plate.
Dream Venom - Makes a magical poison. The description is not clear, but seems to acting as roughly an equivalent of Nightmare without the backfire problem, no effect in the waking world.
Vampire Counsel - Summon a vampire lawyer. Will work as a lawyer for one pint of blood a day.
Ghoul Pipes - Helps to turn bones into an enchanted wind instrument, usable by the caster only. The listeners are not repulsed by meals however those may look and smell.
Silent Speech - Like Tongues, but for sign languages.
Wait - The targets can respond to the obvious threats, but otherwise just stand around and do nothing for a while.
Pocket Ropes - As (Shrink) Item, for ropes only.
Optic Beast - Semi-illusory monster that can be shaped (with attendant attacks/AC/movement) as anything with HD up to the caster's, but doesn't get special abilities. Unlike Shadow Monsters, it's restricted to the area illuminated by a single fire-based light source, cannot be disbelieved, but does not affect creatures who don't see it. Blazes like fire.
Lens Weapon - Transforms a single weapon, stores as an image in a small lens. Later the caster can "give" it to someone in line of sight as a temporary weapon (requires concentration to maintain).
Monkey Guts - Divines the tunnel system, the haruspice way. Tricky, but shows even warded passages.
Levitating Brain - Makes a disembodied brain fly. Just the brain, not up-armored or anything. Utility, if any, is not clear.
Summon Mirth Elemental - Summon a loonie decoy with Taunt automatic vs. elementals.
Iron Eye - Temporarily replaces eye with a metal eye (needs to be crafted) that sees magnetic materials.
Dribbleganger - Creates an oligophrenic clone.
Un-suspectable Servant - Creates a glowing humanoid equivalent of unseen servant with intrinsic "supposed to be here and do this" effect.
Matchstick Men - A swarm of animated constructs made of kindling that is on fire. Their life expectancy and usefulness are limited accordingly.
TBeholder Posted - 20 Oct 2021 : 17:57:02
quote:
Originally posted by TheIriaeban

For the teleport loci, not having a key is a risk you have to take if you want to use it. Sure, your teleports are errorless but so is any one else's that wants to use it. Is the risk of someone else using it worth the convenience of having it?

Ah. The simplest effect for this would be: indiscriminately redirect inbound teleport attempts from a larger AoE (which covers entire area of possible mis-aimed teleports) into a concentric small spot. Which gives us a benchmark, since it's a variant of Translocation Shift (L7 Alteration, Evocation - from "The Wizards Three" by Ed Greenwood, Dragon #219); differences: AoE instead of 1 ft/CL radius should cover those 320 ft (so it's gigantic, but presumably fixed); and while Translocation Shift can bounce an unlucky phase spider to another planet, this one does not interfere with effects other than teleport and has secondary Range = 0 (instead of "within the plane").
Non-indiscriminate versions would be more complicated in function than this and/or delay inbound teleports.
Sounds about right?

quote:
I would argue that making a permanent magic item is not the most powerful part of Permanency. Being able to make an effect on yourself permanent is because while you can have a magic item taken away from you, you cannot be disarmed of yourself.

This isn't as much about what the spell does, however, but how convenient it is for specific circumstances that may or may not be present.
Objectively, it's concentration of power (time compression, as in having more spells going than the wizard could cast at once) limited by applicable AND available AND allowed spells.
While items are a much greater concentration of power (in that there are less limitations on the spells, than just some personal-range ones) plus versatility.
TheIriaeban Posted - 15 Oct 2021 : 16:03:55
Here are some more combat related spells (2e):

Stabilize Balance
(Alteration)
Level: 1
Range: Touch
Components: V, S, M
Duration: 5 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None
The spell lowers a creature’s center of gravity to be below the surface they are walking on. The effect is that while the recipient may be knocked down, they will automatically right themselves like a properly ballasted ship will when hit by a wave. Also, it will be impossible for the recipient to fall down while on a slippery surface. The surface is still slippery so movement is halved but the creature will not have to make any sort of Dexterity checks to remain upright and will be able to melee without penalty.

The material component is either a tuft of cat hair or a sliver of wood from a ship's keel. This spell was created by Orlan of Highmoon.

