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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 10 Jun 2008 :  12:07:03  Show Profile Send Nicolai Withander a Private Message  Reply with Quote  Delete Topic
Hi...

There is a topic about the most powerful spellcaster in Faerûn, now how about the most powerful spell? It is dificult to say, but try people!

One of my favirites is Disintegrating Blast. Works as a 40ft. radius blast of disintegration, fort. save or die. ass 3.0 rules.

Balefire I like aswell. 6d6 points of damage per lvl of the caster, who then himself take 2d6 points of damage per lvl.

and the I like Black Blade of disaster.

Comment on my choises if you will please!

Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 10 Jun 2008 :  12:13:15  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
I just wanted to say, that two of the above mentioned spells I have created my self, ingame, at my DM accepstance. I completed a quest that made it possible for me to create these two spells.
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 10 Jun 2008 :  12:39:28  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Ohh yeah... and another personal favirite of mine... The spell Elminster got directly for Mystra... a touch and it crubles to dust... no save no SR... now that is just POWER... Muhahaha..
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 10 Jun 2008 :  12:50:17  Show Profile Send Ergdusch a Private Message  Reply with Quote
First off - a warm and friendly welcome to the Keep, Nicolai!

ANother thing: I am no mod but as this topic is not entirely Forgotten Realms specific it might be locked eventually....

Now on topic: I always had my difficulties with self-designed spells as they tend to be either too powerful or too weak in comparison with the 'core'spells. As you left the spell levels unmentioned it is hard to say if your spells would bring similar problems with them. But if it worked for your group - fine with me.

To say something is 'the most powerful' is always a little tricky as such a judgement highly depends on other factors as well, such as the situation or opponent.
Anyhow, now to the spells I have noticed to be quite powerful in game play. I'll make it more FR specific too and pick a few spells form Realms sourecebooks, the following 2 spells both from Magic of Faerun: Ball Lightning (at least asit iswritten in MoF) and the one that you mentioned already: Black Blade of Disaster.

But the ultimate one for me is actually a 2nd lvl spell: Melf's Acid Arrow. Imagine: an 18th lvl sorcerer casting an extended and maximized Acid Arrow (a than 6th lvl spell) which will last 14 round dealing 8 point of damage per round - that is a total of 112 points!
Compared with other 6th lvl spells that one is a killer (even long after the caster left the field)

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 10 Jun 2008 13:03:19
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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 10 Jun 2008 :  13:11:24  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
This one is actually easy: Karsus's Avatar. It's the only 12th-level spell that has ever existed in the history of the Realms, and it stripped the goddess of magic of her power.

Of course, that's only the most powerful single-caster spell. Other contenders would be some High Magic spells/rituals like the Killing Storm, the spell that caused the Sundering and raised Evermeet, and the wave that wiped out Jhaamdath. And there's also the Imaskari spell that held off the deities of their stolen slaves...

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Alisttair
Great Reader

Canada
3054 Posts

Posted - 10 Jun 2008 :  13:31:37  Show Profile  Visit Alisttair's Homepage Send Alisttair a Private Message  Reply with Quote
Before "Karsus's Avatar", "Ioulaum's Longevity" and "Proctiv's Move Mountain" were two of the best.

Karsite Arcanar (Most Holy Servant of Karsus)

Anauria - Survivor State of Netheril as penned by me:
http://www.dmsguild.com/m/product/172023
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 10 Jun 2008 :  14:27:28  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
First of all thank for that warm welcome...

The two self made spell i presented are both lvl 9 spells!

Here they are in original form:

Melcar’s Balefire.
Evocation
Level: Sor/Wis 9
Components: V, S, M
Casting Time: One round
Range:Close (25ft. + 5ft./2 levels)
Area: Line 2ft.x (25ft. + 5ft./2 levels)
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: Yes


The power of this spell is so gigantic, that the very air around the caster tingles with magical power. Anyone in a 20ft. radius can feel the raw power of magic at work. Detect Magic shows magic flowing through and to the caster. When the caster starts to channel the spell, white golden and silver energy swirls around him, and gathers itself as a sphere between his hands. He then directs the power as a line towards his target. When this spell is unleashed, a flash of intence white light eminates from the caster, causing, a 20 ft. radius blast wave, knocking anyone smaller that large down(ref. DC 20). The line itself is a mix of the purest white light, gold and silver flames. It also shines with the same light effect as the spell Dayligt. Anything and anyone struck by the line is affected, And takes 6d6 points of damage per lvl of the caster half of which is fire damage. Max caster level 25. A succesful reflecs saving throw halves the damage. As a result of casting this powerful evocation, the caster suffers 2d6 points of damage per level, and is drained of his power making him unable to cast any spell in one rounds per level after. The damage and loss of spellpower cannot be evaded in any way.

If maximized, both damage to caster, and time unable to cast spells is maximized.

Material: A drop of blood from a dragon

And

Melcar’s Disintegrating Blast
Transmutation
Level: Sor/wis 9
Components: V, S, M
Casting Time: One action
Range: Close (25ft. + 5ft./2 level)
Area: 40-ft.-radius spread
Duration: Instantaniously
Saving Throw: See text
Spell Resistance: Yes

The spell caster creates a black sphere, ingulft in dark green flames, betwene his hand and hurls it at his target. The sphere explodes in a blast of dark green flames, preseeded by a black blast wave. Every thing caut in the blast must atemt 2 saves. To survive. First a reflex to deturmen the fortitude save. If the reflex save is succesful, the DC of the fortitude is redused by 10. If not the fortitude is the same DC as the initial reflex save. If the fortitude save is failed the tagets effectet by the spell are instantly destroyed. Leaving only fine traces of dust. If the fortitude is succesful. Nothing happens to the tagets.

Material: Pinch of dust or pinch of bone


Now about that spell Karsus Avartar... where can it be read that it is a true lvl 12 spell. I have looked everywhere... ? There is another epic spell... cant remenber where I read about it.. but you pull the sun down to earth... dealing about 22000d6 or some like that... totali Anihilating the planet! I have only one question WHY???




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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 10 Jun 2008 :  14:57:10  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Now about that spell Karsus Avartar... where can it be read that it is a true lvl 12 spell. I have looked everywhere... ? There is another epic spell... cant remenber where I read about it.. but you pull the sun down to earth... dealing about 22000d6 or some like that... totali Anihilating the planet! I have only one question WHY???


I'm not sure about that sun spell... I doubt that's really possible. Even if there is such a spell, the gods would stop it -- because if that spell went off, they'd lose their power and their worshippers.

Karsus's Avatar is in the old Netheril boxed set, which can be downloaded for free from the Wizards downloads page.


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Alisttair
Great Reader

Canada
3054 Posts

Posted - 10 Jun 2008 :  15:41:29  Show Profile  Visit Alisttair's Homepage Send Alisttair a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert


Karsus's Avatar is in the old Netheril boxed set, which can be downloaded for free from the Wizards downloads page.





As Wooly said. In the Netheril boxed set (which was 2E) in Netheril, Arcanists (the class, akin to wizards) had spell slots above level 9, many of which were level 10 spells and the most fantastic ones being level 11 spells. Level 12 spells didn't exist (in that no one had created any yet) until Karsus's Avatar (which ended up being the only one). Some of the level 10 and 11 spells came back in 3.x as Epic Spells, but Karsus's Avatar was purposely left out (it would have been a DMs nightmare to have a PC see it in that book and justly say that he should be able to cast it if its in there as long as he meets the requirements).

Karsite Arcanar (Most Holy Servant of Karsus)

Anauria - Survivor State of Netheril as penned by me:
http://www.dmsguild.com/m/product/172023
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Alisttair
Great Reader

Canada
3054 Posts

Posted - 10 Jun 2008 :  15:43:50  Show Profile  Visit Alisttair's Homepage Send Alisttair a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

There is another epic spell... cant remenber where I read about it.. but you pull the sun down to earth... dealing about 22000d6 or some like that... totali Anihilating the planet! I have only one question WHY???


This must have come from a third party sourcebook, because I haven't seen anything like this in any books published by Wizards.