Strengthen Aura
(Abjuration)
Level: 1
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell will strengthen the aura surrounding the creature or person touched. This strengthening is expressed as either a +1 to the recipient’s AC or +1 to their saving throws. The selection of how the bonus is applied is made at casting time and cannot be changed afterwards.

The effect will increase for every four experience levels gained by the caster up to level 21 (so, +2 at level 5, +3 at level 9, etc). The maximum is a +6 value that must be divided into the different types as desired (with a maximum of +4 to either AC or saving throws). An example is that the effect could be +3 to AC and +3 to saving throws or it could be +2 to AC and +4 to saving throws or any other combination equaling 6 (at level 21).

This spell’s effect will stack with any other method of increasing AC or saving throws except for itself, magic armor of any type, or a ring of protection. The AC bonus is also applied to a being’s MAC (if psionics are being used in the campaign). If another strengthen aura spell is cast or a ring of protection is worn, only the most powerful will be used. This spell will function in conjunction with the 2nd level spell resiliency.

This spell was created by Dini Wannis, Master of Warder’s Rest.

Resiliency
(Abjuration)
Level: 2
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
This spell will toughen the clothing and skin of the creature or person touched while not affecting their mobility. This toughening is expressed as a +1 to the recipient’s AC and saving throws. The effect will increase for every three experience levels gained by the caster up to level 15 with a maximum value of +5.

This spell’s effect cannot function in conjunction with any sort of magical armor, normal armor not made of leather or cloth, with a shield of any sort, or a cloak of protection. The AC bonus is also applied to a psionic being’s MAC. If another resiliency spell is cast or a cloak of protection is worn, only the most powerful will be used. This spell will function in conjunction with the 1st level spell strengthen aura or a ring of protection

This spell was created by Thander Dawnstar, Lord High Mage of Iriaebor.
TheIriaeban Posted - 13 Oct 2021 : 15:06:35
quote:
Originally posted by TBeholder

quote:
Originally posted by TheIriaeban

it could be true but current elves would disavow the spell in an attempt to "whitewash" their history since all surface elves are buddies and only the evil, nasty drow would have a spell that specifically targets other elves.

Or at least became "not kosher", now that the encouraged behaviour is huddling together (at least, officially).
Against the drow anything goes, but they are magic resistant. Also, since it's easy to cancel with a swift kick, sleep and equivalents thereof are spells for sneaking rather than combat. Usually it's the drow who get the drop on their cousins rather than the other way around, as they both are the attackers in most engagements and are better at security when not.
Looks like it does have a niche good enough to not be lost, but unlikely to be popular even there.

quote:
Originally posted by TheIriaeban

A couple mid-level spells (2e):
Set Teleport Locus

It's good, but IMHO needs some sort of a "key", perhaps non-expendable attuned token(s), to make inbound teleport "know" the target.

BTW, were teleport circles statted in any way anywhere?

quote:
Originally posted by TheIriaeban

Object Permanency
[...] This is basically the same as the eighth level spell permanency except for the fact that it only affects objects that have had an enchant an item or awaken spell cast upon them. This limits the spell as being useful only for the creation of magic items.

How it's much of a "limit"? Creation of permanent, portable, transferable magic items is the most powerful application of permanency.
If there's a place for "lesser permanency", it's persistent immovable spell effects, IMHO.
Perhaps with an anchoring object as semi-cosmetic limitation to justify drop by 2 levels (it's a problem almost exclusively in mid-air, but planting one securely would require some messing about, thus hindering more aggressive uses as "cast two spells under improved invisibility and get out").



It is because of the drow MR that it is not a good choice for use against them which is why the drow wouldn't use it against each other. It could be very useful for the drow against elves because you can pretty easily kill a sleeping target. Cast a spell on a small group and suddenly they are all dead, quietly and efficiently.

For the teleport loci, not having a key is a risk you have to take if you want to use it. Sure, your teleports are errorless but so is any one else's that wants to use it. Is the risk of someone else using it worth the convenience of having it?

I would argue that making a permanent magic item is not the most powerful part of Permanency. Being able to make an effect on yourself permanent is because while you can have a magic item taken away from you, you cannot be disarmed of yourself.