Karsite Arcanar (Most Holy Servant of Karsus)

Anauria - Survivor State of Netheril as penned by me:
http://www.dmsguild.com/m/product/172023
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Rinonalyrna Fathomlin
Great Reader

USA
7106 Posts

Posted - 10 Jun 2008 :  16:01:12  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
Wish.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 10 Jun 2008 :  16:22:53  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
I would say, that yes, Karsus's Avatar is lvl 12 and therefore the most powerful, but withind the bounderies of 1-9th lvl, I think that the two I have made for my char. is some of the most powerful. At least when it comes to combat spell. As for protective spells, I have yet another of my own creation.

Melcar’s Aurora
Transmutation
Level: Sor/wiz 9
Components: V, S, M
Casting Time: One action
Range: Personal
Target: You
Duration: 1 min/lvl
Saving Throw: None
Spell Resistance: No

When this spell is cast, the caster is transformed into raw magical energy. Silver white flames ingulf the caster and shines like a bright light in a 40ft. radius.
The shimmering, silver white flames protects the caster against any spell, spell like ability and effects that dublicate such to the extent of 50%. This silver fire also gives the caster a spell resistance equal to his caster level + int or cha modifier. An finaly gives a + 2 bonus to spell DC and +2 bonus to spell penetration. (Competence)
Even if Dispel Magic or Mordenkainen’s Disjunction is used to remove a currently active spell, the caster can instead of losing the spell block out the dispell effect. This causes 1d4 points of damage per spell level. When employing this spell, the tremendous power unleashed, causes the caster to burn and thusly take 1d6 points of damage each round.

Material: Blod from the caster.

It is not that I want to boast my own spells, but im just trying to se what is out there... and comepare them to mine. Also I like feedback on them!

I know that the Srrinshee had aome very powerful spell... Does anyone know about them?
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Victor_ograygor
Master of Realmslore

Denmark
1075 Posts

Posted - 10 Jun 2008 :  16:36:06  Show Profile  Visit Victor_ograygor's Homepage Send Victor_ograygor a Private Message  Reply with Quote
First welcome to Candelkeep Nicolai Withander

Always great to see a new Dane here.

This is a really hard to answer, but I must say Dominate Person.

Whey

Imagine another spell caster researching, creating magic items fore you… hmmm.. That’s really great. lol

From the spell
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities.

http://www.d20srd.org/srd/spells/dominatePerson.htm

vic

Victor Ograygor The Assassin and Candel keeps cellar master

Everything I need to know about life I learned from killing smart people.

Links related to Forgotten Realms
http://forum.candlekeep.com/topic.asp?TOPIC_ID=9571

Adventuring / Mercenary Companies / Orders / The chosen from official sources
http://forum.candlekeep.com/topic.asp?TOPIC_ID=11047

Priests in Forgotten Realms.
http://forum.candlekeep.com/topic.asp?TOPIC_ID=9609&whichpage=1
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Alisttair
Great Reader

Canada
3054 Posts

Posted - 10 Jun 2008 :  18:09:58  Show Profile  Visit Alisttair's Homepage Send Alisttair a Private Message  Reply with Quote
quote:
Originally posted by Rinonalyrna Fathomlin

Wish.



Touche

Karsite Arcanar (Most Holy Servant of Karsus)

Anauria - Survivor State of Netheril as penned by me:
http://www.dmsguild.com/m/product/172023
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Lord Karsus
Great Reader

USA
3741 Posts

Posted - 10 Jun 2008 :  23:09:35  Show Profile Send Lord Karsus a Private Message  Reply with Quote
Daze is extremely underrated, as is Color Spray.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of Faerûn
Vol I- The Elves of Faerûn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium
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George Krashos
Master of Realmslore

Australia
6666 Posts

Posted - 10 Jun 2008 :  23:16:17  Show Profile Send George Krashos a Private Message  Reply with Quote
In spellcaster v. spellcaster combat the ultimate spell was and always will be "Sphere of Wonder" from the 'Seven Sisters' sourcebook.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 11 Jun 2008 :  00:14:21  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

In spellcaster v. spellcaster combat the ultimate spell was and always will be "Sphere of Wonder" from the 'Seven Sisters' sourcebook.

-- George Krashos




Eye of Mystra and Alamanther's Return, from the same book, have also got a lot of potential in spell combat.

The spell dragonshape, as it appeared in Volo's Guide to the North, is also quite powerful. That spell was later nerfed, for reasons I don't understand... It went from a variant shapechange to a variant polymorph self, but remained 9th level...