Also, it is a level 6 spell so it can be acquired at level 12. So, while a level 12 wizard can make permanent magic items, he is not going to be making stuff beyond his understanding. That means that any magic item that replicates the effects of a spell of level 7 or higher or is of extreme power is simply out of his understanding. No rings of wizardry, vorpal blades, or robes of the magi. Even a level 16 wizard who gets permanency wouldn't be able to make those. Maybe have it so that a level 12 can only make permanent items of 500 xp or less and that increases by 500 per level gained until it becomes unlimited at level 18?
TheIriaeban Posted - 13 Oct 2021 : 14:16:24
quote:
Originally posted by Delnyn

quote:
Originally posted by TheIriaeban

Who knows? Maybe that guy got the mighty wizard Tim mad at him and he was the first recipient of the spell?

That spell is mostly there for the role playing possibilities. Image that Black Knight is your friend and you have to make sure he doesn't get himself dismembered or killed all while probably wanting to kill him yourself.

Or, you need to influence a group of people but their leader is too popular. Turn him into a loud-mouth braggard and see if his followers still listen to him.



The opportunities for mischief ever accrue. Is there more information about the spell's duration? In particular, what happens to the target when the spell (eventually?) ends? I can imagine some snarky bard saying something to the effect of "Even Elminster could not tell you were ever under the effect of that spell!" to the target.




As listed in the description, it just like the charm person spell so who qualifies as a person, the time between saving throws based on the target's INT, and as it says in the charm person description (2e) "Note that the subject has full memory of the events that took place while he was charmed." That could lead to some very awkward conversations with friends and loved ones.
TBeholder Posted - 13 Oct 2021 : 12:14:59
quote:
Originally posted by TheIriaeban

it could be true but current elves would disavow the spell in an attempt to "whitewash" their history since all surface elves are buddies and only the evil, nasty drow would have a spell that specifically targets other elves.

Or at least became "not kosher", now that the encouraged behaviour is huddling together (at least, officially).
Against the drow anything goes, but they are magic resistant. Also, since it's easy to cancel with a swift kick, sleep and equivalents thereof are spells for sneaking rather than combat. Usually it's the drow who get the drop on their cousins rather than the other way around, as they both are the attackers in most engagements and are better at security when not.
Looks like it does have a niche good enough to not be lost, but unlikely to be popular even there.

quote:
Originally posted by TheIriaeban

A couple mid-level spells (2e):
Set Teleport Locus

It's good, but IMHO needs some sort of a "key", perhaps non-expendable attuned token(s), to make inbound teleport "know" the target.

BTW, were teleport circles statted in any way anywhere?

quote:
Originally posted by TheIriaeban

Object Permanency
[...] This is basically the same as the eighth level spell permanency except for the fact that it only affects objects that have had an enchant an item or awaken spell cast upon them. This limits the spell as being useful only for the creation of magic items.

How it's much of a "limit"? Creation of permanent, portable, transferable magic items is the most powerful application of permanency.
If there's a place for "lesser permanency", it's persistent immovable spell effects, IMHO.
Perhaps with an anchoring object as semi-cosmetic limitation to justify drop by 2 levels (it's a problem almost exclusively in mid-air, but planting one securely would require some messing about, thus hindering more aggressive uses as "cast two spells under improved invisibility and get out").
Delnyn Posted - 13 Oct 2021 : 01:25:16
quote:
Originally posted by TheIriaeban

Who knows? Maybe that guy got the mighty wizard Tim mad at him and he was the first recipient of the spell?

That spell is mostly there for the role playing possibilities. Image that Black Knight is your friend and you have to make sure he doesn't get himself dismembered or killed all while probably wanting to kill him yourself.

Or, you need to influence a group of people but their leader is too popular. Turn him into a loud-mouth braggard and see if his followers still listen to him.



The opportunities for mischief ever accrue. Is there more information about the spell's duration? In particular, what happens to the target when the spell (eventually?) ends? I can imagine some snarky bard saying something to the effect of "Even Elminster could not tell you were ever under the effect of that spell!" to the target.

All jokes aside, I could see this spell cast on an orc leader, eventually stopping a raid on a village with less harm inflicted on the defenders.

EDIT: Casting Kendrick's Chaos at a Luruar conference may very well fail on every single participant, but you would still get the desired results. Advice: Avoid Alustriel and Taern Hornblade altogether. Focus a heightened superciliousness spell on King Harbromm.
TheIriaeban Posted - 13 Oct 2021 : 00:55:32
quote:
Originally posted by Delnyn

This spell is veering perilously close to Monty Python's Black Knight. So if the target who fails a save gets a limb amputated via sword of sharpness, does that mean he or she will merely say "just a flesh wound"? Or even worse, "I'm invincible!" ?

quote:
Originally posted by TheIriaeban


Any damage the individual takes is “a mere scratch” and will even look better in his eyes due to the illusion portion of the spell.





Who knows? Maybe that guy got the mighty wizard Tim mad at him and he was the first recipient of the spell?

That spell is mostly there for the role playing possibilities. Image that Black Knight is your friend and you have to make sure he doesn't get himself dismembered or killed all while probably wanting to kill him yourself.

Or, you need to influence a group of people but their leader is too popular. Turn him into a loud-mouth braggard and see if his followers still listen to him.
Delnyn Posted - 13 Oct 2021 : 00:40:56
This spell is veering perilously close to Monty Python's Black Knight. So if the target who fails a save gets a limb amputated via sword of sharpness, does that mean he or she will merely say "just a flesh wound"? Or even worse, "I'm invincible!" ?

quote:
Originally posted by TheIriaeban


Any damage the individual takes is “a mere scratch” and will even look better in his eyes due to the illusion portion of the spell.

TheIriaeban Posted - 12 Oct 2021 : 22:54:27
A couple spells (2e) that show that there is nothing more fun than messing with someone's mind:

Kendrick’s Chaos
(Enchantment/Charm)
Level: 1
Range: 120 yards
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature/level in a 60-foot cube
Saving Throw: Negates
Very similar to charm person except that on a failed saving throw, the person affected will not agree with any action, choice, or decision made by anyone else. The more members of a group that are affected, the more likely that the entire group will only stand around arguing about a course of action (50% + 10%/person affected).

The alignment of the individuals will determine their individual actions. Good or lawful beings will tend to discuss things while evil or chaotic beings may resort to violence to get their point across (the chance of violence would vary widely based on the situation so it is up to the DM to decide if the argument goes that far). Neutral beings have a 50% chance of either.

The spell was created by Kendrick Woglegstrom of the Shoon Empire.

Superciliousness
(Enchantment/Charm, Illusion/Phantasm)
Level: 1
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Negates
This spell is similar to the charm person spell with one difference: instead of making the target like the caster, it makes the target think that he is better than everyone else. He is the best looking, most powerful individual there ever was. Anything the target does is easy for him and requires next to no effort. Others are weaker and not as smart as he obviously is. People who are familiar with the target will realize almost immediately that something is wrong with the individual, very likely as soon as they open their mouth to make some kind of grand statement about themselves.


In game terms, this is expressed by a -2/-10% modifier to all saves or checks including saving throws, attack rolls, Armor Class, damage rolls (to a minimum of 1), ability checks, etc. Any damage the individual takes is “a mere scratch” and will even look better in his eyes due to the illusion portion of the spell.
The Arcanamach Posted - 12 Oct 2021 : 21:16:20
Insert MORE! meme
TheIriaeban Posted - 10 Oct 2021 : 16:06:29
Dilation I and II are in the Tome of Magic(2e). I just used the same pattern for the final spell in the series. Finally, here is a magic item that ties them all together.

Dilation III
(Alteration)
Level: 8
Range: 0
Components: V
Duration: As spell affected
Casting Time: 8
Area of Effect: Next spell cast
Saving Throw: None
This spell functions exactly like the 4th-level dilation I spell, except that the area of effect of a 1st-, 2nd-, or 3rd-level spell is doubled or the area of effect of a 4th- or 5th-level spell is extended by 50%. Alternatively, the wizard can extend the area of effect of one 6th-or 7th-level spell by 25%. Fractional measurements are dropped.
The dilation III spell must be cast immediately prior to the spell to be affected; if a complete round or more elapses, the dilation spell is wasted. The dilation spell affects only spells that have areas of effect defined in feet or yards (numbers of creatures cannot be increased). The dilation affects only spells cast by the same wizard. This spell was created by Rodushan Cablemnor of Iriaebor.