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The Hooded One
Lady Herald of Realmslore

5056 Posts

Posted - 11 Jun 2008 :  00:28:25  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message  Reply with Quote
"Weavesmash" would get my vote (Ed's, and unpublished, I think). It allowed a caster to choose a hostile spell that had been cast on them during the last three rounds and generate a DOUBLE STRENGTH replica of it, delivered back at the source of the original hostile spell. It also created a very temporary (three rounds, again) "dead magic" zone in the path between caster and that source target, which was invisible and manifested in silence (so if you knew the effects of the spell, and your foes did not, you could use the dead magic area as a defense or a peril for your foes by luring them).
Nasty.

love to all,
THO
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Rinonalyrna Fathomlin
Great Reader

USA
7106 Posts

Posted - 11 Jun 2008 :  01:20:58  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
quote:
Originally posted by Dagnirion

Daze is extremely underrated, as is Color Spray.



I know, I know. Especially Daze.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 11 Jun 2008 :  01:24:25  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by The Hooded One

"Weavesmash" would get my vote (Ed's, and unpublished, I think). It allowed a caster to choose a hostile spell that had been cast on them during the last three rounds and generate a DOUBLE STRENGTH replica of it, delivered back at the source of the original hostile spell. It also created a very temporary (three rounds, again) "dead magic" zone in the path between caster and that source target, which was invisible and manifested in silence (so if you knew the effects of the spell, and your foes did not, you could use the dead magic area as a defense or a peril for your foes by luring them).
Nasty.

love to all,
THO



Mother of Lurue! Considering that that spell seems to be considerably more powerful than Alamanther's Return, which is a 9th level spell, what level is Weavesmash?

I'd imagine that the number of mages who know this spell is quite small, and that even fewer can cast it... It seems like something that would be held exclusively amongst Mystra's most powerful servants...

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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 11 Jun 2008 :  09:19:39  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

There is another epic spell... cant remenber where I read about it.. but you pull the sun down to earth... dealing about 22000d6 or some like that... totali Anihilating the planet! I have only one question WHY???



I believe you talk about a spell form the Epic level handbook, p. 87 called 'Vengeful Gaze of God' which short discription reads:

Target takes 305d6 damage, caster takes 200d6.

what a spell?! *shakes head*

"Das Gras weht im Wind, wenn der Wind weht."
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 11 Jun 2008 :  16:51:15  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
First of all Weavesmash, and Mother Of Lurue, can these spells be found anywhere en any book???

And secondly of all, is it imposible to create and cast spell above 9th lvl or could Mystra choose( if she trusted the person enough) to let him or her create such a spell? Im asking cause it seems as if Larloch has acces and permision to wield that kind of power?
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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 11 Jun 2008 :  17:32:08  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

First of all Weavesmash, and Mother Of Lurue, can these spells be found anywhere en any book???


As the Lovely Lady Hooded One said in her post, Weavesmash is unpublished. "Mother of Lurue" isn't a spell at all -- it's just a Realmsified version of the real-world oath "Mother of God". Lurue is my fave Forgotten Realms deity.

quote:
Originally posted by Nicolai Withander

And secondly of all, is it imposible to create and cast spell above 9th lvl or could Mystra choose( if she trusted the person enough) to let him or her create such a spell? Im asking cause it seems as if Larloch has acces and permision to wield that kind of power?



10-level spells and above have been banned. Some of their effects can be partially duplicated with epic spells, but those are very difficult, and it's often a lesser effect.

Larloch was around before that ban was in place.

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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 12 Jun 2008 :  23:46:30  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
But the bann comes from Mystras will... if she changed her mind,,, then what? Im having a discution with my DM at the moment whether it can be done, if she alows it! I say yes... he is not so sure!
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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 13 Jun 2008 :  00:33:08  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Why should she change her mind? Unchecked levels of spell advancement lead to the death of her predecessor and the fall of a nation. Malar will join PETA before Mystra lifts that ban.

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Purple Dragon Knight
Master of Realmslore

Canada
1796 Posts

Posted - 13 Jun 2008 :  01:31:09  Show Profile Send Purple Dragon Knight a Private Message  Reply with Quote
Reaving Dispel is my favorite: 1d20 + caster level (maximum +25) vs. DC 11 + target's caster level for every spell on the target; success indicates the spell is dispelled off the target, and if the caster so wishes, the dispelled dweomer is transferred unto him/herself! :)

Very useful against mages who teleport in your home with dozens of pre-cast spells!
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 13 Jun 2008 :  07:18:45  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Im not so much interested in why she should do it but more as to wether she can or not!