Girdle of Spell Mastery: This broad, hardened leather belt is typically embossed with a repeating pattern of staves surrounded in fire (similar to the surrounding fire seen in the god Azuth’s symbol) that has been outlined in gold and silver thread. It bears enchantments that keep it from rotting or growing molds and is immune to purely magical damage (spells that do non-elemental damage) as well as physical force. For elemental type damage, the girdle saves as the best material for that damage type with a +5 to the saving throw.

The girdle provides arcane spell casters with a continuous improvement to one aspect of their spell casting: area of effect, casting speed, duration, or range. The wearer chooses which aspect of their casting is enhanced and it will stay that way until the caster, by mental command, selects a different aspect to enhance. This change will take a full round so that the newly selected aspect will not be in place until the beginning of the next round (the old one fades slowly so it is still in effect until the next round). Additionally, up to three times per day, the wearer can have all four aspects boosted for 3 continuous rounds.

There are minor (3,500 xp) and major (6,000 xp) versions of the girdle. Only 10% of these girdles are of the major version.

The minor version offers the following benefits for the selected aspect:
Aspect Affect on spellcasting
Area of Effect The area of effect of 1st-, 2nd-, or 3rd-level spells are extended by 50%. The area of effect of 4th-or 5th-level spells is increased by 25%. Fractional measurements are dropped.
Casting speed For spells up to level 5, casting times of 2-5 are reduced by 1; casting times of 6-9 are reduced by 2; and a casting time of one round is reduced to a casting time of 8. Casting times for spells that require more than 1 round are reduced by 20%
Duration Extends 1st- through 3rd-level spells to double duration and will extend the duration of 4th- or 5th-level spell by 50%. It does not affect spells with a duration of instantaneous.
Range The range of any spell of levels 1-3 is increased by 150%; the range of any 4th- or 5th-level spell is increased by 50%. It does not affect spells with range 0 or touch.

The major version offers the following benefits for the selected aspect:
Aspect Affect on spellcasting
Area of Effect The area of effect of 1st-, 2nd-, or 3rd-level spells are doubled. The area of effect of 4th- or 5th-level spells is extended by 50%. The area of effect of 6th-or 7th-level spells are increased by 25%. Fractional measurements are dropped.
Casting speed For all spell levels, casting times of 2-7 are reduced to 1; casting times of 8-9 are reduced to 2; and a casting time of one round is reduced to a casting time of 2. Casting times for spells that require more than 1 round are reduced by 80%
Duration Extends 1st- through 5th-level spells to triple duration, 6th- and 7th-level spells to double duration and will extend the duration of 8th-level spells by 50%. It does not affect spells with a duration of instantaneous.
Range The range of any spell of levels 1-3 is increased by 300% (4x range); the range of any spells of levels 4-6 is increased by 200% (3x range); the range of any 7th- or 8th-level spell is increased by 100% (2x range); the range of any 9th-level spell is increased by 50%. It does not affect spells with range 0 or touch.

Edit: fixed typo.
TheIriaeban Posted - 10 Oct 2021 : 15:48:52
Extension I though III is in the PHB(2e). I followed the same pattern for the higher level ones.

Extension IV
(Alteration)
Level: 7
Range: 0
Components: V
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell is the same as the extension I spell, except that it will extend 1st- through 4th-level spells to double duration and will extend the duration of 5th- or 6th-level spell by 50%. This spell was created by Lerin Lightlimb of Highmoon.


Extension V
(Alteration)
Level: 8
Range: 0
Components: V
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None
This spell is the same as the extension I spell, except that it will extend 1st- through 3rd-level spells to triple duration, 4th- and 5th-level spells to double duration and will extend the duration of 6th- or 7th-level spell by 50%. This spell was created by Lerin Lightlimb of Highmoon.


Extension VI
(Alteration)
Level: 9
Range: 0
Components: V
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell is the same as the extension I spell, except that it will extend 1st- through 5th-level spells to triple duration, 6th- and 7th-level spells to double duration and will extend the duration of 8th-level spell by 50%. This spell was created by Lerin Lightlimb of Highmoon.
TheIriaeban Posted - 10 Oct 2021 : 15:39:32
Far Reaching I through III is in the 2e Tome of Magic. I used the same pattern shown in these spells to create higher level versions.

Far Reaching IV
(Alteration)
Level: 6
Range: 0
Components: V
Duration: Special
Casting Time: 6
Area of Effect: Affects next cast spell
Saving Throw: None
This spell operates exactly like the 3rd-level far reaching I spell except that the range of any spell of levels 1-3 is increased by 200% (3x range); the range of any 4th- or 5th-level spell is increased by 100% (2x range); the range of any 6th-level spell is increased by 50%. The spell to be affected must be cast on the round immediately following the far reaching IV spell or the latter is wasted. A wizard can use this spell only to affect his own dweomers. It does not affect spells with range 0 or touch. This spell was created by Lerin Lightlimb of Highmoon.


Far Reaching V
(Alteration)
Level: 7
Range: 0
Components: V
Duration: Special
Casting Time: 7
Area of Effect: Affects next cast spell
Saving Throw: None
This spell operates exactly like the 3rd-level far reaching I spell except that the range of any spell of levels 1-4 is increased by 200% (3x range); the range of any 5th- or 6th-level spell is increased by 100% (2x range); the range of any 7th-level spell is increased by 50%. The spell to be affected must be cast on the round immediately following the far reaching V spell or the latter is wasted. A wizard can use this spell only to affect his own dweomers. It does not affect spells with range 0 or touch. This spell was created by Lerin Lightlimb of Highmoon.


Far Reaching VI
(Alteration)
Level: 8
Range: 0
Components: V
Duration: Special
Casting Time: 8
Area of Effect: Affects next cast spell
Saving Throw: None
This spell operates exactly like the 3rd-level far reaching I spell except that the range of any spell of levels 1-5 is increased by 200% (3x range); the range of any 6th- or 7th-level spell is increased by 100% (2x range); the range of any 8th-level spell is increased by 50%. The spell to be affected must be cast on the round immediately following the far reaching VI spell or the latter is wasted. A wizard can use this spell only to affect his own dweomers. It does not affect spells with range 0 or touch. This spell was created by Lerin Lightlimb of Highmoon.


Far Reaching VII
(Alteration)
Level: 9
Range: 0
Components: V
Duration: Special
Casting Time: 9
Area of Effect: Affects next cast spell
Saving Throw: None
This spell operates exactly like the 3rd-level far reaching I spell except that the range of any spell of levels 1-3 is increased by 300% (4x range); the range of any spells of levels 4-6 is increased by 200% (3x range); the range of any 7th- or 8th-level spell is increased by 100% (2x range); the range of any 9th-level spell is increased by 50%. The spell to be affected must be cast on the round immediately following the far reaching VI spell or the latter is wasted. A wizard can use this spell only to affect his own dweomers. It does not affect spells with range 0 or touch. This spell was created by Lerin Lightlimb of Highmoon.
TheIriaeban Posted - 10 Oct 2021 : 15:22:31
There were already baseline versions of these spells. I just created "improved" versions using one of my rules for spell design: you can improve one aspect of a spell (duration/area of affect/etc or spell affects) for an increase of spell level by one. That is how the level was set for these.

Here are the remaining Alacrity spells(2e):

Alacrity II
(Alteration)
Level: 5
Range: 0
Components: V, S, M
Duration: 2 turns + 2 rounds/level
Casting Time: 2
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 7th level and lower. Additionally, the casting times of greater than 1 round are reduced by 40%, casting times of 1 round are reduce to a casting time of 6, casting times of 9 are reduced to 5, casting times of 7-8 are reduced by 3, casting times of 3-6 are reduced by 2, and casting times of 2 are reduced to 1.

This spell was created by Rodushan Cablemnor of Iriaebor.

Alacrity III
(Alteration)
Level: 7
Range: 0
Components: V, S, M
Duration: 3 turns + 3 rounds/level
Casting Time: 3
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, the casting times of greater than 1 round are reduced by 60%, casting times of 1 round are reduce to a casting time of 4, casting times of 9 are reduced to 4, casting times of 7-8 are reduced to 3, casting times of 4-6 are reduced to 2, and casting times of 2-3 are reduced to 1.

This spell was created by Rodushan Cablemnor of Iriaebor.
Delnyn Posted - 10 Oct 2021 : 13:20:00
TheIriaeban,
Do you have more of those homebrew metamagic spells such as alacrity IV? Is there some rule you have for assigning spell levels for different metamagic effects? I am totally stealing these spells for my own campaigns.

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