Is she can, she might do it if a wizard came along, who befriended her enogh, and second what if to some extent one got stronger than her... Could one just simple override her 10th, lvl spell ban??
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 13 Jun 2008 :  08:58:29  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Im not so much interested in why she should do it but more as to wether she can or not!

Is she can, she might do it if a wizard came along, who befriended her enogh, and second what if to some extent one got stronger than her... Could one just simple override her 10th, lvl spell ban??


Technically speaking she could remove the ban, IMHO. After all, it was Mystra who put this ban into place to begin with. Therefore, it is only logical that she could also remove it.

Now to your second question: She could allow single persons to create and cast spells above 9th level, yes. Similar to how she is able to ban individuals from all exess to the Weave entirely (as she already has done in the past),she could also allow individuals tocast spells of 10th lvl and higher.
However, if she would remove the ban for one person she should have to remove it for ALL other magicians as well. This has nothing to do with trust or friendship but rather with her responcibilities as the deity of magic. As such she is not guardian over how magic is used (for good or evil) but magic in general. She has learnd that leasson in Cyric's trial and most likely has not forgotten it.

Further, if spells that high could be created it would be only a matter of time for a 2nd 'Karsus Folly'.

Therefore if I would be your DM I would not allow 10th level spells.

Lastly, noone could overwrite or remove the ban one his own except for Ao the overgod maybe. That's my opinion at least...

"Das Gras weht im Wind, wenn der Wind weht."
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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 13 Jun 2008 :  13:00:18  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Im not so much interested in why she should do it but more as to wether she can or not!

Is she can, she might do it if a wizard came along, who befriended her enogh, and second what if to some extent one got stronger than her... Could one just simple override her 10th, lvl spell ban??



She can. But she won't -- as I said, all magic ceased, thousands were killed, and the original goddess of magic was slain because of pre-ban spells. There is no reason for her to ever even think of lifting that ban.

No, you can not override a deity in their own portfolio. And only a very small number of deities -- and Ao, of course -- are possibly more powerful than her. None of them can override her ban, except Ao, and he won't do it.

And before you think of appealing to him -- because I see that question coming -- Ao doesn't pay any attention to mortals, and has gone so far as to destroy all written records of his existence. So other than people who actually saw him at the end of the Time of Troubles, or maybe a handful of the highest-ranking priests (and that's iffy), then no one knows about him.

And you can't befriend Mystra enough to make her override the ban. Elminster was the lover of the previous Mystra. The Seven Sisters are her daughters. And she didn't lift that ban for them. Mystra 2.0 has turned to the Simbul and Elminster for advice, and she has all the memories of her predecessor -- and she's not lifted the ban for anyone, either.

So you're not getting around it. At all. Period. It can not be done. I'd suggest turning your energies to something else.

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Edited by - Wooly Rupert on 13 Jun 2008 13:08:37
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Alisttair
Great Reader

Canada
3054 Posts

Posted - 13 Jun 2008 :  13:38:30  Show Profile  Visit Alisttair's Homepage Send Alisttair a Private Message  Reply with Quote
And of course after the Spellplague, this all becomes redundant.

Karsite Arcanar (Most Holy Servant of Karsus)

Anauria - Survivor State of Netheril as penned by me:
http://www.dmsguild.com/m/product/172023
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Ergdusch
Master of Realmslore

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Posted - 13 Jun 2008 :  15:27:58  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Nicolai Withander

Im not so much interested in why she should do it but more as to wether she can or not!

Is she can, she might do it if a wizard came along, who befriended her enogh, and second what if to some extent one got stronger than her... Could one just simple override her 10th, lvl spell ban??



And you can't befriend Mystra enough to make her override the ban.


Besides, if you ever get so close in personal contact with the Godess of Magic as Elminster and the seven sisters are you would never ask for such a thing and would 'see' the wisdom in this ban and in up-holding it.


"Das Gras weht im Wind, wenn der Wind weht."
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